Actionscript 3 :: Making Interesting Flash Based Game?

Mar 25, 2011

how to make a interesting flash based game?

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ActionScript 3.0 :: Tile Based Game - Creating Multiple Sprites Based On Frames

Nov 17, 2009

I'm relatively new to AS3. There's one thing that I don't quite understand about Sprites. I'm making a tile based game, and all the tile graphics for a level are inside one movie clip in each frame. Would I be able to go about creating multiple sprites based on the frames in said movieclip's timeline I would I have to go through and make a separate library graphic for each.

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ActionScript 3.0 :: Making Game And Objects Would Spawn At Random And Be Able To Click But When De Game Starts Itself

Jul 4, 2010

currently i making this game and objects would spawn at random and be able to click but when de game starts itself, the spawn is correct but i am unable to make it stop when time goes to 0seconds.

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ActionScript 3.0 :: Making A Game Like Pokemon Trading Card Game?

Jul 23, 2010

im trying hard to make a Game like the Pokemon TCG .

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Making A Game In Flash?

Sep 25, 2009

Im planning on making a game in flash thats going to be kind of like a breeding game for birds.

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ActionScript 3.0 :: Making A Game Using XML With Flash?

Aug 9, 2011

I'm currently working on a new game using flash CS5. The game is really a simple quiz game.Basically I have written up an xml file with dreamweaver andI want flash to search for the Child element and return the Subchild.

<items>
<Question>Legato is the musical term for what</Question>

[code].....

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Flash :: Turn Based Strategy Game Techniques?

Feb 12, 2010

I want to make a turn base strategy game. I was just curious if anyone had any sources or books that explains the concept and architect of designing a turn based strategy game or any turn based game.

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Flash :: Web Development - Not To Target 10 For A Browser - Based Game?

Oct 25, 2010

There's clearly a bunch of new stuff in Flash 10, I'm seeing a bunch in the Graphics class so far. Struggling a bit to reconcile it with what I know already but it looks useful - render lists and 3D transforms, etc - however I wondered if there are good arguments for targeting Flash 9 since I can definitely manage without all the new stuff I don't know. Like support on non-Windows devices, wide adoption of Flash 9 Vs 10, etc.

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Flash :: Make Based Game Without Graphic Skills?

Oct 29, 2010

If I have a designer make the necessary graphics, what do I need to learn to make a flash based game?

I already understand the backend server work that would need to talk to the 'front end' part of the game i.e. how the flash game will make requests to the backend servers for storing/retrieving data in xml/json etc.

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Actionscript :: Making A Flash-based Interactive Map With SVG Vector Data?

Oct 21, 2009

I'm looking for a way to take SVG path info (basically a string of coordinates) and dynamically draw it with Actionscript. Icing on the cake would be if those shapes could detect mouse events to trigger JS and dynamically change their appearance (fill, stroke, etc...).

I'm currently trying something similar to this ([URL]) using SVG but it's just too slow in IE. I've also tried Google's SVG Web ([URL]) which basically does exactly what I'm looking for (it converts SVG to Flash in IE) but again, it's sloooooow - which is why I'm considering doing the whole shebang in Flash.

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ActionScript 3.0 :: Flash Game - Making Collision Between 2 Objects

Mar 16, 2010

I am having a problem with my collision game. When I try to make collision between 2 objects, this occurs: TypeError: Error #1009: Cannot access a property or method of a null object reference. at Level$iinit().

Here is my PHP Code:
package {
import flash.display.*;
import flash.events.Event;
import flash.geom.Point;
import flash.events.Event;
import flash.events.MouseEvent;
public class Level1 extends MovieClip {
[Code] .....
My flash file is at [URL].

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ActionScript 3.0 :: Making A Small Flash Game, Which Is Rotating Rings In An Image To Create A Coherent Picture?

Oct 13, 2011

I'm making a small Flash game, which is rotating rings in an image to create a coherent picture. Think of the puzzles in Assassins Creed.I have three scenes set up, one with the puzzle, one with a fade to white transition, and one with a congratulatory screen.
 
I have this code to check if the orientation of the rings match, but I'm really new to actionscript so I'm not sure if it's right or not.
 
function orientationCheck()
{
if (center.orientation == 0 && ring1.orientation == 0 && ring2.orientation == 0 && ring3.orientation == 0 && ring4.orientation == 0)

[code]....
 
