(Rapid Flash Development)快速Flash开发
by emilmatthew
最后更新:17/12/08
今天,Flash 的开发已成为一个很大的集合,从IDE到Framework,从RIA到WEB GAME,从FMS到RED5,从AS到MXML,等等...
不同背景的人,采用不同的技术路线,共同进入着Flash开发领域,他们其中,有充满创意的设计师,有对HTML/JS/DIV很熟的WEB工程师,也有一直以来都坚守并热爱Flash的Flash 程序员,更有从传统成熟语言开发领域(J2EE,C#)转向Flash的程序员.尽管背景不同,采用的技术路线不同,但很多的团队和个人都做出了非常优秀的作品:
Flash游戏神作---GROW(eyezmaze.com)系列截图
最近新出来的Flash网游(u2ct.cn)---第二城市,个人非常颀赏其将真实城市搬到虚拟世界的想法
Flash Game:GROW系列(eyezmaze.com),塔防系列(rstein.org)
Web Game:u2ct.cn,this6.com,51mole.com,17kunlun.com
Video Site:youtube.com,tudou.com,youtube.com
Other :slider.com
事实上,我从来就不是一个技术狂热者,我看一个开发者(团队)是否优秀的原则很简单,他和他的团队做了些什么让客户满意,让用户喜欢的产品或作品.
技术上的改良以及工程化的开发方式是必须的,但终久是以产品开发为核心而进行的,脱离了产品开发而去"钻研"一些所谓"高深的技术",在我看来并没有太多实际的意义.而纯粹的站在技术的层面去思考一个产品,那更将是非常危险的事情.我想,在各个公司都会有这样的故事:因为过于强调技术的优势,导致某些产品不好用,最后只能推倒重来.
尽管要避免一切从技术的角度出发来看问题,但是要快速的写出优秀的,可维护性强,可拓展性,可变动性强的程序,还是有不少的技术,方法以流程需要去掌握的,因此才有了此篇Rapid Flash Development,里面的内容基本上都来源于实战中的一些经验小结,希望对大家有帮助.
1.Frameworks,Design Patterns(待写)
2.Solutions(撰写中)
2.1游戏篇(待写)
2.2用户体验篇(撰写中)
2.2.1SWF自适应布局技巧
2.3Hacks&Bug Fix篇(撰写中)
2.3.1键盘激活解决方案
2.3.2
使用属性进行Hash索引(HACK)
3.Teamworks(待写)
4.Efficiency(待写)
5.Components(待写)
6.Web Service,Database(待写)
7.Dev Environments,Tools,Documents(待写)
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