EMANUELE FERONATO’S New Book: Flash Game Development By Example

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

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.

Continue reading

Storing and Loading External Level Data and Information in XML


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.

Continue reading

Beginning Flash and ActionScript Game Programming Part 10: Input and Event Handling

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.

Continue reading

Beginning Flash and ActionScript Game Programming Part 8: Basic Programming Concepts-Classes-Inheritance

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.

Continue reading

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

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.

Continue reading