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Don t I have to be math genius to be good at game design Of course not! Like Foundation Game Design with Flash, this book has been written from a 100% certified math-friendly point of view. That means that if the mathematical part of your brain somehow went on a very long vacation somewhere between fourth and fifth grade, and hasn t even sent you as much as a postcard since, all the math you need to know is covered in this book. And you don t necessarily need to fully understand the math that we do cover. All you need to know is how to apply it to achieve the effect you want. This book s source files also include some helpful custom classes that contain most of these formulae. Just drop them into your own projects, and you re good to go. But you ll be surprised at how much of the math you actually understand and enjoy learning when you see it applied in a practical context. And really, if you re serious about game design, you should know the math. It will help you to see simple solutions to problems that might otherwise be completely baffling. 2 is all about vector math, which is covered in detail from the ground up. As you ll see, vector math is just a codified way of describing the geometry of space. You ll be able to see the result of every formula on the stage, and I m sure you ll enjoy the great control it gives you over your game environment.
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An integrated development environment (IDE) is the tool that you use to make Flash games. Adobe has two commercial IDEs, and you ve probably already used at least one of them: Flash Professional (also known as Flash CS3, CS4, or CS5): A big advantage to using the Flash IDE is that you can draw your game objects using its drawing tools, have access to the movie clip timeline for doing animation, and create game objects using library instances. Flash Builder 4: Flash Builder (formerly Flex Builder) is optimized for AS3.0 programming. It doesn t allow you to create game objects visually there are no drawing tools and no library. But it s probably the best pure-code AS3.0 editor available. Flash Builder is free for students. If you don t need or want all the bells and whistles of Flash Professional or Flash Builder, and don t need to do timeline animation or create symbols, you can use an alternative IDE: Flash Develop: A completely free AS3.0 programming IDE for Windows. Eclipse: A general IDE for any programming language, which can be customized for AS3.0. It s free and available for Windows, Linux, and Mac OS X. Flash Builder is actually based on Eclipse, and Adobe has a Flash Builder plug-in you can use with it. Xcode: A free IDE from Apple that can be customized to work with AS3.0. Plain text editor: You can compile your code into a SWF file by using the Flex SDK commandline interface. TextMate: It s not free, but if you re using Mac OS X, you may want to consider it as a leaner alternative to Flash Builder or Eclipse. You ll also need to install TextMate s ActionScript 3.0 bundle, which is a plug-in for writing and compiling AS3 programs.
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To use any of these alternative IDEs, you also need the following: Adobe s free Flex Software Development Kit (SDK): This is the core software that compiles SWF files from AS3.0 programs. Slightly confusingly, the Flex SDK is not just for creating Flex applications. It s used to compile any AS3.0 program into a SWF. You can download it for free from Adobe s website (http://opensource.adobe.com). Debug version of Flash Player: The debug version of Adobe Flash Player is for AS3.0 developers using the Flex SDK to compile their code. It allows you to see the output of trace commands and runtime errors. If you re unsure which version of Flash Player you currently have installed, or where you can find the debug version, point your browser to http://playerversion.com. A bit of time set aside to learn how to install the SDK and make it work with your chosen IDE. The Essential Guide to Open Source Flash Development, by Chris Allen et al. (friends of ED, 2008) and The Essential Guide to Flex 4 by Charles Brown (friends of ED, 2010) are excellent guides to getting started with the SDK.
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