Actionscript 3 :: Manage Game Levels In Flash Games?

Oct 20, 2011

I am still learning and I am trying to design the game levels for my first game(a platform one).

I have some straightforward questions because I feel I am on the wrong way.

Should each level have its own class ?

The way I am trying to do is, when one finishes the first level I set to null the variables that pertains to that class, unregister all events and remove all children from the stage, call a second level constructor, without declaring any variable, new level2(); and set to true a static var "in order to save" that progress in case one wants to play that level again.

However I see the code becomes messy, I run into issues, and memory management concerns so much.

I searched it for all over the internet but I can't find any tutorial that explain it in details, so I'm trying out many ways of achieving what I want, but now I am really in need of some advices on it to not get lost.

View 2 Replies


Similar Posts:


ActionScript 3.0 :: Manage Select Levels In Flash Games ?

Nov 4, 2011

I was wondering what's the best practice to make something like below, I thought on global variables with if conditionals, but the code is going to be messy. Unfortunately I can't find any tutorial on the internet, I spent hours googling it but everything I found there was nothing to do with this. It's so frustrating because it's really hard to get on without these "special" references.

[Code]...

View 6 Replies

Flash Games - When Game Page Loading , The Flash Game Itself Does Not Appear?

Feb 15, 2010

When game page loading , the flash game itself does not appear ( just white area as the holder of the flash game) untill the game almost finish downloading, then it appears .. This long waiting with just white area makes visitors leave, thinking there was nothing there.

View 1 Replies

ActionScript 3.0 :: Mahjong - Levels Of Blocks In Game - Layouts Of The Game Should Be Predefined Or They Should Be Dynamically Created?

Aug 3, 2011

I have recently started working with Mahjong game. But being not so experienced developer. I am just confuse about many aspects of it. So if anyone could throw some light on it. I have to build the game where there could be different number of tiles on screen. 32, 48, 64 , 80, 96, 112 and so on Now I have questions regarding the levels of blocks in this game. I mean the layouts of the game should be predefined or they should be dynamically created? Also I wanted to know how the surface of enable and disable symbols are created?

View 2 Replies

Make Game Menus And Preloaders For Flash Games?

Nov 1, 2011

I'm aware there are tutorials online that cover how to make game menus and preloaders for AS3 flash games, but I've found that books are more in-depth for certain topics. Are there books with sections that cover the process of making a preloader and menus for an AS3 flash game?My ultimate goal is to implement a preloader AND game menus without referring to the timeline.

View 1 Replies

Flash :: Implementing Dynamic In-game Advertising Inside Games

Jul 17, 2010

I'm a django(python) web developer. I can also make 2D flash games. I'm planning to make :

online flash games distribute them to various websites then use dynamic in-game ads inside these games( ad changes during game play).

[Code]...

View 1 Replies

Flash :: Store Levels - Side Scrolling Racing Game?

May 3, 2007

I'm making a top-view side-scrolling racing game in Flash AS3. I'm unsure about the best way to store levels in the game.

View 1 Replies

ActionScript 3.0 :: Different Ways To Build Maps/levels For Flash Game?

Jul 20, 2009

Ive got some high level questions about vector graphics. From what I understand, when you draw stuff in the Flash IDE, you are creating vector graphics. Is there any way to view the actual XML (or whatever code) that is generated 'under the hood' ? Is there any way to save the drawing as a .SVG file or something? Ive looked at a few free SVG drawing tools, but I'm wondering why not just use Flash directly, instead of creating my vector drawing in a separate program, and then trying to import it ?

Im thinking of different ways to build maps/levels for my flash game, and right now I'm thinking that building the levels out of vector shapes seems to offer the best features in terms of fast/easy collision detection, fast map creation, small level size, etc.The problem is, once I draw a level in Flash, how do I break the individual shapes apart (rectangles, lines, circles, whatever), into useable pieces I can use in the code? For example suppose I simply draw a big rectangle for a super-simple level. How do I grab the coordinates of the corners for use in my actionscript code? And how do I determine that the shape is a rectangle, and not a general polygon or just an unclosed set of lines?

