- The story is what the player does, not what he watches.
- List the actions the player actually performs in the game and take a cold hard look at it. Does it sound like fun? (Resist the temptation to embellish. If a cinematic shows the player’s character sneak into a compound, clobber a guard and put on his uniform, the player’s action is “Watch cinematic.” Letting the player click to clobber the guard isn’t much better.)
- The only significant actions are those that affect the player’s ability to perform future actions. Everything else is bells and whistles.
- Design a clear and simple interface. The primary task of the interface is to present the player with a choice of the available actions at each moment and to provide instant feedback when the player makes a choice.
- The player needs a goal at all times, even if it’s a mistaken one. If there’s nothing specific he wishes to accomplish, he will soon get bored, even if the game is rich with graphics and sound.
- The more the player feels that the events of the game are being caused by his own actions, the better — even when this is an illusion.
- Analyze the events of the story in terms of their effect on the player’s goals. For each event, ask: Does this move the player closer to or further away from a goal, or give him a new goal? If not, it’s irrelevant to the game.
- The longer the player plays without a break, the more his sense of the reality of the world is built up. Any time he dies or has to restart from a saved game, the spell is broken.
- Alternative paths, recoverable errors, multiple solutions to the same problem, missed opportunities that can be made up later, are all good.
- Don’t introduce gratuitous obstacles just to create a puzzle.
- As the player moves through the game, he should have the feeling that he is passing up potentially interesting avenues of exploration. The ideal outcome is for him to win the game having done 95% of what there is to do, but feeling that there might be another 50% he missed.
I find this info on this site.
- Prototype and test key game elements as early as possible.
- Build the game in incremental steps – Don’t make big design documents.
- As you go, continue to strengthen what’s strong, and cut what’s weak.
- Be open to the unexpected – Make the most of emergent properties.
- Be prepared to sell your project at every stage along the way.
- It’s harder to sell an original idea than a sequel.
- Bigger teams and budgets mean bigger pressure to stay on schedule.
- Don’t invest in an overly grandiose development system.
- Make sure the player always has a goal (and knows what it is).
- Give the player clear and constant feedback as to whether he is getting closer to his goal or further away from it.
- The story should support the game play, not overwhelm it.
- The moment when the game first becomes playable is the moment of truth. Don’t be surprised if isn’t as much fun as you expected.
- Sometimes a cheap trick is better than an expensive one.
- Listen to the voice of criticism – It’s always right (you just have to figure out in what way).
- Your original vision is not sacred. It’s just a rough draft.
- Don’t be afraid to consider BIG changes.
- When you discover what the heart of the game is, protect it to the death.
- However much you cut, it still won’t be enough.
- Put your ego aside.
- Nobody knows what will succeed.
I find this info on this site.
You can vote on flash bugs. For this use Adobe Bug and Issue Management System.

I find editor where everyone can create art for flash games. This is their site: Inkscape
An Open Source vector graphics editor, with capabilities similar to Illustrator, CorelDraw, or Xara X, using the W3C standard Scalable Vector Graphics (SVG) file format. Inkscape supports many advanced SVG features (markers, clones, alpha blending, etc.) and great care is taken in designing a streamlined interface. It is very easy to edit nodes, perform complex path operations, trace bitmaps and much more. We also aim to maintain a thriving user and developer community by using open, community-oriented development.
Also you can read more about Inkscape on wikipedia.
I create simple file and what to share with you:)))

On Adobe TV you can find a lot helpful video. In Products you can use FLASH PROFESSIOANL and enjoy with looking.

Do you want to read AS3 API class documentation on your iPhone? If yes then enjoy with it:) and tell thanks for Mike Chambers on his blog.


Features include:
-API Documentation for Adobe Flash Player 10, Adobe Flex 3.2, and Adobe AIR 1.5.
-Ability to search and filter by class name.
-View complete API class reference entries.
You know you can trace your code and look to result in output panel. But how test your program if you see to .swf file in browser? Please read more about Flashbug first.
And lets create simple program and test it with Flashbug in Firefox.
Create package:
package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;
public class Main extends MovieClip
{
//constructor
public function Main():void
{
trace("i want check flashbug");
startMyFD();
}
public function startMyFD():void
{
myBtn.useHandCursor = true;
myBtn.label = "click me";
myBtn.addEventListener(MouseEvent.CLICK, moveMyMc);
}
public function moveMyMc(e:MouseEvent):void
{
trace("button was clicked");
myMc.x = 0;
myMc.y = 0;
}
}
}
Create file in Flash IDE(you can find it on source in the end of this post):

And make publish preview in html:

And in flashbug you can see your trace:

Source:
FlashBug
Recently i find good add-on for Firefox browser. You can download Firebug from official site of Mozilla. A Firebug extension for Flash. Displays all the running .SWF file trace output. Requires Flash Player Debugger to work properly.
Please click to Add to Firefox button:





Then click to Get flash player debugger



Please read first about snippets and how it use in FlashDevelop.
Here i want to tell you about aSnippet. aSnippet enables you to keep all of your frequently used code snippets (As3, As2, Js, PHP, HTML, MXML…) in one place that’s accessible from any computer. Also //aSnippet is also available via any browser, no download required.

Download and install aSnippet Flash extension:
Download and install aSnippet AIR Aplication:
