game design with adobe® flash® professional cs6
DESCRIPTION
Slides from my #AEL12 workshop.Joseph Labrecque shows you how to build a simple game for mobile devices that teaches concepts. You’ll assemble components into a mobile game that can be deployed to multiple mobile devices. We will cover Timing, Mouse Interaction, Character Movement, Object Rotation, Scrolling Backgrounds, Obstacles, Collision Detection, Game Loop, Scoreboard, Player Health, Asset Skinning, Sound Managers, Game States, Movement Constraints, Packages/Classes, Randomization, Garbage Collection, and Game Cleanup!TRANSCRIPT
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GAME DESIGN WITH ADOBE® FLASH® PROFESSIONAL CS6
Joseph Labrecque
Adobe Summer Institute | July 26th 2012
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Joseph Labrecque, MA
Senior Interactive Software Engineer University of Denver - Office of Teaching and Learning Adjunct Faculty
Proprietor / Owner Fractured Vision Media, LLC
Adobe Community Professional Adobe Education Leader Adobe Influencer
Author Packt Publishing O’Reilly Media video2brain Adobe Press Peachpit
Artist An Early Morning Letter, Displaced shivervein
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Joseph’s Books, DVDs, & Videos
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Here is some more… Published in:
Adobe Developer Connection ZDNet ActiveTuts+ CodeBass InsideRIA UX Magazine …and channels like YouTube!
Appears in…
Adobe Inspire Magazine Adobe Developer Center LifeHacker The Flex Show DU Today The Clarion The Source Flash and Flex Developer Magazine Runtime Expectations …and more, and more.
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Great… what about games?
?
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Flash Gaming
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Adobe believes that the Flash runtimes are particularly and uniquely suited for two primary use cases: creating and deploying rich, expressive games with console-quality graphics and deploying premium video. This shift in focus for Flash does not mean that existing content will no longer run, or that Flash cannot be used for content other than gaming and premium video. However, it does mean that when prioritizing future development and bug fixes, gaming and premium video use cases will take priority.
Adobe roadmap for Flash runtimes
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http://gaming.adobe.com/
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Big Names in Flash Gaming
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Starling [http://gamua.com/starling/]
CitrusEngine [http://citrusengine.com/]
StarlingPunk [http://www.andysaia.com/radicalpropositions/ starlingpunk/]
Flixel [http://flixel.org/]
Axel [http://www.axgl.org/]
FlashPunk [http://flashpunk.net/]
SmashIO [http://smash.io/]
AS3isolib [http://code.google.com/p/as3isolib/]
2D Game Libraries
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Away3D [http://away3d.com/]
Alternativa3D [http://alternativaplatform.com/en/]
Flare3D [http://www.flare3d.com/]
Unity [http://unity3d.com/?flash]
Unreal Engine [http://www.unrealengine.com/flash/]
Minko [http://aerys.in/minko/]
Sandy3D [http://www.flashsandy.org/]
3D Game Libraries
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Adobe Sponsored
2D
3D
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Flash Gaming Concepts
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• Anything that needs to occur as the game is running.
• Often used for movement, status, tracking.
• High level – invokes other methods.
Game Loop
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• Used to simulate movement and add depth to an experience.
• Normally used with a repeated bitmap image.
• Recycle.
Background Scrolling
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• Can be done with keyboard, mouse, or touch.
• Obstacle avoidance. • Aiming before fire.
Player Movement
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• Used to impede the player. • Often will decrease time, or
remove player health. • Sometimes can be
Destroyed for points or as an avoidance technique.
Obstacles
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• Keep track of player progress.
• Life remaining. • Score. • Time. • Points.
Score / Timing
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demo
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Flash Killa’
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Flash Killa’ States
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Concepts covered: • Timing • Mouse Interaction • Character Movement • Rotation • Scrolling Backgrounds • Obstacles • Collision Detection
ActionScript for basic gaming • Game Loop • Scoreboard • Player Health • States • Constraints • Packages/Classes • Garbage Collection • Game Cleanup
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LET’S DO THIS!
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Mobile Devices
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DROID3 + Transformer Prime
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To be considered: • Touch + Gestures • Device Sensors • Scaling [StageScaleMode] • CPU vs. GPU vs. Direct • AIR Version
Mobile Considerations
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Play time!
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Thank you.
@JosephLabrecque