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Box2D for Flash Games book is on the shelves!

Emanuele Feronato Actionscript 3, Box2D, Flash, Game design

Today is a great day for blog followers and Box2D lovers.

Announced last summer, here it comes Box2D for Flash Games book, the guide to create amazing and realist physics-based Flash games using Box2D!!

The book adopts the same “no boring theory” style of my blog posts, and through 150 pages of pure AS3 will teach you how to design blockbuster physics game and handle every kind of collision, build and destroy levels piece by piece, and create vehicles and bring them to life with motors.

The eight detailed chapters will show you how to:

* Create a physics world with gravity
* Manage materials assigning physics properties
* Interact with physics bodies using mouse or keyboard
* Build vehicles with joints and motors
* Handle every kind of collision
* Add forces and impulses to bodies
* Turn your graphic assets into physics bodies
* Fire bullets and destroy bodies

Everything you will learn will be used to create a game, with real world examples.

If you know AS3, the creation of Box2D games will be a piece of cake, otherwise you can start from my other book Flash Game Development by Example, then dive into Box2D world.

I’ve put a lot of effort in the making of the book, fighting against pagecount and delivery time, and I hope you all like it.

Buy Box2D for Flash Games!!

From null to full HTML5 cross platform game

I will take you by hand from the bare bones of JavaScript programming through the creation of a full cross platform HTML5 game, with detailed explainations and source code.

If you don't know where to start, then From null to full HTML5 cross platform game is the book for you.

Comments 32

  1. joe the plumber

    Congratulations. I am considering buying your book but I have 2 questions that need answering before I do

    1. Which version of box2d is this book based on?
    2. Will you continue to support and update the examples for possible new versions of box2d?

  2. Post
    Emanuele Feronato

    @andy: sorry, I don’t know, that’s on publisher side

    @joe the plumber: it’s based on 2.1a and I will do my best to keep the examples up to date

  3. ChrisM

    I look forward to reading it!

    Are you going to put any of the demos from the book online, or any supplementary stuff that didn’t fit in the page count?

    Awesome job!

  4. siddharth shekar

    I already bought the ebook.. some 3 days ago :P. Was waiting for it very eagerly. Awesome stuff, It would be nice if you could put some supplementary stuff on the blog.

  5. Pingback: Box2D for Flash Games book is on the shelves! – Emanuele Feronato « eaflash

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  7. Davide

    Z, the ebook is out: if you preorder it on Packt you should find it downloadable in your profile, I found it 2-3 days ago, in my account => my downloads section :)


    I have same problem like Z, I pre-ordered this book on 21st September and in download section in my Packt profile I have any download link yet. So probably if you found download link for this book 2-3 days ago, in my and Z case is goes something wrong. I’ll contact support on pack publishing and we’ll see.

  9. Rafael Lima

    Cursed staff Packtpub, ran the pre order 28th September. Until now i no have the link to download the ebook on my profile. SHITTTTTTTT.

  10. Z

    Yup just got it last night, they said they we’re closed over a long weekend or something but all good now. Awesome book, Thanks heaps E!

  11. DuqueKarl

    I am reading the book and enjoying it, it’s cool upto now!! ;)

    Emanuele, I found a little format “errata” on page 26 (or 39) – it says:
    Density, friction, and restitution must be added to the fixture,
    so change the Main function by adding the following lines:public
    function Main() {

    1. Post
  12. Seke1412

    Hi Emanuele,
    I’m really interested in Physics and Box2D, so i cannot stop reading your book for the whole day. I’ve just finished the first two chapters, but there is something you’re not explain in your code, that make me really confuse. Why do all the entity share just one bodyDef/fixture/polygonShape? (e.g. the ball and the floor in your very first Example). I wonder if there is any reason for that, or can we create new bodyDef for each entity to help code more clear? will it effect our code later in some-ways? Does each bodyDef represent an entity, so the whole project need only one?

    Please help Ema. I’m so excited, and I can’t stop reading.

  13. Post
    Emanuele Feronato

    Hello Seke, once you’ll step into the chapter which will explain the creation of compound objects, everything will be clear!!

  14. Carlos

    Great book Emanuele, i got it on 3rd Week December, i’m so excited and i can’t stop reading and write examples codes in chapters, Regards from Porto city – Portugal

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  18. Héctor

    I got it early this month and within a week I made my first Box2D game, now I’m working on another one; you are really good. :D

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