Griffith / Janousek | iPhone Game Development with Flash CSX | Buch | 978-0-240-81454-4 | www2.sack.de

Buch, Englisch, 256 Seiten, Format (B × H): 191 mm x 235 mm

Griffith / Janousek

iPhone Game Development with Flash CSX

Creating iPhone Games in Flash CSX from Start to Finish
Erscheinungsjahr 2010
ISBN: 978-0-240-81454-4
Verlag: Taylor & Francis Ltd

Creating iPhone Games in Flash CSX from Start to Finish

Buch, Englisch, 256 Seiten, Format (B × H): 191 mm x 235 mm

ISBN: 978-0-240-81454-4
Verlag: Taylor & Francis Ltd


Starting with the next version of Flash, developers will be able to create applications and games directly for the iPhone using their existing skill sets. There are a number of new APIs and features that will be available to programmers, and a number of considerations for developers migrating from a web environment to a mobile one. "iPhone Game Development with Flash" will cover these new Flash capabilities unique to the iPhone, and will include information about optimization, testing, and deployment of games through the iTunes App Store. There will be multiple example games throughout the book, highlighting the newest features for the iPhone, as well as the CSX development environment itself. These features include support for the iPhone's accelerometer, geo-locator, multi-touch screen, and hardware acceleration. By the end of the book, a developer should feel competent enough to build a game for the iPhone in Flash with any or all of these new abilities. The companion web site includes: -A forum for people to ask questions/leave feedback. -All source code/tools referenced in the book available for download. -News and updates relevant to the book, along with Adobe updates.

--Create an iPhone game from scratch with Flash - move all the way from prototyping to deploying through the App Store - using all new features of the upcoming version of Flash - CSX. --No additional development experience needed - outside of Flash (i.e. no Objective-C needed!). --Devices like the iPhone are changing how designers design games, they need to intregrate new features like multitouch, accelerometer, and GPS. This book provides THE solutions, with practical real-world examples on how to use the new Flash feature set specifically for iPhone game development. --Create games like Chroma Circuit and Fickleblox (hot Flash iPhone games) available now for download from the Apple App Store.

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Zielgruppe


<p>Flash developers, game developers, iPhone or iPod Touch game developers. Level: Intermediate to Advanced</p>

Weitere Infos & Material


Griffith's new book: "iPhone Game Development with Flash CSX" is a key follow-up to Griffith's current book, "Real-World Flash Game Development". They key difference between the two books: With the forthcoming version of CSX, the door swings wide open for Flash game developers to develop iPhone game gaps. New features allow for iPhone game development making use of gps, multitouch, accelerometer. THIS BOOK is totally tailored to iPhone game development, and is based on all of the key NEW features of Flash CSX (forthcoming in Spring 2010) that greatly enhances the Flash feature sets for iPhone development. -------------------------------------------------------------------- iPhone Game Develoment with Flash CSX: At-A-Glance Table of Contents: Introduction Chapter 1: Getting started with iPhone Apps in Flash CSX 1.1 New Features in Flash CSX for Development 1.2 High level overview of the new iPhone APIs 1.3 Outline of the progression of the rest of the book Chapter 2: Making Games That Move You: The Accelerometer 2.1 Description of how the Accelerometer works 2.2 Explanation of the available APIs for the Accelerometer and Screen orientation 2.3 Game Example from Scratch Chapter 3: No Mice Here, Just Us Fingers: The Multi-Touch Interface 3.1 Description of how Multi-Touch is handled on the iPhone 3.2 Explanation of the available API 3.3 Game Example from Scratch Chapter 4: Knowing Where You Are: Geo-location 4.1 Description of how the Geo-locator works 4.2 Explanation of the available API 4.3 Game Example from Scratch Chapter 5: Small, But Still Powerful: Hardware Acceleration and Performance Considerations 5.1 How the iPhone Uses Hardware Acceleration 5.2 Best practices for asset creation 5.3 Using the new bitmap caching options 5.4 Getting the most performance out of a mobile device 5.5 Practical examples of performance optimization (for 3 previous games) Chapter 6: Playing Well With Others: Multiplayer Games Using RTMFP 6.1 Introduction to RTMFP and how it works 6.2 Multiplayer Game Example from Scratch Chapter 7: If It's Broke, Fix It: Testing and Debugging Your Game 7.1 Initial testing inside of Flash 7.2 Testing your game on a device 7.3 Debugging errors 7.4 Getting others to test your game; usability testing Chapter 8: See If It Sells: Deploying a Game to the App Store 8.1 High-level overview of the App Store submission process 8.2 Walkthrough of the entire process 8.3 Providing updates to your game 8.4 Conclusion



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