Unfortunately it keeps playing through the movie and not giving the player time to solve the puzzle.

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Making A HUD For A Game ?

Jul 8, 2010

I am working on a Heads up display and I am having some problems. The Problems are i cant seem to get Flash to do what I want...I am relatively new to flash but I know that I need to use action script 2.0 and Kismet to make what I want happen. (I am using the UDK and Scaleform for the development of the game I am helping with)Here is what I am doing.

I am making a cross hair. When I highlight an enemy it should turn red. When it Highlights an ally it should turn blue.I have made a heart beat Monitor that needs a animation for a heartbeat and Flat lining. The Background of the Heart beat monitor Changes color according what has happened to the player, If the player Gets hit the background of the heartbeat monitor changes color. If the Player gets hit too much the Heart Beat Monitor will flat line.Then I am making a radar for the hud.

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ActionScript 2.0 :: AI Pathfinding For Text-Based Game?

Jun 1, 2010

Pretty much what I am looking to do is have an NPC find the shortest path from their location to the player's. Everything is turn-based, so the NPC would have the capability to move from one room to another adjacent room in one turn. Keep in mind that there would be no physical manifestation of the code, other than some text that would be displayed when the NPC enters the same room as the player.And as an added aspect if possible I would like the ability to stop NPCs from entering the same room as the player once they've reached it if the room/door/entrance is locked.So the end result would be something like this...

-------[E]
[P][ ][ ][ ][ ]

--------[ ]
[P][ ][ ][E][ ][code]..........

Only difference is that there would be no graphical representation.

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C# :: How To Code An Web-browser Based Multiplayer Game

Jun 30, 2010

If I wanted to code a desktop-based game, I could pull some XNA code and UDP sockets and make a decent multiplayer game. I would have an extremely clear of how to code the game I wanted.But if I wanted to code a browser-based online multiplayer game, how would I do it?ou can't use XNA....I've been looking at some questions and I'm seeing PHP and ASP.NET and Silverlight and Flash and Java as the alternative languages...I really don't understand how it works. I mean, for a desktop-based game, you're opening a UDP socket and accepting clients and transferring data, updating player states, drawing the results using XNA. But in a browser, how do you open a socket and stuff? How does that concept work, communicating to people in realtime through a web-browser.

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Create UDP And TCP Connections In A Browser-based Game?

Nov 13, 2010

I'm working on a game and want the freedom to choose between UDP and TCP connections in the future when I decide to add multiplayer. I'm not sure how something like this would work in the browser with security.

There are two scenarios I can think of for multiplayer. The first is that a player becomes the host of the game (in the browser) and thus would need to communicate with other players directly via TCP or UDP. This would save me on bandwidth costs.

The second scenario would be to have the web server host the game and pass messages back and forth to the clients again via TCP or UDP.

Do Flash or Java applets let me do something like this? If not is there an alternative I can use for the browser or am I stuck with moving to providing a game download and installation?

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ActionScript 3.0 :: Tile Based Pacman Game?

Feb 28, 2010

I am trying to make a pacman game and was advised that collision detection for a game like this is much easier if you create it using a tile based methodology. I have the map created and the character moves fine around the grid. But once I added collision detection it seems to be a bit off and inconsistent. Im not entirely sure what the problem is with the collisions.

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Flex :: "Interesting" Flash Behavior Increasing Time To Draw 10,000 Triangles?

Nov 2, 2009

This is a test program to measure the time it takes Flash to draw a triangle 10,000 times.

The app (code below) calls runTimeTest() every N seconds which draws the triangle 10,000 times.

Now for the "interesting" part: each call takes increasingly more processor until after about the 6th or 7th call it goes to "infinity" (see screen shot of TaskManager)

[Code]...

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ActionScript 2.0 :: Making An Image Based Countdown Timer

Mar 28, 2011

making an image based countdown timer that counts from 30 seconds to zero showing seconds and milliseconds that begins counting down when loading. I know I could make this by basically animating it but im sure it would be far less work to code it. By image based what I mean is that instead of the timer simply being variable text that is constantly changing, I am aiming for each digit to be an image.

