how to create RPG games. The main focus point is inventory, collision, picking up items, getting a character to walk to where the mouse was clicked ect. Basically anything useful for a RPG game.
I'm looking to create a new website with flash games, most of which need to be multiplayer.The games I had in mind are a battleship-type game, a pirate's dice game, and a texas holdem game.I'd also like to have a single player "wheel" that you can spin and win points off.I'd also like to have a points system where members wager their points over games.
I am new to actionscript. I am following a tutorial on lynda. I am trying to learn how to create flash games. I am using flash cs4. The tutorial uses flash cs3 and and actionscript 3.0. I added a movie clip to my library and enabled export for actionscript. I got a dialog box that says "a definition for this class could not be found in the classpath, so one will automatically be generated in the swf file upon export." I click ok. Then when I try to test it, I get an error that says "call to possibly undefined method". What exactly am I doing wrong?
I want to create a game similar to all the reaction time games out there, with the difference that my game has a set amount of time that you as the player will have to guess when it occurs (with a simple click). Each player has a number of tries where the closest time from the set time wins.
I have a question concerning CPU usage for games. What do people consider as an average or 'acceptable' amount of cpu usage for a game I've created a few different games, some which are more database driven have a very low cpu usage and small size.. others I've seen go up to 80% cpu usage..
I do try to keep a careful eye on this (I mean 80% of one core, of which I have 8.. I'm not sure how this will reflect on a single core/processor machine) but it does really concern me because as soon as I add an 'enterframe' function, spin something around or create a fair size animation it piles on the intensity to the cpu.. are there any professional tips anybody could offer me please ? I really want to make the web a better place for others by not overloading their computers
I am making this racing game, But I never understood how racing game's level.. I know other games use arrays sometime, or even XML. But i do not know how this works in terms of racing..
As you can see The level visual setup is on frame 2, which also has a label play. All that would cahnge per level is the game sprite. That holds everything that sets up the game, like the track, the car starting position, the bushes the waypoints the finish line. Everything really.
Background: I've been coding in VIM/C++/OpenGL for a long time.I've come to realize that this (VIM/C++/OpenGL) isn't the way to learn about programming fancy/cool-looking/futuristic UIs; and that the design of such UIs belongs more so in the artistic/designer world of Flash.
Anyway, I currently have a machine with MacOSX. What software should I install? What book should I read to learn about the artistic/design side of these futuristic UIs? [It's okay if the tools to design them are mouse clicking + graphical rather than coding based].
Question: what software packages + books to read to learn about creating fancy-looking / futuristic UIs in flash?
I'm currently enrolled in liberal arts college, but I'm quite sure that game design is what I want to do with my life. I want to someday manage production and hopefully design my own engine. What summer programs should I be looking into? What books should I read? What particular skills should I be learning?
On my venture for quick rendering within Flash, I've worked out that the only solution is to create sprite sheets on the fly. Sprite sheets are created from a MovieClip using BitmapData.draw().
I have a graphics manager class which has a method that accepts a MovieClip and an int. The MovieClip is the target to capture graphics from, and the int represents how many different angles the image can be rendered at within 360 degrees.
[Code]...
Any advice around this would be extremely helpful. Note: I have made sure to utilize BitmapData.dispose() within my own dispose() method defined by SpriteSheet to clear up RAM, I am more concerned about how much RAM I can use at one given time (all game assets that will render ready to be used).
I am pretty good with C++, very good with PHP and MySQL, CSS, HTML, and JavaScript.What I want to do is make an online game where 2 people can play against each other online They will be able to pick their uniforms which will be saved to a MySQL database, and the uniforms will show the color they picked when they play online.Now I just want to know where to get started her
Here's the thing.I am making my first game, a click and drag (dress up if you want to ) game...It is finished and working..But since it serves as an educational aid in history group, it would be great if I could somehow add some kind of pop-up window with text describing every item in game..For example "14th century bascinet developed from the steel cap bla bla bla...".And if that is not possible is there some other way all this info about these items (there is about 24 items in game) could be fitted in this kind of application
I have put this code on the frames where each timer you have 30 sec to drag something and put it into a specific place. If you don't then I bring the user back to the starting frame. The issue that I noticed is that even if I cleared it and put a stop(); code it brings me back to the beginning of the game even if I did it ask it to do it! .
On each frame I put this Code: stop(); tm = 30; displayTime.text = tm; countDown = function () { tm--; displayTime.text = tm; [Code] ..... Aand it works even on frames that don't have this code on it, why ? I put this clearInterval(countDown); all the time. but didn't work.
I'm developing a Risk like game in flash and I want to use an AI I developed using Prolog language.How can I use the Prolog code in actionscript? do I have to translate it to anther language? is there any automatic way of doing this?
I hope I am in the right forum with my question - I am playing at [URL}.. and there is a Flash Application for Live Games - Link "Live" at the website.
My problem is that I can't open the Flash games because I if I click at "Live" in the main navigation nothing happens!!!
Other flash applications at other websites I can't open or see without problems - I really don't know what the problem is.
What resources (books or website/tutorials) are available, that cover game development using pure Actionscript 3 code? By pure, I mean not using Flash CS4 and its timeline, and not using Flex MXML components. Everything done using only Actionscript code.
In another question, I asked about using certain objects of the Flex SDK for simple games, and the consensus was that I shouldn't use it at all, but only Actionscript for a game. Sounds reasonable, but the books/website tutorials that I have found on the subject of games, all use AS3 in the context of Flash CS4. They assume your objects will be movieclips, with timelines, etc.
I realize that you can learn game programming from books in other languages, and/or ignore the Flash aspect of AS3 books. I guess what I'm looking for, is whatever information is specific to AS3, such as best practices for AS3-only games, how to make architectural/design decisions, etc. If it exists, anyway :)
What are the best (considered by professionals) approaches while creating a platformer based game for Creating game levels & background (static ones).Create a single background and scale it?or Display it on-the-fly by loading objects (probably repeating them often).
If the first one is the choice then it would become essential to create each level manually of the game & putting level editors difficult. Also if the later is the choice I find it too processor intensive....my frame rate almost breaks into half, while trying to manage so many objects together on screen.
I am making a game similar to Touhou in style to learn AS3, but this game is timed to music. Bullet patterns, enemy spawning and special graphics will all be timed to happen at specific times in the music. What I am wondering is:What is the best way to accurately time many(!) events that are required to be very accurate and not slip even a tiny bit out of sync? Example of what sort of timing I am looking:
Spawn 5 different types of enemy's at 1:30 minutes, enemy 1 bullet pattern start at 1:31, bullet pattern will be timed to beat so repeat pattern every 2 seconds. This is a simple and short example of what I am trying to get at.
I dont have any experiencie using this pattern when developing a game, except on a data driven website made mostly in Flex.The question is, are there any drawbacks of this pattern?, let say, performance for example?If anyone implemented a game using this framework.