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Flash Game Development by Example

Flash Game Development by Example

简介 Book Description:
You can’t call yourself a Flash game developer unless you know how to build certain essential games, and can quickly use the skills and techniques that make them up.
Flash Game Development by Example is an ultra-fast paced game development course. Learn step-by-step how to build 10 classic games. Each game introduces new game development skills, techniques, and concepts. By the end of the book you will have built ten complete games – and have the skills you need to design and build your own game ideas.
The book starts with simple well known puzzle games: Concentration and Minesweeper. After learning the basics of game design you’ll introduce AI with a four-in-a-row game. Then as you build your own versions of old arcade games such as Snake, Tetris, and Astro Panic. The book ends with a collection of modern casual classics.
Build the classic and modern games that will turn you into a capable Flash games developer.
What you will learn from this book :
Build 10 working games in one fast-paced 360 page book.
Each game is carefully selected and explained to introduce essential game development skills.
Covers puzzle and board-style games as well as fast paced arcade games.
Build games with AI, levels, shooting at moving targets, puzzles, scoring systems, time limits, and more.
Build games are in the style of: Concentration, Minesweeper, Connect Four, Sokoban, Snake, Tetris, Astro Panic, Bejeweled, Puzzle Bobble, Ballbalance.
Approach
In each chapter you’ll build a complete game, starting with simple puzzlers and working your way up to games similar to the most popular online casual games. Each game introduces a range of essential skills that all Flash game developers should know. There’s never a dull moment — you’re building working, fun games right from Chapter 1.
Who this book is written for
If you’ve never developed a game before or you’ve made a start but want to refine your skills and build complete, successful projects then this book is just what you need.

目录 Summary of Contents
Preface
Chapter 1: Concentration
Chapter 2: Minesweeper
Chapter 3: Connect Four
Chapter 4: Snake
Chapter 5: Tetris
Chapter 6: Astro-PANIC!
Chapter 7: Bejeweled
Chapter 8: Puzzle Bobble
Chapter 9: BallBalance
Appendix: Where to Go Now
Index

关于作者 About the Author
The author (hey, that’s me! Shh… I don’t want people to know I am self promoting the book) hates the yadda yadda yadda about his resume. So here are 4 quick points:
As a blogger, I run… I mean he runs one of the most famous Flash game development tutorials blogs in the world: www.emanueleferonato.com
As a game developer, he made Flash games played by more than 50,000,000 players and sponsored by the biggest Flash games portals.
As a writer, he worked as a reviewer for Packt Publishing and writes love poems to his wife every day.
But, above all, he can make you learn how to make Flash games and enter this ever growing market!

Flash Game Development by Example
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Flash 10 Multiplayer Game Essentials

Flash 10 Multiplayer Game Essentials

Flash 10 Multiplayer Game Essentials

简介 Book Description:
Create exciting real-time multiplayer games using Flash
* A complete end-to-end guide for creating fully featured multiplayer games
* The author’s experience in the gaming industry enables him to share insights on multiplayer game development
* Walk-though several real-time multiplayer game implementations
* Packed with illustrations and code snippets with supporting explanations for ease of understanding
In Detail
Multiplayer web-based games are more popular than any others, and developing your own is an exciting challenge. But developing multiplayer games is a complex task. There are few resources that explain how to build multiplayer games from the ground up.
This comprehensive guide is packed with practical examples and insights into basic and fundamental knowledge for developing real-time multiplayer games in Flash.
This book starts with the essential ingredients to develop Flash games using Flash Builder 4 and AS3, followed by the basic Flash programming that you need to know in order to write any Flash game. You will learn the basic features that a developer must implement for any multiplayer game. The chapters discuss the challenges you will face when developing a multiplayer game. You will learn to leverage the PulseUI framework to quickly develop a multiplayer game along with all the required screen management. The simple, but powerful, Pulse API model required for multiplayer game development is thoroughly explained as well. As you go through these concepts, you will learn to implement them using code examples.
The last section takes you through four multiplayer game implementations of increasing complexity: first a simple turn-based TicTacToe, followed by a multi-player Jigsaw, a card-based racing game, and finally a complex space racing game.
A development guide for all your multiplayer games
What you will learn from this book
* Explore the essential functionalities of a Game Server
* Exchange information between the players using game state actions
* Customize parts of the game screens–login, new game screen, players, friends display, and more
* Prototype your multiplayer games rapidly using PulseUI
* Walk through the code that manages the graphics of a game
* Model complex game environments using XML game schema
* Design the schema needed to implement a game using game states
* Delve into the basics of screen management and the Pulse game state APIs
* Deploy the game design schema required for multiplayer games
Approach
The book provides all the essentials needed to implement a fully featured multiplayer game in Flash. It begins by dissecting a basic hello-world example providing its code and an insight into each feature that is required. Following the book is easy because of the excellent illustrations and working code samples. Four complete game implementations with increasing complexity are discussed; each example is presented with detailed design, implementation code, and screenshots.
Who this book is written for
This book discusses essentials for beginner to intermediate Flash Developers who have perhaps created a game or two in Flash and want to take the next step, and create something that can be played by two or more players over the internet. This book will appeal to professional and amateur developers with an inclination to build synchronous multiplayer games with Flash. No prior knowledge of networking or server-side programming is required.

