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.
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.
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!
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.
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.
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.
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.
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.
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.
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.