game design with adobe® flash® professional cs6

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#AEL12 GAME DESIGN WITH ADOBE ® FLASH ® PROFESSIONAL CS6 Joseph Labrecque Adobe Summer Institute | July 26 th 2012

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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!

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Page 1: Game Design with Adobe® Flash® Professional CS6

#AEL12

GAME DESIGN WITH ADOBE® FLASH® PROFESSIONAL CS6

Joseph Labrecque

Adobe Summer Institute | July 26th 2012

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#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

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#AEL12

Joseph’s Books, DVDs, & Videos

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#AEL12

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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#AEL12

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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#AEL12

Adobe Sponsored

2D

3D

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#AEL12

Flash Gaming Concepts

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#AEL12

• 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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#AEL12

• 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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#AEL12

• Keep track of player progress.

• Life remaining. • Score. • Time. • Points.

Score / Timing

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#AEL12

demo

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#AEL12

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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#AEL12

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