Game Development

Creating an Asteroids Flash Game Using the Display List Part 2: Creating and Firing bullets, and making objects “wrap around” the screen

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 …

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Creating a Asteroids Flash Game Using the Display List Part 1: Creating The Game, Ship and Keyboard Controls

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. Note: Blitting (which is covered in …

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Summary of Flash Mind Meld (flashmindmeld.com)

Ever since one of my favorite Actionscript game development bloggers (Emanuele Feronato) posted on his site about ‘Flash Mind Meld‘, I have been waiting to go through it. Sixty ‘Experts’ give their tips on creating successful flash games in 60 seconds. Sounds amazing, right? Free advice from 60 guys and gals good enough to be counted …

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Creating a Asteroids Flash Game Part 10: Changing Vector Images to Bitmaps

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 …

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Creating a Asteroids Flash Game Part 9: Integrating with the Kongregate API

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 …

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Creating a Asteroids Flash Game Part 7: Detecting Collisions and Creating Particle Explosions

In the last section, created as 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 …

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Creating a Flash Asteroids Game Part 6: Creating Asteroids

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 …

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Creating a Asteroids Flash Game Part 5: Creating and Firing bullets, and making objects “wrap around” the screen

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 …

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Creating a Asteroids Flash Game Part 4: Using Keyboard Controls to Move Around the Ship on screen

In the previous section, we created a base class for all our game objects, and created and rendered our space ship. In this section, we’ll add keyboard control to make our ship be able to move around on screen, and actually see our game start coming to life! Getting Keyboard Input, and Storing Multiple Key …

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