I second all of tralfaz's recommendations. The Gary Rosenzweig book is
very good for certain kinds of games -- slide back and forth to catch
things, whack-a-mole, etc. -- and honestly, the Flash 5- and Flash MX-era
ActionScript still works just fine. Between the two of those, I would
definitely go with the MX version: MX brought with it the ability to forego
on() and onClipEvent() in favor of dot notation event handlers. It just
depends on how serious you want to get about game creation. With each new
version of Flash, ActionScript has improved, sometimes dramatically.
Nowdays, you can practically put all of your code (say, 95% of it) on a
single layer in a single frame, which makes it very easy to see where
everything is.
For games more along the lines of Mario Bros, the moxiecode site is more
a propos. Check out Tony Pa's "Tile Based Games," while you're at it ...
http://www.tonypa.pri.ee/tbw/index.html
For a much more general guide on the differences between ActionScript 1
and ActionScrip 2, see this good (but incomplete) introduction to
prototype-based OOP ...
http://www.debreuil.com/docs/ .... and compare it against the three-part ActionScript 2.0 primer by Joey
Lott ...
http://www.person13.com/articles/ .... I don't mean to swamp you with these, but it's very important you
understand the *concepts* of the game-specific tutorials: the concepts are
more important than the syntax, which has changed over the years.
Take the ideas you get in these tutorials, many of them unfortunately
old, and let the ideas spark you on to cleaner, more efficient ways ot
accomplishing your goals. Current best practices would be to use
ActionScript 2, which allows you class-based OOP syntax -- to my thinking, a
much more organized way to architect your logic.
In the very least, take advantage of the fact that the current
ActionScript Language Reference organized its code into classes. Classes
define an object by specifying its methods, properties, and events. Methods
are things the object can do; properties are the characteristics the object
has; events are things the object can react to. You'll see these headings
in namesake class entries for every object in ActionScript ... MovieClip,
TextField, Button, on and on. Arguably the most important class to learn is
the MovieClip class, since your compiled SWF itself is one big moie clip.
Since your game character is a movie clip, you'll want to have a handy
reference on all the qualities of a movie clip at your fingertips. The
"MovieClip class" is that handy reference.
David
stiller (at) quip (dot) net
"Luck is the residue of good design."
[quoted text, click to view] tralfaz" <tralfazmx@yahoo.com> wrote in message
news:dr935f$7af$1@forums.macromedia.com...
>> Learning by example is the easiest way to go. Find some games that are
>> like what you want to do and study them to see how they work. Here is one
>> site where the guy has made many games and posted them with sourcecode.
>> It's a very good recourse..
>>
http://oos.moxiecode.com/ // etc.