For example I imagine the SVG code for a rectangle looks something like this:RECT 120, 60, 400, 500

But where can I grab that text from using actionscript, If I drew that rectangle in the flash authoring tool?

View 9 Replies

Professional :: Can't Play Pogo's New Daily Hot Shots Game But Other Flash Games Play Fine?

Jan 22, 2011

I play games on Pogo and have never had a problem with their Flash Games until released Daily Hot Shots.  It doesn't load fully and I've done EVERYTHING I know to do to get it to play.  No errors show up.  I can play ALL the other flash games but this one.  When I right click, the name of the site's owners do not show up....I have the settings showing though Not all of the game loads and that's the problem.  I've tried uninstalling and reinstalling....tried a different browser and have the same exact problem.  THIS GAME WILL NOT PLAY.

View 2 Replies

ActionScript 2.0 :: How To Create Levels In Game

Aug 27, 2006

i'm kind of new to flash and I started creating a game and i've gotten to the point where my game can: shoot, move char., kill enemy and add to score, once lives = 0 then game over, and multiple enemies that shoot.Ok, my problem now is that i'm trying to get it so that once my score is over a certain amount then increase the number of enemies, and i'm using this code now to control how many enemies are on the screen at once:[code]but for some reason this just doesn't work... Can anyone tell me why or link me to a tutorial on how to create levels in a game?

View 14 Replies

ActionScript 3.0 :: Making A Game With Multiple Levels?

Feb 10, 2011

I'm currently making a game with over 100 levels. I have a level select screen where you can go to any of the 100 levels.I want it so that only level 1 is unlocked first then when you beat it level 2 unlocks and so forth.What's the best way to go about this? I was thinking an external text file maybe like this:

Level1:Unlocked:UnBeaten
Level2:Locked:UnBeaten
Level3:Locked:UnBeaten

and so on,then when the levels are unlocked and beaten updating the text file. Is this possible? Even making a class which stores level variables including beaten and locked.

View 3 Replies

ActionScript 3.0 :: Make Multiple Levels For Game

May 12, 2011

I am trying to make multiple levels for my game, I have made 1 level and want to make more, with more challenging aspects. Anyway, I get this error:

[Code]...

View 1 Replies

ActionScript 2.0 :: Sending Buttons To Levels In Game?

Apr 5, 2008

my game is tile based and split up into myMap=1, myMap=2, etc.at the end of each level u are sent to a page that says yay u win, cont? and i need that cont. button to go back to the script frame and play myMap=2,skipping myMap=2

View 1 Replies

ActionScript 2.0 :: How To Set Points To Change Levels In Game

Nov 26, 2008

I am building a game right now. I have a variable, saying that Points are 0 and points can be collected throughout the game. And I want the level change to happen when the points are greater that some number. IE: 30 points. I thought I could write something like

if (_root.poeng == 30) {
gotoAndStop(15);
}
or
if (_root.poeng <= 30) {
gotoAndStop(15);
}

View 4 Replies

ActionScript 3.0 :: Create A Game Similar To All The Reaction Time Games?

Oct 25, 2009

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.

View 1 Replies

IDE :: Make A Platform Game - Create Multiple Levels?

Mar 27, 2010

trying to make a platform game using a tutorial on emanueleferonato.com, but I dont know how to create multiple levels. How could I create a door that when touched by the hero is sent to the next level? The tutorial is here:

http:[url]......

View 1 Replies

ActionScript 3.0 :: Create A Game With Several Levels With Multiple Sequential Steps In Each

Jul 23, 2009

Trying to create a game with several levels with multiple sequential steps in each.

So far I've created a document class ("Controller") which initializes the game and then calls functions in a sequential fashion:

Code:

function initGame()
{
xmlGameData = new XML( ... );
displayStartDialog();

[Code].....

As the project grows I'm afraid this structure will not do.

How should I keep track of the state of the game, tween objects in and out, show scores etc.

Should all the logic be handled by the controller or how much should be outsourced to other classes?

View 1 Replies

ActionScript 2.0 :: Get The Levels Of Volume (peak Levels) Of Multiple Sound?

