Flash

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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Beginning Flash and ActionScript Game Programming Part 3: Basic Programming Concepts-Variables

March 4th, 2011 by Chris Moeller

In the previous section, we downloaded and installed FlashDevelop, created our first program project, and traced out some text to the console, which is used for debugging your program.

In the next few section, we’ll look at basic programming concepts you need to know to program in ANY language.

In this section we’ll learn about variables.

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Beginning Flash and ActionScript Game Programming Part 2: Downloading and Setting Up FlashDevelop and Compiling Your First Program

March 2nd, 2011 by Chris Moeller

In the previous section, I listed pros and cons of creating games in ActionScript, as well as useful terms you may encounter when programming in ActionScript.

In this section, we will download and install FlashDevelop, and Create our first program.

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