Books
- Building Great Flash MX Games
- Foundations of Multithreaded, Parallel and Distributed Programming
- Real-time 3D Terrain Engines Using C++ and DirectX
- ASP.NET Cookbook
- Software Project Management: A Unified Framework (Object Technology S.)
- Large-Scale C++ Software Design (APC)
- The Practice of Programming (Professional Computing S.)
- Real Web Project Management: Case Studies and Best Practices from the Trenches
- Programming with POSIX Threads
- Programming Pearls (ACM Press S.)
- Leading a Software Development Team (The Practical Solutions Series)
- The Power of Events: Introduction to Complex Event Processing in Distributed Enterprise Systems
- ASP.NET Data Web Controls
- Swing Second Edition
- Agile Project Management with SCRUM
- Troubleshooting Microsoft Technologies: The Ultimate Administrator's Repair Manual
- Death March
- 3D Game Engine Programming
- Aspect Oriented Software Development
- Adobe Acrobat 6.0 Classroom in a Book (Classroom in a Book)
- The User Interface; Concepts and Design
- Write Great Code: Understanding the Machine
- Java Open Source Programming: With XDoclet, JUnit, WebWork, Hibernate (Java Open Source Library)
- PHP Unleashed
- Linux Kernel Development
Average customer rating:
- An absolute train wreck of a book
- written in a hurry.
- Bad buy
- Top ten Hall of Shame
- Terrible Chocie
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Building Great Flash MX Games
Matthew David
Manufacturer: Wiley
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Binding: Paperback
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Similar Items:
- Macromedia Flash MX 2004 Games Most Wanted
- Macromedia Flash MX ActionScript for Fun and Games (With CD-ROM)
- Macromedia Flash MX 2004 Game Development (Game Development Series) (Game Development Series)
- Macromedia Flash MX Game Design Demystified
- Beginning Flash Game Programming For Dummies
ASIN: 0764519859 |
Book Description
* Designed for both professionals and hobbyists, this is the most complete book on creating sophisticated games with Macromedia Flash MX
* Shows readers how to harness the full potential of Flash MX and Flash ActionScript
* Provides hands-on advice for creating commercial games, as well as games to boost a Web site's "stickiness," perk up presentations, or enhance educational materials
* Explains the tools, scripts, and other building blocks of Flash games tools and then shows how to put them together
* Companion Web site includes all source code and game artwork from the book as well as links to free game development tools and product trials
Customer Reviews:
An absolute train wreck of a book.......2004-11-03
There are so many problems with this book it defies understanding how it made it onto the shelves in it's current form. While I do not claim to be any sort of Actionscript guru, I have done an appreciable amount of work in Flash MX and with actionscript. Still, now 3/4 through the book I have found myself frequently frustrated and disappointed.
First, there are numerous code errors. As an example, in discussing server side includes, the author states 'note that the file name is enclosed by parenthesis'. Then he presents the finished code as '#include "file.as"'. In other places, variable names suddenly change. For example, in one place you are instructed to enter a line using the variable 'content'. Then a short time later when he presents the complete code, he has replaced that name with 'i'.
In addition to the errors are confusing omissions. In the section where preloaders are discussed, he gives instructions for creating the preloader graphics. Then finishes by saying the preloader is complete. Yet there is no actionscript to make it work - only the graphics are done.
I also feel there is not enough commentary on much of the most important code. Largish chunks are thrown out to the user to be used with little or no explaination. Any comments there are are so general that while you may know what the code does, you have no explainantion as to how it is doing it. In one section on databases, the reader is presented with two solid pages of asp code and no explaination whatsoever of why or how it works. I realize this is not an asp book, but at the same time, what good is a huge slab of code, which while it may work, you have no true idea how it works?
Overall, I feel the book was rushed and not well edited. It reads as though it was written quickly and shipped out with no real attention to making sure the information was accurate or well presented. Too much of the book talks about pleasant generalities, how great sound is in a game, how wonderful 3D is, etc., and not enough focused on actually creating the components or making it work.
Also, I strongly feel that there is too large a chunk of the book given over to "[X] in games is really great, but Flash can't do [X], so you need to buy [some third party software]". This sort of thing can be covered in 3 pages, max. I'd rather skip the 15 page ad for another software package (albeit which may be a great package) and hear more about actually working in Flash.
