Archive for March, 2011

Creating an Asteroids Flash Game Using the Display List Part 4: Detecting Collisions and Creating Particle Explosions

March 31st, 2011 by Chris Moeller

Chris Moeller Web Asteroids Flash Game Part 4- Adding Explosions

In the last section, we created an asteroids class to easily create a variety of asteroids, as well as move them around on screen.

In this section, we’ll create a way to detect collisions between the asteroids and the ship or bullets, and create particle explosions when the collisions happen, as well as break apart asteroids upon collision.

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Quick Note About Text Not Showing Up or Displaying in Flash

March 27th, 2011 by Chris Moeller

I created a few buttons, and have some default text for them. When I import them into FlashDevelop and try to update the text on the buttons, it just shows blanks.

Flash famously have severe problems when working with/ embedding text. Normally if you do not embed text, Flash will try to find the font on your computer, and fall back on a default font if the one specified in the SWF doesn’t exist on your computer.

Apparently that doesn’t work anymore– So if you have a problem with text not showing in your swf after having the default text show find, test out using some of the characters from the default text, and see if it only shows those characters.

To fix it, in the flash IDE select your textfield, under the properties panel select the button “embed”, and select ‘All’ to be safe, or decide on what characters you’ll need and embed them.

Creating an Asteroids Flash Game Using the Display List Part 3: Creating Asteroids

March 25th, 2011 by Chris Moeller

Creating an Asteroids Flash game part3 - Creating The Asteroids

In the last section, we created bullets, and a method of wrapping the ship and bullets to the other side of the screen when they reach an edge of the screen.

In this section, we’ll create an asteroids class that allows us to make a variety of asteroids quickly and easily. We’ll also move them around, and wrap them on the screen.
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EMANUELE FERONATO’S New Book: Flash Game Development By Example

March 24th, 2011 by Chris Moeller

Flash Game Development by Example
One of my favorite Actionscript game programming blogs is http://www.emanueleferonato.com. He has been around for quite a long time, and when I decided to go into flash/actionscript from C++, for game programming, his old posts were invaluable.

Check out his book, if you’re interested, let him know, or pick up the book!

$25 for the ebook, I’m going to buy+read it, and next week post a review. Surely another great book to add to your collection, from one of the internet’s experts on Actionscript game programming!

 

http://www.emanueleferonato.com/2011/03/24/flash-game-development-by-example-my-book-is-on-the-shelves/

Problems with Embedding SWFs in ActionScript or Flex

March 20th, 2011 by Chris Moeller

There are two ways of including assets (images, swf animations, music, ect) in your flash application. Either use the URLLoader to load the files externally, or embed your assets, so you can distribute just your swf, and not need to include any other files.

It sounds straight forward, but there any many places Flash may try to “trick you” into assuming it is behaving as expected.

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Storing and Loading External Level Data and Information in XML

March 16th, 2011 by Chris Moeller


Have you ever accidentally hardcoded information into your program, to later realize it would be easier to not have to compile for small changes?

Storing information in XML allows you an easy way to change parts of your program, without needing to re-compile.

You can store entire levels, character definitions, and directions to artwork from xml.

This enables you to create a fully functioning game or application, and make it easy for yourself or other people to change the content of your program.

This tutorial just shows you how to create an xml file, put information in it, load it using actionscript, and run the program based off the content of the xml.

We will be creating a small “side scrolling” game. It is by no means complete, but should show how you can store game information in XML.

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The Witcher 2: Assassins of Kings is coming out in May!

March 14th, 2011 by Chris Moeller

One of my favorite RPG’s in the past few years was the surprise hit “The Witcher”.

That will be the game I am looking forward to the most this year, and can’t wait to play it!

The game is also published DRM free, which means when you buy and support the game, you’ll also be letting publishers know you like games that do not hamper paying customers experience!

The first one was an awesome game, and the next one looks even better. Dynamic gameplay, dynamic story generation, and 16 different endings!

Adults only, since this game actually is a more “full RPG” type game– including many aspects of reality to bring a more realistic experience to the player.

Check it out, if you haven’t played the first one, get it — best RPG game since Diablo 2, and much deeper gameplay!

http://www.thewitcher.com/

Beginning Flash and ActionScript Game Programming Part 10: Input and Event Handling

March 13th, 2011 by Chris Moeller

Beginning Flash and ActionScript Game Programming Part 10: Input and Event Handling

In the previous sections, we looked at how to create graphics on screen using vector drawing.

In this section, we’ll look at Flash and Actionscript specific concepts, event handling, and keyboard and mouse input.

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Beginning Flash and ActionScript Game Programming Part 9: Vector Drawing

March 13th, 2011 by Chris Moeller

In the previous sections, we went through the basics of programming that can be applied to most common languages.

In this section, we’ll look at Flash and Actionscript specific concepts, starting with vector drawing.

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Beginning Flash and ActionScript Game Programming Part 8: Basic Programming Concepts-Classes-Inheritance

March 13th, 2011 by Chris Moeller

In the previous section, we learned the basics of creating classes, and how to create objects from the classes we made.

In this section, we’ll go into more detail about creating classes, specifically inheritance, which allows you to save time when creating simmilar objects.

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