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.
Course Flash CS3 Professional: Creating Games for the Wii
Author Todd Perkins
SKU
ISBN
Release Date 2008-07-18
Duration 2.48 hrs / 57 tutorials
Work files Yes
Price $ 49.95
Retail price $ 99.95
Language
Tags Flash, CS3
Required software Adobe Flash Professional CS3
 
Introduction
Welcome 00:36
Using the example files 00:43
Prerequisites for this course 01:34
1. Getting Started with Flash on the Wii
Playing Flash on a Wii 01:24
Creating a Wii game template in Flash 02:39
2. ActionScript 2.0 Essentials
Knowledge prerequisites 01:18
Migrating from ActionScript 3.0 03:54
Working with variables and properties 01:43
Understanding functions 01:12
Handling events 01:48
Understanding "this" and "_root" 01:59
Creating movie clip instances dynamically 02:56
Initializing dynamically created movie clips 03:01
Using the TweenLite engine 04:40
3. Flash for the Wii Essentials
Understanding the limitations of Flash on the Wii 01:18
Creating simple point-and-click interactivity 00:54
Adding up-and-down or left-and-right interactivity 02:01
Detecting Wii Remote rotation 04:59
Adding velocity-based interactivity 02:23
4. Creating Point-and-Click Interactivity: Meteor Shooter Game
Viewing the finished game 01:11
Exploring the game's FLA file 03:40
Setting up game variables 01:53
Initializing the game 05:29
Creating meteors 06:42
Animating meteors 01:09
Shooting meteors 02:44
Firing lasers 06:12
Properly discarding meteors 04:30
Advancing through levels 02:25
Handling ship hits 03:11
Losing the game 02:24
Creating a preloader 02:43
5. Creating Up-and-Down Interactivity: Xylophone Master Game
Viewing the finished game 01:45
Exploring the game's FLA file 05:36
Setting up game variables 05:34
Initializing the game 03:03
Creating the enemy player 01:49
Making the enemy hit keys 07:35
Moving the hammer 04:29
Alternating turns 04:52
Losing the game 03:50
6. Creating Circular Interactivity: Setting the Clock Game
Viewing the finished game 00:47
Exploring the game's FLA file 04:00
Setting up game variables 02:18
Initializing the game 01:39
Updating the target clock 06:10
Adding player interactivity 03:17
Determining a win 02:37
7. Creating Velocity-Based Interactivity: Fun Run Game
Viewing the finished game 01:05
Exploring the game's FLA file 05:49
Setting up game variables 02:10
Initializing the game 02:22
Creating runner speed 03:04
Scrolling the background 02:52
Tracking distance 01:57
Winning the game 04:17
Conclusion
Goodbye 00:38

 
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