目录 Summary of Contents
Preface
Chapter 1: Getting Started
Chapter 2: Game Interface Design
Chapter 3: Avatar and Chat
Chapter 4: Lobby and Room Management
Chapter 5: Game Logic
Chapter 6: Multiplayer Game Example: Tic-tac-toe
Chapter 7: Multiplayer Game Example: Jigsaw
Chapter 8: Card-based Racing Game Tutorial
Chapter 9: Real-time Racing Game Tutorial
Appendix A: Introduction to FlashBuilder and AS3
Appendix B: Graphics Programming in AS3
Index

关于作者 About the Author
Prashanth Hirematada, is the founder of Gamantra, a game technology company focused on Network engines and server platforms. Prior to founding Gamantra in 2006, he was a Chief Architect at Shanda Interactive Entertainment Ltd., where he was responsible for creating a common game development platform for all MMOG initiatives at Shanda. He joined Shanda in 2004 through Shanda’s acquisition of Zona, Inc., a MMOG game technology company, headquartered in Santa Clara, USA. At Zona, as a Technical Chief Architect, he was responsible for server-side architecture and implementation of MMOG framework. Prior to joining Zona in 2001, Prashanth worked in various Silicon Valley based technology start-up companies developing software at various levels for well over seven years.
His master’s thesis was a distributed implementation of the Message Passing Library (MPI) on a heterogeneous network of workstations including Solaris, HP-UX, OpenStep, and Windows-NT. He received his MS in Computer Science from the California State University, Sacramento, California, in 1994 and his BS in Computer Science from Bangalore University, Bangalore, India in 1992. You can contact him at prash@gamantra.com.

Flash 10 Multiplayer Game Essentials
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AdvancED Game Design with Flash

AdvancED Game Design with Flash

AdvancED Game Design with Flash

简介 Book Description:
Creating games in Flash is a never-ending journey of exploration, learning, and most of all, fun. Once you’ve mastered the basics, a new world is opened up to you, enabling you to take your existing skills to the next level and discover new skills that will in turn open new doors. This book is a direct continuation of Foundation Game Design with Flash, and is a complete point-by-point roundup of the most important skills a Flash game designer needs to know. You’ll increase your ActionScript knowledge and your game design skills while creating some excellent example games. You’ll learn advanced collision detection skills; professional AI and pathfinding; and how to load and save game data, create destructible environments, and build and switch game levels.
* Each chapter highlights a new advanced technique illustrated by practical examples.
* Examples of games are given in a variety of genres, all of which take an object-oriented programming approach.
* Advanced game design topics are covered, including vector-based collision reaction, pathfinding, billiard ball physics, and modeling game data.
What you’ll learn
* How to use vectors to figure out where objects are going and how they should react to collisions
* Pixel-perfect collision detection for irregular shapes using hitTest and bitmapData
* How to use design patterns and abstract data models to manage complex games efficiently
* How to create advanced enemy AI systems using pathfinding strategies in grid-based environments
* How to use XML to load and save game data
* How to use sound and music in games and create particle effects using blitting.
Who this book is for
This book is for experienced Flash and ActionScript 3.0 developers who want to take their game design skills to a professional level. Readers should have a solid background in object-oriented ActionScript 3.0 programming, and may have attempted game projects of their own. If you have read Foundation Game Design with Flash, then this book will be a natural next step for you. The book covers game design strategies and techniques common to many game design platforms—not just Flash—and will help you create top-quality games that are quick to build and easy to maintain.

