Game Development Reference
In-Depth Information
Figure 6.2 A library organized
by “use.”
assets by type, so there would be folders called MovieClips, But-
tons, Bitmaps, etc. Some prefer to sort it by use, reflected in folder
structures like Fig. 6.2 .
The important thing to remember is that any organization is
better than none, and often the complexity of the project will
dictate the best structure to use. I typically use a hybrid of the two
aforementioned methods. I will keep my visual assets (MovieClips,
Images, Video) sorted by use and then by type inside their respec-
tive folders. I then keep items like sounds and font symbols orga-
nized strictly by type. My reasoning behind this is that having the
items physically near each other in the library makes it easier to
select and edit the properties of multiple items.
Working with Graphics
re long past the days of Pong; the bar has been raised. With
few exceptions, games are expected to have good-looking graphics
and animation that feels natural and smooth, and Flash games are
no different. In this section, I will outline the best formats to use
for graphics in games and the use of the timeline for animation.
t discuss creation of artwork for a couple of reasons. First,
I am not an artist. Second, as Flash games become more and more
sophisticated, it is less likely that one individual will be responsible
for both the artwork and the code in a single game. If you work
alone and/or you are interested in designing graphics for Flash
games, I recommend checking out Robert Firebaugh
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