INTRODUCING
FLASH
“Its more than fancy games”
History


   May of 1996

   Jonathan Gay

   Future Splash Animator
"If you ever think Flash is difficult to use, you
   should try drawing with a joystick on an Apple
   II before the concept of undo was invented.
   That will test your patience."
              Jonathan Gay, Creator of Flash
   October of 1995 they tried selling the software
    technology to John Warnock at Adobe.

   of 1996, Macromedia acquired the company
    and Future Splash Animator became
    Macromedia Flash 1.0.

   2006, Adobe acquired Flash
Why do people play games?
   Core Gamers: main form of entertainment
    (maximize gaming time)
   Status Gamers: pride
   Social Gamers: communal experience (play
    with people they care, forming social
    link, coordinate social function around gaming)
   Active Gamers: use gaming as a physical
    release.
   Casual Gamers: use gaming as an emotional
    release and as a way to play different roles.
Where is the money?


   1.1 billion monthly visitors playing online
    games.

   by 2013, the online games market will grow to
    $1.6 billion.
Flash Business Model




Developers   Publishers   End User
Selling Flash Games

   1. Fastest Sale Time: 0 days (the same day it
    became visible) . A couple games have done this.
   2. Average Sale Time: 19 days after the game
    has been set to visible to sponsors until the time
    the bid is accepted.
   3. Average Exclusive-License Sale Price:
    $1960.75 (This number is offset by a few REALLY
    big exclusive sales)
   4. Average Primary-License Sale Price: $939.30
    (Again, this is slightly distorted by large sales, but
    not as much)
   5. Total Number of Deals Made: 799
What can flash do?



         Adobe revolutionizes
            how the world
          engageswithideas
           and information
Flash creates Content
   Animation
   Videos
   Websites
   Games
   Applications
Animation
   Frames
   Layers
   MovieClips
Videos
   FLV Format
   Interactive Videos
Websites
   Interactive Micro sites
   HTML based websites(Embedded flash
    content)
Games
   Single Player
   Multiplayer
   Social games
Applications
   Flex
   Why Flex?
   Desktop applications
   Web based applications
Lets make Games!
   MDA frameworks
   How to plan your game?
   Optimization is the key!
Development process of a game

   Graphics
     Vectors

       Rasters
   Sound
     wav

     mp3

   Code (ActionScript 3.0)
   Compile! (For any platform you want!)
Platforms
   Web
   Mobile
   Desktop
   Tablets
   Touch devices
   Consoles
   Kinect
   Arduino (Micro Controllers)
API are the treasures!!
   “Hundreds of API’s that help you do anything
    and everything. What makes it more impactful
    is a well groomed strong community of
    flashers and flash user groups around the
    world.”
API demo’s
   Box2D Demo
   http://www.box2dflash.org/

   Flixel

   Stage3D Demo
   http://www.nissan-stagejuk3d.com/

   Starling Demo
   http://gamua.com/starling/demo/

   TweenMax Demo
   http://www.greensock.com/tweenmax/

   Flint Demo
   http://flintparticles.org/blog/examples
Programming Practices
   Clean and readable code
   Reusable code
   MVC Frameworks
     PureMVC
     Robotlegs
Thank you!!

Introducing flash

  • 1.
  • 2.
    History  May of 1996  Jonathan Gay  Future Splash Animator
  • 3.
    "If you everthink Flash is difficult to use, you should try drawing with a joystick on an Apple II before the concept of undo was invented. That will test your patience." Jonathan Gay, Creator of Flash
  • 5.
    October of 1995 they tried selling the software technology to John Warnock at Adobe.  of 1996, Macromedia acquired the company and Future Splash Animator became Macromedia Flash 1.0.  2006, Adobe acquired Flash
  • 7.
    Why do peopleplay games?  Core Gamers: main form of entertainment (maximize gaming time)  Status Gamers: pride  Social Gamers: communal experience (play with people they care, forming social link, coordinate social function around gaming)  Active Gamers: use gaming as a physical release.  Casual Gamers: use gaming as an emotional release and as a way to play different roles.
  • 8.
    Where is themoney?  1.1 billion monthly visitors playing online games.  by 2013, the online games market will grow to $1.6 billion.
  • 9.
    Flash Business Model Developers Publishers End User
  • 10.
    Selling Flash Games  1. Fastest Sale Time: 0 days (the same day it became visible) . A couple games have done this.  2. Average Sale Time: 19 days after the game has been set to visible to sponsors until the time the bid is accepted.  3. Average Exclusive-License Sale Price: $1960.75 (This number is offset by a few REALLY big exclusive sales)  4. Average Primary-License Sale Price: $939.30 (Again, this is slightly distorted by large sales, but not as much)  5. Total Number of Deals Made: 799
  • 11.
    What can flashdo? Adobe revolutionizes how the world engageswithideas and information
  • 12.
    Flash creates Content  Animation  Videos  Websites  Games  Applications
  • 13.
    Animation  Frames  Layers  MovieClips
  • 14.
    Videos  FLV Format  Interactive Videos
  • 15.
    Websites  Interactive Micro sites  HTML based websites(Embedded flash content)
  • 16.
    Games  Single Player  Multiplayer  Social games
  • 17.
    Applications  Flex  Why Flex?  Desktop applications  Web based applications
  • 18.
    Lets make Games!  MDA frameworks  How to plan your game?  Optimization is the key!
  • 19.
    Development process ofa game  Graphics  Vectors  Rasters  Sound  wav  mp3  Code (ActionScript 3.0)  Compile! (For any platform you want!)
  • 20.
    Platforms  Web  Mobile  Desktop  Tablets  Touch devices  Consoles  Kinect  Arduino (Micro Controllers)
  • 21.
    API are thetreasures!!  “Hundreds of API’s that help you do anything and everything. What makes it more impactful is a well groomed strong community of flashers and flash user groups around the world.”
  • 22.
    API demo’s  Box2D Demo  http://www.box2dflash.org/  Flixel  Stage3D Demo  http://www.nissan-stagejuk3d.com/  Starling Demo  http://gamua.com/starling/demo/  TweenMax Demo  http://www.greensock.com/tweenmax/  Flint Demo  http://flintparticles.org/blog/examples
  • 23.
    Programming Practices  Clean and readable code  Reusable code  MVC Frameworks  PureMVC  Robotlegs
  • 24.