目录 Summary of Contents
Chapter 1: Modeling Game Data ……………………. 1
Chapter 2: Vectors: Ghosts in the Machine …………………. 67
Chapter 3: Collisions Between Circles ………………………….. 161
Chapter 4: Collisions Between Polygons…………………. 223
Chapter 5: Pixel-Perfect Collision and Destructible Environments……………….. 305
Chapter 6: Explosions, Blitting, and Optimization………………. 367
Chapter 7: Make It Fun! Sound, Music, and AI ……… 445
Chapter 8: Tile-Based Game Design………………………….. 503
Chapter 9: Pathfinding……………………………. 623
Chapter 10: XML and External Data …………………………. 691

关于作者 About the Author
Rex van der Spuy is a freelance multimedia designer specializing in Flash game design, interface design and ActionScript programming, as well as standards-based XHTML+CSS+DOM website design.
He migrated to the multimedia industry from an earlier career in film and television, having graduated with a BFA in Film/Video from York University (Toronto) in 1993 and spending a number of years working as an independent producer and freelance cameraman. He has designed Flash games and done interactive interface programming for clients such as Agency Interactive (Dallas,) Scottish Power (Edinburgh,) DC Interact (London,) Draught Associates (London) and the Bank of Montreal (Canada.) He also builds game engines and interactive interfaces for museum installations for PixelProject (Cape Town.) In addition, he taught advanced courses in Flash Game Design and Shockwave 3D Game Design for the Canadian School of India (Bangalore, India) and produced two online guide books to Flash Game Design and ActionScript programming (available for free download from his website, www.kaleidoscope-multimedia.com.)
Rex is a also a proponent of standards-based, W3C compliant accessible XHTML coding. He has produced hand-coded websites for Meon Villa, Conran Events, Apax.com, the British-German Association (UK) and the Europan 8 architecture competition,—all meeting strict W3C guidelines and accessibility requirements.
In his spare time, Rex has done a considerable amount of technical and fiction writing and maintains a semi-professional musical career as a performer on the sitar. Rex currently divides his time equally between Canada, India and South Africa and works on consulting and software development projects for clients in India, North America and the UK.

AdvancED Game Design with Flash
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游戏的设计与开发-梦开始的地方 清晰文字版PDF电子书下载

游戏的设计与开发-梦开始的地方》是一部综合介绍游戏的设计与开发的图书。它从设计、美术、技术、管理、文化等诸多方面展开,不仅包括了西方游戏业界广泛使用、业已成熟的技术和方法,也收入了一些刚刚走出大学实验室、极有市场前景的理论和技术。因此,本书不仅可以帮助读者打下扎实的有关知识基础,还有助于读者拓宽前瞻思路。

本书兼顾了游戏设计与开发中的技术层面和艺术层面。介绍技术层面时,着眼于技术发展的总体框架和脉络,力求使得读者们了解某种技术为何而来、如何应用、将来趋势如何;谈论艺术层面时,则着重可控制的可过程化的部分,避免虚化。

游戏的设计与开发-梦开始的地方 清晰文字版PDF电子书下载

游戏的设计与开发》中你可看到一种全新的视角。你将会认识到迪斯尼的动画法则和戚继光兵书中的格斗要义相合,算法评估的思路和美国国父们的开国理念一致,分类法对游戏性定义的启发,时髦的VR技术原只不过足几个世纪人类复现现实努力的延续。你会感悟到文理可以互通,历史知识可以驱动技术发展。这种写法,突破了一般计算机技术书籍的局限性,增加了可读性。

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三国杀攻略本标准版PDF 官方出品

三国杀》是最近一款非常红火的桌面游戏(牌类),融合了西方类似游戏的特点,并结合中国三国时期背景,以身份为线索,以卡牌为形式,集合历史、文学、美术等元素于一身,被称为聪明人玩的游戏……

你是否已经不知不觉地迷上《三国杀》,却对标准版中25个武将技能含糊不清?你是否认为自己对《三国杀》了如指掌,已经是一位高手中的高手?你是否渴望与天下高手过招,得到最纯粹的经验分享?

三国杀攻略本官方标准版》是游卡桌游官方推出,众多三国杀高手联合编写的一本玩家必看攻略本。该攻略不仅对标准版中的25名武将逐一进行技能分析,对每一张游戏牌的功能特点进行脉络式的解析,而且还针对入门玩家的特点,将武将间的相生相克、身份识别策略、玩家游戏中常见的问题,甚至包括王者之战冠亚军的私家经验,深入浅出地融于整套攻略。

该攻略的可读性强,既适合初学者和中级玩家进阶“修炼”,又便于玩家在游戏时查阅,它既是《三国杀》首本官方攻略,同时也是当前市面上最为系统、全面、权威的《三国杀》标准版攻略本。

无论你是初出茅庐的《三国杀》新手,还是久经沙场的老将,相信都能从这本攻略中得到巨大的收获。

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三国杀攻略本标准版PDF 官方出品
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