Game Development Reference
In-Depth Information
2
THE BEST TOOL FOR THE JOB
CHAPTER OUTLINE
Flash Back 13
The Case for Flash
14
Player Penetration
14
Flexibility 15
Speed to Market
15
It Looks Good 16
Nobody's Perfect 16
Flaw: The Code Editor 16
Solution: Use an Additional Tool 16
Flaw: Performance/Memory Management 17
Solution: Use a Third-Party Solution or Roll Your Own
17
Flaw: Debugging Content 19
Solution: Use Traces and Custom Tools 19
Flaw: Lack of Built-In Game Libraries and Tools 20
Solution: Write Your Own/Find Open Source Implementations
21
Stop Fighting It 21
Things Flash Was Built to Do
22
Animation versus Games 22
Application versus Games 22
Web Sites versus Games 23
Flash versus Traditional Game Development
23
The Best Tool for the Job
24
Flash Back
Adobe (formerly Macromedia, originally FutureSplash) Flash has
been around for a long time now and has come a long way from its
humble beginnings. Starting in Flash 4, developers were given an
impressive (at the time) set of scripting tools for what had previously
been primarily a lightweight animation tool. The first games started
to appear in Flash 4 and continued on into Flash 7 with the
introduction of ActionScript version 2. Flash developers could now
program in a fairly object-oriented way, albeit with some concessions
and quirks.
 
 
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