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ActionScript 3.0 :: Making First Image Not Fading On XML Based Slideshow

Jun 14, 2010

I am working on an xml based slideshow. Random images loading (only ones and no repeated image) and fade in-out effect. That's working fine, but the problem is that when animation starts it does it on white screen and then fades in to the first image. How can I keep my slideshow working the same way but starting with the first image already on stage (without fade in)?

My Code:
import fl.transitions.Tween;
import fl.transitions.easing.*;
import fl.transitions.TweenEvent;
import com.greensock.*;
import com.greensock.easing.*;
[Code] .....

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ActionScript 3.0 :: Begin Making Multiplayer-based Stuff In It?

Dec 3, 2010

I've done some research but I'm still quite unsure with what and how to begin making multiplayer-based stuff in as3.

I've seen quite alot of api's, like PlayerIO for instance, but I'm really not sure where to begin really. What are your thoughts on what tools to learn, if I were to make, for instance, a platform based mmo?

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ActionScript 3.0 :: Interesting - Looking For Answers?

Sep 21, 2009

I've created an entire website from one .swf. No dynamic loading of other .swfs, or external content etc. Simply a few different buttons that navigate to different frame-labeled areas of the .swf via gotoAndPlay, etc. There are 8 different "areas" of the timeline to go to, each with it's own set of movie clips for that area.

As far as I know, the website works great on all computers and browsers with current Flash players. But I got a call from one of the owners of the business I created the site for and he's having an interesting problem: The preloader completes and takes him to the first area. He can see areas 1-4 just perfect. But when he click to go to area 5, less than half of the movie clips load in what seems to be a random order and then the rest of the .swf (beyond that point in the timeline) can't be accessed at all.

This could be common, but as far as I know, I've never heard of it. He's had someone at his site who is apparently "fluent in computer" look over his internet settings and cannot find any issues.

Anyone ever heard of this or know what I should suggest he try besides updating his browser and Flash Player?.

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ActionScript 3.0 :: Text Based Action Adventure Game?

Nov 3, 2011

I'm currently working on an action adventure game and have run into some issues. I am using flash CS4 and AS3. On the stage I have created a user input text field with the instance name of textbox and a button with the instance name of btn. I'm trying to set it up so that when the user types in a word that word is cross referenced with an array and a function is run. I have noticed that some times the functions are not run in the order there typed. For example if I type "enterdoor. lookaround." Than the following is traced.

" you have entered the door.
.
you are looking around, but don't see anything.
. "

Which is good but if I reverse the order and type "lookaround. enterdoor." then I receive the following.

"you are looking around, but don't see anything.
.
.
you have entered the door. "

Also if I were to type "gobacklookaroundenterdoor" then the following is displayed.

"go back you have entered the door. you are looking around, but don't see anything."

Notice that the function "enterdoor" is run before "lookaround" even thou "lookaround" was typed first. Also if I were to type "enterdoorlookaround enterdoorlookaround" then the following is displayed.

"you have entered the door.
you are looking around, but don't see anything.
you are looking around, but don't see anything.
you have entered the door. "

I cant seem to figure out why the functions are not run in the order they are typed by the user. Not sure if this helps but I have determined that if a function is typed 3 times or more then it only returns the function twice. For instance if I were to input "enterdoorenterdoorenterdoor" then the following is displayed.

"you have entered the door.
you have entered the door. "

I would also like for the user to have the option of typing a function as many times in a row as needed. It seems to me that I'm missing some thing simple. I was thinking if I change the commands "array" to an "associative array" it might process the functions in the correct order. It seems to me that the commands array is being compared to the inputholder array.

this.stop();
import flash.events.*;
btn.addEventListener(MouseEvent.CLICK,textChanged)

[code]....

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ActionScript 1/2 :: Game Score - Points To Be Time Based

Jul 18, 2009

Is there an actionscript for a point system? I want my points to be time based from this script
stop();
count = 60;
countdown = function(){count--;
if (count ==0){clearInterval(doCountdown);
gotoAndStop(11);
clearInterval(doCountdown);
}}doCountdown = setInterval(countdown, 1000);

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Java :: Platform For Web-based Multi-player Game?

Sep 28, 2010

I'm developing a web-based fantasy football game. Most of the game is a straight-forward web application built on top of Linux/Apache/Php/MySQL.

