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Flash CS3 Professional: Creating Games for the Wii
Illustration by Don Barnett

Flash CS3 Professional: Creating Games for the Wii

with Todd Perkins

Video: Welcome

Hi, I'm Todd Perkins. Welcome to creating Flash games on the Wii. I'm going to walk you through the process of creating Flash content that's playable on the Nintendo Wii, through the Internet Channel. Creating Flash on the Wii is a very exciting topic and I absolutely love teaching about it. In this title, we'll learn how to detect left and right, up and down, point and click, and circular interactivity from the Wii Remote. You'll also be able to mimic velocity-based interactivity. Using those techniques, we will even create several games from start to finish.
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  1. 2m 53s
    1. Welcome
      36s
    2. Using the example files
      43s
    3. Prerequisites for this course
      1m 34s
  2. 4m 3s
    1. Playing Flash on a Wii
      1m 24s
    2. Creating a Wii game template in Flash
      2m 39s
  3. 22m 31s
    1. Knowledge prerequisites
      1m 18s
    2. Migrating from ActionScript 3.0
      3m 54s
    3. Working with variables and properties
      1m 43s
    4. Understanding functions
      1m 12s
    5. Handling events
      1m 48s
    6. Understanding "this" and "_root"
      1m 59s
    7. Creating movie clip instances dynamically
      2m 56s
    8. Initializing dynamically created movie clips
      3m 1s
    9. Using the TweenLite engine
      4m 40s
  4. 11m 35s
    1. Understanding the limitations of Flash on the Wii
      1m 18s
    2. Creating simple point-and-click interactivity
      54s
    3. Adding up-and-down or left-and-right interactivity
      2m 1s
    4. Detecting Wii Remote rotation
      4m 59s
    5. Adding velocity-based interactivity
      2m 23s
  5. 44m 13s
    1. Viewing the finished game
      1m 11s
    2. Exploring the game's FLA file
      3m 40s
    3. Setting up game variables
      1m 53s
    4. Initializing the game
      5m 29s
    5. Creating meteors
      6m 42s
    6. Animating meteors
      1m 9s
    7. Shooting meteors
      2m 44s
    8. Firing lasers
      6m 12s
    9. Properly discarding meteors
      4m 30s
    10. Advancing through levels
      2m 25s
    11. Handling ship hits
      3m 11s
    12. Losing the game
      2m 24s
    13. Creating a preloader
      2m 43s
  6. 38m 33s
    1. Viewing the finished game
      1m 45s
    2. Exploring the game's FLA file
      5m 36s
    3. Setting up game variables
      5m 34s
    4. Initializing the game
      3m 3s
    5. Creating the enemy player
      1m 49s
    6. Making the enemy hit keys
      7m 35s
    7. Moving the hammer
      4m 29s
    8. Alternating turns
      4m 52s
    9. Losing the game
      3m 50s
  7. 20m 48s
    1. Viewing the finished game
      47s
    2. Exploring the game's FLA file
      4m 0s
    3. Setting up game variables
      2m 18s
    4. Initializing the game
      1m 39s
    5. Updating the target clock
      6m 10s
    6. Adding player interactivity
      3m 17s
    7. Determining a win
      2m 37s
  8. 23m 36s
    1. Viewing the finished game
      1m 5s
    2. Exploring the game's FLA file
      5m 49s
    3. Setting up game variables
      2m 10s
    4. Initializing the game
      2m 22s
    5. Creating runner speed
      3m 4s
    6. Scrolling the background
      2m 52s
    7. Tracking distance
      1m 57s
    8. Winning the game
      4m 17s
  9. 38s
    1. Goodbye
      38s

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Flash CS3 Professional: Creating Games for the Wii
2h 48m Intermediate Jul 18, 2008

Viewers: in countries Watching now:

The Internet Channel web browser for the Nintendo Wii supports Flash content, which means anyone can create games that take advantage of this console's intuitive and approachable controls. The Internet Channel only supports Flash 7, so not every modern Flash game will work. The strengths and limitations of this platform, as well as the limited input that can be detected from the Wii Remote, should be considered when creating a game. In Flash CS3 Professional: Creating Games for the Wii, Todd Perkins shares his insights on all aspects of this development process. Speaking to those with some experience in Flash CS3 and ActionScript, he demonstrates the creation of several complete games. Each game is focused on a different mode of interactivity: point-and-click, up-and-down, circular, and velocity-based. Example files accompany the course.

Topics include:
  • Creating a Wii game template in Flash Migrating to ActionScript 2.0 from ActionScript 3.0 Animating onscreen objects Determining hits and discarding destroyed objects Adding enemies and player interactivity Scrolling a background Winning and losing
Subjects:
Developer Games
Software:
Flash Professional
Author:
Todd Perkins

Welcome

Hi, I'm Todd Perkins. Welcome to creating Flash games on the Wii. I'm going to walk you through the process of creating Flash content that's playable on the Nintendo Wii, through the Internet Channel. Creating Flash on the Wii is a very exciting topic and I absolutely love teaching about it. In this title, we'll learn how to detect left and right, up and down, point and click, and circular interactivity from the Wii Remote. You'll also be able to mimic velocity-based interactivity. Using those techniques, we will even create several games from start to finish.

So, hope you are excited to learn about creating Flash games on the Wii because I'm sure excited to teach it. So, let's get started.

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