I’m using it instead of flash for animating characters for my game, and it does a good job, as well as being lightweight.
Made by one of the two guys who are the main contributers of LibGDX.
Definitely more than worth it if you intend to ever use 2d skeletal animation in a project.
I spent a couple months writing a AIR program to convert flash XML files into easily read XML/JSON files, then loading them into my game, and it is still quite a ways off their app (That also includes the program to actually animate).
(Example of one of the “Totem” like game you create, with my “Crysis-like” graphics.)
(Click on certain bodies to destroy them)
Box2d is the most well known 2d physics engines, used by many mobile, flash, and indie games. This book starts with taking you through the very basics of setting up a Box2d world, to creating “Angry Birds”, and “Totem” like levels with gameplay. On top of that, it guides you through the different available abilities of Box2D, and demonstrates how to use them as you would when creating your own games.
You’ll learn different mechanisms you have for handling problems and when and how they should be used, so you can imagine applying them to your own game concepts.
I would definitely recommend this book to anyone who has been interested in Box2D, or using physics in their games, as well as people who have used Box2d before, but haven’t discovered much more than the basics of creating bodies. You should be comfortable working with Box2D by the end of the book, and you’ll learn how to skin Box2D with your own graphics.
The book covers pretty much everything you would need to learn about Box2D to make any kind of game involving 2d physics, and even better, shows you how to use them in real world examples.
I decided to test all the examples in FlashDevelop, and I will show off each demo with a description, and have ALL the FlashDevelop project files attached after each demo in this review.
Most of the examples I simply copied into the basic FlashDevelop AS3 project, with only the custom graphics chapter requiring me to use a different method for rendering the Bitmaps.
Also Useful For Other Programming Languages/Platforms
I will also be creating the examples for Android using LibGDX in Java, to also demonstrate that the book can be useful to you, regardless of whether you work primarily in Flash/As3, Java, or C++.
Intel Level Up 2011
(Due 3/19/2012) Also, the “Intel Level Up 2011” game competition is finally up. It’s almost 2012, but the prizes are pretty nice, though the competition is not just beginners, but also includes students and Indie companies.
This is an awesome book to bring your Flash games and programs to Android!
This book provides you with everything you need to start developing programs and games on android using Adobe AIR, assuming you already have some knowledge in ActionScript.
It shows short “recipes” on how to interface with everything that you would want to on the phone, from gestures, drawing, acceleration and geolocation, camera, microphone, images, video, audio, local storage and SQLLite, to even putting the final app on the market.
Every recipe is well written, and specific to the interface you will be looking for, so you can easily find how to use the accelerometer, or load up the browser within your app. Most examples show how to do everything in Flash Builder (Flex), Flash ‘professional’, FDT, and even command line, so you have many options (although the code will work well in any of them).
The only negative I found with the book is that in Chapter 1, you learn how to compile, and run a program on Android, but Chapter 10 is when it actually goes into debugging, and setting up different configurations for testing your app. I wasn’t sure how to have the app test run in Windows instead of running on my Android directly until that chapter (although it is a cookbook- you pick which chapter is relevant what you’re trying to do).
If you have built applications or games using Flash/Flex before, and would like to have a version running on Android, this book will give you all the information you need, and is a great reference as well!
Get it now to get your Flash apps running on Android!
Emanuele’s blog has been around for many years, and he has great information from starting out in actionscript and beginning game programming, all the way up to developing complete games, using 3d and physics engines.
This post is primarily for anyone that has to use Eclipse for actionscript programming, which is primarily for Mac, Linux, or even PC users who would rather use the eclipse platform.
FlashDevelop is only supported in windows (programmed using C#), so if using a Mac or Linux, you would have to use Eclipse with the Flash Builder plugin, or the Flash Builder, or for Mac users, code in the Flash IDE (CS3, CS4, CS5, ect).
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 Eclipse (with the Flash Builder Plugin), and create our first program.
(NOTE: I installed using windows, but using a Mac or Linux should be something somewhat similar – I’ll later try to borrow a Mac, and install Ubuntu to have screen shots from them as well)
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.