The production process and experience of a flash games

Source: Internet
Author: User
Process | experience

This is the author spent 5 days time to do a small game, is to imitate the QQ repeatedly see.
Although there is no new concept, the screen is also very general, also did not add sound (in fact, because the sound file is too large), but I would like to use this to share the production experience of flash games, so also in this shortcoming.


In view of the last time I wrote the tutorial will not be a lot of people, so this time, I do not intend to complete the tutorial from beginning to end, and intend to let everyone ask questions related to the game production, and then by the author to answer.
The author thinks, this can obtain the better effect.

After learning as a period of time, I think that doing such a game is a breeze.
Really do, only to find that there are many aspects to be noted.
1 Naming library elements
In order to facilitate the author, the elements in the library are named after a relatively simple name. Later found that doing so, in doing relatively large production, it is very easy to go wrong.
In this game's source file, the library has more than 200 elements. Named after the author's first habit, the name was quickly repeated. At this point, I had to change the naming habits, and the file structure is also chaotic.
In addition, in the production process, often to use other files inside the library resources, the element name duplication may become more. So, the file becomes more messy.
So, before doing these things, it's best to develop a good habit of naming.
Each element is named with a longer name and ensures that the name becomes the unique identifier of the named element, and it is easy to find the element in the process of making it.
adjourned



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