I'm trying to figure out how to implement the draft application. The draft date and time will be scheduled in advance by each league's owner. Up to 32 users may be logged on for a given league's draft, and there is no limit to how many drafts may be happening concurrently. The users will take turns selecting players, and each user's turn will have a time limit. I'd like for all the users to be able to see whose turn it is, how much time that user has left to select a player, who they select, and which players are still available. If there are users in the league who are not logged in during the draft I'd like to be able to detect that and automatically assign players to them rather than waiting for the time to run out on their turn. Ideally I'd also like to have a chat window so the users could chat with one another during the draft.

My background is in desktop application development, so if necessary I could write server code in C#/.NET or Java. As far as I can see these are the options: PHP/AJAX - It seems like it would be possible to have all the state for the draft in the database and have the operations for the draft run in PHP triggered by requests from the clients? I guess in this case the draft doesn't start until at least one user logs in, and it seems like it would be a lot of polling requests to the server if I want everyone notified quickly when a user makes a selection.

[Code]...

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Actionscript 3 :: Component Based Architecture In Game Development?

Oct 1, 2011

I have been thinking of trying out component based architecture for game development. I have read some blog posts and articles about it but I have a few things I have not sorted out yet. When I say component based I mean that you can add components to a ComponentManager that updates all components in its list. I want to try this to avoid getting classes that inherits variables and functions that they donīt need. I really like the idea of having an really simple entity class with a lot of components working side by side without getting bloated. Also, it is easy to remove and add functionality at runtime wich makes it really cool.

This is what I am aiming for.

// this is what the setup could be like
entity.componentManager.add(new RigidBody(3.0, 12.0));
entity.componentManager.add(new CrazyMagneticForce(3.0));
entity.componentManager.add(new DrunkAffection(42.0, 3.0));
// the game loop updates the component manager which updates all components
entity.componentManager.update(deltaTime);

Communication: Some of the components need to communicate with other components I canīt rely on the components to be self-sustaining. Sometime they will need to communicate with the other components.In Unity 3D, you can access the components using GetComponent().I was thinking of doing it like this, but what happens if you have two components of the same type? Maybe you get a Vector back.

var someComponent : RigidBody = _componentManager.getComponent(RigidBody);

Priority: Some components need to update before others

Some components need to update before others to get the correct data for the current game loop. I am thinking of adding a PRIORITY to each component, but I am not sure that this is enough. Unity uses LateUpdate and Update but maybe there is a way to get an even better control of the order of execution.

[URL]

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ActionScript 3.0 :: Tile Based Game Depth Sorting?

Oct 1, 2007

I've been playing around with ActionScript 3. They have a new way of placing clips onto the stage, "addChild(clip)," which automatically places the clip onto the stage with it's own depth. So here's my problem, when making a tile based game, I have to constantly depth sort to make sure the object lower on the screen has the higher depth than an object higher on the screen. Pretty much, their depth depended on their y-coord. Does ActionScript 3 still let us play with depths?

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ActionScript 3.0 :: Make A Multiplayer Hero-based RTS Game

Apr 12, 2011

I'm planning to make a multiplayer hero-based RTS game, similar to the gameplay of DotA/HoN/LoL. With about 10~ players max at once in a game. The latency and responsetime is key, trying to get as low ping as possible.And last but not least - I don't want to use any 3rd party solutions, such as smartfox server or any of the likes of it.So, with that said, what is the way to go if I'm going to build this properly? Java socket server? Python? Let me know what you think and please share resources since i haven't done anything similar before.

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ActionScript 2.0 :: Making Coins In My Game?

Jul 17, 2008

I am making mouse avoider game where idea is to avoid walls. and i want to create coins to stages and my problem is that i don't know how to make it so that when player collects coin he can go to goal but if he doesn't collect it he can't go to goal.. second option is that goal isn't seen if coi hasn't been collected.. Heres what I have done :

onClipEvent (load) {
var coin = false;
var game = false;[code]..........

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ActionScript 3.0 :: Making A Word Game?

Dec 2, 2011

I am making a word game app in flash for the touch screens, except I really don't know how to have the game recognize words. Is there some trick to doing this? To be a little more clear, I want to know how I can make the game recognize real words that the player will be putting together. I'm pretty sure I know how to have the game recognize the player's chosen letters, but that's really about it

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