In the end I believe this book will be nearly useless to anyone with a general knowledge of Actionscript and Flash, telling them not much more than they probably already knew or suspected. If the reader has little or no experience, it will undoubtedly leave them more confused than before, and may even do them a disservice with the botched code they will be led to believe is accurate.
I'm not normally given to taking the time to write a bad review. However the obvious lack of care taken with this book coupled with the price was more than enough motivation.
written in a hurry........2004-08-21
I assume that's what happened anyway.
I am a decent flash coder - and this book confounds me.
Not because its too complex because the authors just try and make everything harder than it really is.
Multiple code errors - and often you just get snippets followed by plain language.
I never use this book.
Bad buy.......2004-08-06
There's not much to say. This book sucks! Many code-errors and bad explanation. I think that the writer of this book searched for popular flash-words and made a book out of these words.
There's a whole chapter on 3d... But not one sentense in the chapter is about making 3d. Well.. The author tells you what programs you make 3d with.
It's the same with the website to the book. A nice un-updated site!
But I'm impressed that such a book actually can be printed.
Top ten Hall of Shame.......2004-06-26
A must not buy. Perfect example of juggling between poor dictating and bad spelling. Combined, it makes it almost impossible to understand what he means or figure out where you misspelled the non working scripts provided by the book.
Went halfway through it and knew I couldn't return it because of it's discount.
257 pages, binding included. Weights about 300 grams. It's printing process must have been way more exciting then it's content is.
0 ou of 10
#1 Hall of Shame
Terrible Chocie.......2004-02-02
After trying to cope with this chapter on collision detection for over two weeks, I have decided that this book needs to be revised immensely. On page 47 you give a chunk of code to "Define the ball". The chunk of code you give lacks any commenting whatsoever, and worse yet, when I turned to page 48 I was given ONE SENTANCE to explain SEVEN FUNCTIONS. The sentance wasn't even helpful. "The instnace of the ball mocie clip moves down the stage to collide with the rectangle movie clip". Great, I have no idea which one of these functions does each. I know JS and C++ but AS is still new to me so wading through it is a bloody chore. Later on page 48 you have a chunk of code, this time with a comment. More helpful indeed, I understood this chunk, but you told me to insert it into line 19. That did all of nothing. A friend and senior programmer had to look at my code, and implement it much farther down, more like line 39 if I recall, plus change some of the code. That is rediculous. 48 goes on more. Defining boundries. You give me this line of code:
gBallBaseLoc[200,300];
gGameRect = [0,0,400,500];
gHMax = pGameRect[2] - 5;
You then explain gGameRect, the easies of all the variables to figure out, and omit to tell me the other two descriptions. I assume that BallBaseLoc is where the ball starts on screen and gHMax is the ceiling, but assuming isn't much good for me. Once again this code doens't work at the place you indstructed to put it in either.
What I'm trying to say is I got burned badly by this book. I am a college student, paying my tuition, transportation, and books on my own minimum wage part time job. I parted with my FIFTY DOLLARS [which is a LOT of money to me] for your book, and it hads caused me nothing but headaches. If this is only chapter four, I can't imagine what else lies in wait for me.
I'd think that I could solve my problems by looking at your downloadable source, but the truth is that this particular movie isnt even in your source. There are several games like pacman that you don't even mention in this chapter, but somehow the source is included, yet not this. I am upset.
The purpose of this email is to let you know that your integrity is comming into question from the poor work you have released. I recommend you revise this book ASAP, because your work is a reflection of you, and it isn't looking great to me. You did not respond to my earlier email, which is fine. I wanted to let you know that I am copying this email and putting it in every review of your book online that I can find, just to warn off other people in my situation. I hope you seriously consider the points I have brought up. Thanks,
-Zach Atkinson
Books:
- Handbook of Human-Computer Interaction
- People and Computers: 5th (British Computer Society Workshop S.)
- Digital Aesthetics (Theory, Culture & Society S.)
- The Interactive Book
- Virtual Environments 2000: Proceedings of the Eurographics Workshop in Amsterdam, The Netherlands, June 1-2, 2000 (Eurographics S.)
- Funology: From Usability to Enjoyment (Human Computer Interaction S.)
- Coder to Developer: Tools and Strategies for Delivering Your Software
- Building Great Flash MX Games
- Mastering IBM WebSphere Portal
- Find the Bug: Book of Incorrect Programs
Books