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.
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.
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.
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.
This section is to introduce you to Flash, Actionscript 3.0 (as3), and some associated terms.
Game programming can be fun and enjoyable, but it is hardly ever easy.
You can learn the basics from other people, but a lot of stuff you’ll have to struggle through and figure out yourself.
The most fun part for me is seeing your creations come to life, especially after putting a lot of time, and effort into making things work the way you want to.
I’m going to finish up the tutorial section on creating an asteroids game in FlashDevelop using the display list. This series will run parallel to the tutorial set for creating an asteroids game using blitting.
In the last section, we added keyboard input to the ship, so that we could rotate in any direction, and move forward.
In this section, we’ll create bullets that are fired from the front of the ship at a limited rate, and make both the ship and the bullets wrap around when they reach the edge of the screen.
In this article, we’ll be using classic flash techniques to create an asteroids ship and move it around on screen using the keys.
This is a quick way to create simpler games, or for any game where you don’t need complex control of the rendering order of your objects.
Blitting (which is covered in the other asteroids tutorials) is the technique I normally use when creating a game, since it resembles the same way you would create a game in C++ or Java using DirectX or OpenGL, and gives you much better control of the order of objects rendered on screen.
But for simpler games, or ones where you don’t have to group simmilar objects to render in a certain order, using the built-in display list can be much faster.
This article is about loading your own graphics into your asteroids game created in the asteroids tutorial.
Adding images to what we already have is actually simpler than creating the vector drawings.
There are two ways to do this – embed the image, or use a loader to load externally.
I personally like loading them externally on run time, with filenames stored in an external xml for larger projects.
But since the last asteroids article was for Kongregate, we’ll have to only end up with one packaged swf, to be able to upload it to their servers.
Transitioning from a C++ background to Actionscript is fairly easy, but some of the differences can be surprising, as well as aggravating.
In this article, I try to outline some of the differences and tips/ things to watch out for when coding in Actionscript 3.0 vs C++/ Java.
In the last section, we created a way to keep track of the lives and score, as well as created levels, restarting, pausing, and a basic menu GUI to start the game.
In this section, we’ll add the Kongregate API to the game to allow us to keep track of the score through the Kongregate game site.
You can preview the game on Kongregate here: