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Flash iOS Apps Cookbook

Flash iOS Apps Cookbook

Book Description

The latest version of Professional can directly target , allowing developers to write applications that will run natively on ’s , , and . What’s more, with loosening its restrictions on third-party technologies, apps written in Flash can now be sold and distributed within the .

Flash Apps provides the recipes required to build native iOS apps using your existing knowledge of the Flash platform. Whether you want to create something new or simply convert an existing Flash , the relevant steps and techniques will be covered, helping you achieve your goal.

Learn how to configure and use Flash Professional for iOS by writing and deploying a simple app to a device. Implement many iOS-specific features such a multi-touch, the virtual keyboard, camera support, screen orientation and the Retina display. Overcome the limitations of mobile by mastering hardware acceleration and . Whether you’re an enthusiast or professional developer, the Flash iOS Apps is your toolkit to creating high-quality content for , and .

What you will learn from this book

  • Configure and publish native iOS apps from Flash Professional or .5.
  • Start by quickly building and deploying a simple app to your iOS device.
  • Target mobile screens and implement usability considerations. Download Now »

Foundation Game Design with ActionScript 3.0, 2nd Edition

Foundation Game Design with ActionScript 3.0, 2nd Edition

Book Description

In response to the success of the first edition of Foundation Design with , Rex van der Spuy has revised and updated all the code to meet current best practices, and the focus is now on accurate 3.0, regardless of the IDE that you use.

We’ve all sneaked the odd five minutes here or there playing the latest that someone sent around the office, but creating those games is trickier than it looks. The aim of Foundation Game Design with 3.0 is to take you, even if you’ve minimal or experience, through a series of step-by-step examples and detailed case studies—to the point where you’ll have the skills to independently design any conceivable game using Flash and ActionScript.

Foundation Game Design with ActionScript 3.0 is a non-technical one-stop shop for all the most important skills and techniques a beginning game designer needs to build games with Flash from scratch. Whether you’re creating quick blasts of viral amusement, or more in-depth action or adventure titles, this is the book for you.

  • Focused and friendly introduction to games with Flash and ActionScript
  • Detailed case studies of Flash games
  • Essential techniques for building games, with each chapter gently building on the skills of preceding chapters
  • Modern best practices and new content on ActionScript 3.0
  • Also covers asset creation in Photoshop and Illustrator Download Now »

Physics for Flash Games, Animation, and Simulations

Physics for Flash Games, Animation, and Simulations

Book Description

Physics for Games, , and Simulations teaches programmers how to incorporate real physics into their animations, games, user interfaces, and simulations.

  • Introduces Flash physics in an accurate, but approachable way, covering what is required to produce physically realistic simulations (as opposed to animations that look roughly right)
  • Packed full of practical examples of how physics can be applied to your own games and applications
  • Addresses the diverse needs of developers, animators, artists, and e-learning developers

The book assumes a basic knowledge of and Flash. However, no previous knowledge of physics is required—only some very basic math skills. The authors present everything from basic principles to advanced concepts, so you’ll be able to follow the logic and easily adapt the principles to your own applications. The book builds on your physics knowledge, enabling you to create not only visual effects, but also more complex models and simulations.

What you’ll learn

  • Basic math and physics you’ll need to incorporate realism into your games, animations and simulations
  • How to incorporate a wide range of forces, including environmental forces such as gravity and friction, and forces due to fluids, such as drag and upthrust
  • How to build a number of realistic simulations, like submarines and flight simulators Download Now »

Introducing Starling

Introducing Starling

Book Description

Starling is an 3 framework developed on top of the APIs (available on desktop in Player 11 and 3). Starling is mainly designed for , but could be used for many other use cases. Starling makes it possible to write fast accelerated applications without having to touch the low-level APIs.

Most developers want to be able to leverage acceleration (through Stage3D) without the need to write such higher-level frameworks and dig into the low-level Stage3D APIs. Starling is completely designed after the Player APIs and abstracts the complexity of Stage3D (Molehill) and allows easy and intuitive for everyone.

Obviously Starling is for 3 developers, especially those involved in ; of course you will need to have a basic understanding of 3. By its design (lightweight, flexible and simple), Starling can be used also be used for other use cases like . That said, everything is designed to be as intuitive as possible, so any Java™ or .Net™ developer will get the hang of it quickly as well.

About the Author
Thibault Imbert is a Flash Player product manager focused on graphics and rendering. After a few years working for different French agencies as a Flash developer, Thibault became an Certified Instructor in Paris where he taught ActionScript at an training center. Download Now »

ActionScript Developer’s Guide to PureMVC

ActionScript Developers Guide to PureMVC

Book Description

Gain hands-on experience with , the popular open source framework for developing maintainable applications with a Model-View-Controller architecture. In this concise guide, creator Cliff Hall teaches the fundamentals of by walking you through the construction of a complete non-trivial AIR application.

Through clear explanations and numerous code examples, you’ll learn best practices for using the framework’s classes in your day-to-day work. Discover how enables you to focus on the purpose and scope of your application, while the framework takes care of the plumbing in a maintainable and portable way.

  • Get a detailed overview of the PureMVC process for developing your application
  • Model the domain by the schema and creating framework-agnostic value objects
  • Implement framework-agnostic View components that expose an of events and properties
  • Use the Proxy pattern to keep track of value objects and hide service interaction
  • Facilitate two-way communication between a View component and the rest of the application
  • Stitch the Model and View tiers together with command objects in the Controller
  • Manage problematic View component life cycles, and learn how to reuse the Model tier

Table of Contents
Chapter 1. Introduction
Chapter 2. Building an Application with PureMVC Download Now »

Adobe Flash 11 Stage3D (Molehill) Game Programming: Beginner’s Guide

Adobe Flash 11 Stage3D (Molehill) Game Programming: Beginners Guide

Book Description

’s (Molehill) is a set of APIs that has brought to the platform. Being a completely new technology, there were almost no resources to get you acquainted with this revolutionary platform, until now.

This book will show you how to make your very own next-gen games in . If you have ever dreamed of writing your own console-style in Flash, get ready to be blown away by the hardware accelerated power of . This book will lead you step-by-step through the process of a in 3 using this exciting new technology. Filled with examples, pictures and source code, this is a practical and fun-to-read guide that will benefit both 3D beginners and expert game developers alike.

Starting with simple tasks like setting up Flash to render a simple 3d shape, each chapter presents a deeper and more complete videogame as an example . Right from a simple tech demo, your game will grow to become a finished product – your very own playable 3d game filled with , special effects, sounds, and tons of action. The goal of this book is to teach you how to program a complete game in Molehill that has a beginning, middle, and game over.

As you progress further into your epic quest, you will learn all sorts of useful tricks such as ways to create eye-catching special effects using textures, special blend modes for transparent particle systems, fantastic vertex and fragment programs Download Now »

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