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GAME DESIGN WITH                       ADOBE ®

   FLASH® PROFESSIONAL CS6
         Joseph Labrecque




                            Adobe Summer Institute | July 26th 2012
#AEL12
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
#AEL12
Joseph’s Books, DVDs, & Videos




#AEL12
Here is some more…
    Published in:                 Appears in…
                                  Adobe Inspire Magazine
    Adobe Developer Connection
                                  Adobe Developer Center
    ZDNet                         LifeHacker
    ActiveTuts+                   The Flex Show
    CodeBass                      DU Today
    InsideRIA                     The Clarion
    UX Magazine                   The Source
                                  Flash and Flex Developer Magazine
                                  Runtime Expectations
    …and channels like YouTube!
                                  …and more, and more.



#AEL12
Great… what about games?




             ?
#AEL12
Flash Gaming




#AEL12
Adobe roadmap for Flash runtimes
    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.

#AEL12
http://gaming.adobe.com/




#AEL12
Big Names in Flash Gaming




#AEL12
2D Game Libraries
    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/]

#AEL12
3D Game Libraries
    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/]


#AEL12
Adobe Sponsored

                   3D


         2D

#AEL12
Flash Gaming Concepts




#AEL12
Game Loop
    • Anything that needs to
      occur as the game is
      running.
    • Often used for
      movement, status,
      tracking.
    • High level – invokes
      other methods.



#AEL12
Background Scrolling
    • Used to simulate movement
      and add depth to an
      experience.
    • Normally used with a repeated
      bitmap image.
    • Recycle.




#AEL12
Player Movement
    • Can be done with keyboard,
      mouse, or touch.
    • Obstacle avoidance.
    • Aiming before fire.




#AEL12
Obstacles
    • Used to impede the player.
    • Often will decrease time, or
      remove player health.
    • Sometimes can be
      Destroyed for points or as
      an avoidance technique.




#AEL12
Score / Timing
    • Keep track of player
      progress.
    • Life remaining.
    • Score.
    • Time.
    • Points.




#AEL12
demo




#AEL12
Flash Killa’




#AEL12
Flash Killa’ States




#AEL12
ActionScript for basic gaming
    Concepts covered:         •   Game Loop
    • Timing                  •   Scoreboard
    • Mouse Interaction       •   Player Health
    • Character Movement      •   States
    • Rotation                •   Constraints
    • Scrolling Backgrounds   •   Packages/Classes
    • Obstacles               •   Garbage Collection
    • Collision Detection     •   Game Cleanup

#AEL12
LET’S DO THIS!


#AEL12
Mobile Devices




#AEL12
DROID3 + Transformer Prime




#AEL12
Mobile Considerations
    To be considered:
    • Touch + Gestures
    • Device Sensors
    • Scaling [StageScaleMode]
    • CPU vs. GPU vs. Direct
    • AIR Version




#AEL12
Play time!




#AEL12
Thank you.

         @JosephLabrecque




#AEL12

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Game Design with Adobe® Flash® Professional CS6

  • 1. GAME DESIGN WITH ADOBE ® FLASH® PROFESSIONAL CS6 Joseph Labrecque Adobe Summer Institute | July 26th 2012 #AEL12
  • 2. 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 #AEL12
  • 3. Joseph’s Books, DVDs, & Videos #AEL12
  • 4. Here is some more… Published in: Appears in… Adobe Inspire Magazine Adobe Developer Connection Adobe Developer Center ZDNet LifeHacker ActiveTuts+ The Flex Show CodeBass DU Today InsideRIA The Clarion UX Magazine The Source Flash and Flex Developer Magazine Runtime Expectations …and channels like YouTube! …and more, and more. #AEL12
  • 5. Great… what about games? ? #AEL12
  • 7. Adobe roadmap for Flash runtimes 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. #AEL12
  • 9. Big Names in Flash Gaming #AEL12
  • 10. 2D Game Libraries 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/] #AEL12
  • 11. 3D Game Libraries 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/] #AEL12
  • 12. Adobe Sponsored 3D 2D #AEL12
  • 14. Game Loop • Anything that needs to occur as the game is running. • Often used for movement, status, tracking. • High level – invokes other methods. #AEL12
  • 15. Background Scrolling • Used to simulate movement and add depth to an experience. • Normally used with a repeated bitmap image. • Recycle. #AEL12
  • 16. Player Movement • Can be done with keyboard, mouse, or touch. • Obstacle avoidance. • Aiming before fire. #AEL12
  • 17. Obstacles • Used to impede the player. • Often will decrease time, or remove player health. • Sometimes can be Destroyed for points or as an avoidance technique. #AEL12
  • 18. Score / Timing • Keep track of player progress. • Life remaining. • Score. • Time. • Points. #AEL12
  • 22. ActionScript for basic gaming Concepts covered: • Game Loop • Timing • Scoreboard • Mouse Interaction • Player Health • Character Movement • States • Rotation • Constraints • Scrolling Backgrounds • Packages/Classes • Obstacles • Garbage Collection • Collision Detection • Game Cleanup #AEL12
  • 25. DROID3 + Transformer Prime #AEL12
  • 26. Mobile Considerations To be considered: • Touch + Gestures • Device Sensors • Scaling [StageScaleMode] • CPU vs. GPU vs. Direct • AIR Version #AEL12
  • 28. Thank you. @JosephLabrecque #AEL12