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Here s how I suggest you go about learning each new topic: Understand it: Take as much time as you need to become fluent with the new code and new concepts. Resist the temptation to jump ahead until you achieve this fluency. If you re struggling with a concept or bit of code, visit the ActionScript discussion forum at the http:// friendsofed.com website, or any of the other online discussion forums, and run through questions about the concepts with the many friendly and helpful contributors you ll find there. This book can help point the way, but only you can cement the understanding in your own mind. Practice it: Create your own example files, using your own code, written in your own way. It may be very tempting to copy and paste the code I ve written, but you ll be doing yourself a disservice. The best way to learn is by trying, failing, and trying again. When you solve your own problems in your own way, you ll retain the knowledge far better than by reading any explanation in this book. Use the example files as a starting point, but think of how you can improve them or use the same concepts and techniques to solve a problem you re working on. It s very important that the solutions come from your own personal motivation to tackle problems that interest you. Apply it: Set yourself challenges. At the end of each major section or chapter, set yourself the task of building a simple game based on the new material. I ve made some suggestions throughout the text, but there will be plenty of applications that I haven t thought of that I m sure will be obvious to you while you re reading. This book is about making games, so make as many games as you can! It will become easier and quicker to do so with each mini-game you make, and you ll develop a fluent style. By the end of book, I m expecting a really great game from you. (And please send me a link when you ve completed it.) I m asking a lot from you! This book is a big commitment, and it might take you quite some time to work through the material if you follow it properly. We re going to look at some complex topics in depth, and I haven t shied away from tackling some difficult subjects in a lot of detail. Don t be afraid to take as much time as you need. I can assure you that the end result will be worth it: a complete, comprehensive understanding of game design with AS3.0 and Flash that will take you as far as you want to go.
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You can download this book s source files from http://friendsofed.com. When you extract the ZIP file, you ll find the following: A folder called com. This contains all the custom classes and diagnostic mini-apps that we ll use in examples. I ll explain how to install these in the next section. Folders titled 01 to 10. These contain subfolders with the AS and SWF files for the examples in each chapter. The AS files are in a folder called src, and the SWFs are in a folder called bin. I ll refer to these example files throughout the book, and you can test, change, and play with the code as much as you like. In the next section, I ll explain how these files and folders work together, and how you ll need to set up your IDE to open, change, and recompile them.
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