ActionScript 3

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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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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Beginning Flash and ActionScript Game Programming Part 7: Basic Programming Concepts-Classes and Objects

March 12th, 2011 by Chris Moeller

In the previous section, we learned about functions, which allows us to create blocks of re-usable code that creates cleaner code, as well as saves time typing.

In this section, we’ll get into the ‘meat and potatoes’ of programming– creating classes and objects.

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Beginning Flash and ActionScript Game Programming Part 6: Basic Programming Concepts-Functions

March 11th, 2011 by Chris Moeller

In the previous section, we learned about loops and using loop, which allow us to perform multiple actions repeatedly and quickly.

In this section, we’ll look at creating functions, which allow us to create re-usable code, and seperate parts of code that do specific actions, in meaningful ways.

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Beginning Flash and ActionScript Game Programming Part 5: Basic Programming Concepts-Loops

March 6th, 2011 by Chris Moeller

In the previous section, we learned about conditionals, which allow us to make choices in programming.

In this section, we’ll look at using loops to repeat actions multiple times, and save time.

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Beginning Flash and ActionScript Game Programming Part 4: Basic Programming Concepts-Arrays

March 5th, 2011 by Chris Moeller

In the previous section, we learned about the basic variable types, and how to use them.

In this section, we’ll look at conditional statements, used to make decisions in programs.

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