Jan 9, 2005

I believe that my question here is a little hard, or maybe impossible. But here it goes:

How can I, in Flash, get the levels of volume (peak levels) of multiple sound frequencys from an audio file, so that flash would recognize them?

View 1 Replies

Professional :: How To Manage Big Flash Projects

Feb 4, 2011

I have a very big proyect completelly developed in FLASX MX PROFESSIONAL 2004. In order to manage it,I have divided the file in several parts. What I want to do now is to connect that parts and compile them as a Whole.

View 12 Replies

Flash :: Manage Multi-frame MovieClips With Classes?

Apr 15, 2012

After switching to AS3, I've been having a hell of a time figuring out the best way to manage MovieClips that have UI elements spread across multiple frames with a single class. An example that I am working on now is a simple email form. I have a MovieClip with two frames:

the 1st frame has the form elements (text inputs, submit button) the 2nd frame has a "you" message and a button to go back to the first frame (to send another email) In the library I have linked the MovieClip to a custom class (Emailer). My immediate problem is how do I assign a MouseEvent.CLICK event to the button on the 2nd frame? I should note at this point that I am trying to avoid putting code on the timeline (except for stop() calls). This is how I am 'solving' the problem now:


Emailer registers an event listener for a frame change ( addEventListener("frame 2", onFrameChange) )On the 2nd frame of the MovieClip I am calling dispatchEvent(new Event("frame 2")); (I would prefer to not have this code on the frame, but I don't know what else to do)

My two complaints with this method are that, first I have calls to addEventListener spread out across different class methods (I would rather have all UI event listeners registered in one method), and second that I have to dispatch those custom "onFrameChange" events. The second complaint grows exponentially for MovieClips that have more than just 2 frames.

My so called solution feels makes me feel dirty and makes my brain hurt. I am looking for any advice on what to do differently. Perhaps there's a design pattern I should be looking at? Should I swallow my pride and write timeline code even though the rest of my application is written in class files (and I abhor the Flash IDE code editor)?

I absolutely LOVE the event system, and have no problem coding applications with it, but I feel like I'm stuck thinking in terms of AS2 when working with mutl-frame movieclips and code.

View 2 Replies

Flash :: Manage Multiple Sizes (dimensions) Of Bitmaps?

Jul 22, 2010

I have a custom Image class that I am using to store individual image information for a gallery application:

package mtm.test
{
public class Image extends Object
{

[Code]....

This is how I would implement the above:

var image:Image = new Image();
//I would be loading external bitmaps but for the example I'll just create new ones:
image[BitmapThumbnail] = new BitmapThumbnail(new BitmapData(65,65,false,0x000000));

[Code]....

Is there a simpler way to do this? I feel that there is a lot of repeated code within the BitmapType sub-classes.

At the least, this helps to avoid a bunch of for loops trying to find the requested size, and it seems portable to situations where more or less sizes of Bitmaps are required.

View 1 Replies

ActionScript 3.0 :: Create A Menu And Manage Different Sections With Flash?

Dec 29, 2009

First like so many I am new to actionscript and I'm almost there but I cant figure it out. Either way I am putting a scrollbox in each section where there is a graphic. So for every section there will be a new scrollbox with new info. It goes to each section perfectly but as soon as you use the scrollbox and then try to go to another section the content from the scrollbox is still on the page.

View 4 Replies

ActionScript 2.0 :: Manage Volume Of More Than One Sound In Flash Per Frame?

Jun 27, 2007

In a code im currently working on, I have 3 sounds that I need to maintain constantly, but It seems flash can only manage 1 sound per frame.

How can I manage the volume of more than one sound in flash per frame?

View 10 Replies

Flash :: Manage Movieclip Button Controls Sound On Main Timeline?

Mar 24, 2012

I'm having trouble trying to manipulate music using buttons. I can't seem to make music1 autoplay and loop when the movie starts. I want to stop music1 and play music2 when I press a button:

music1 in main timeline button to change music is inside a movie clip so far here is the code I found on the internet but I'm not sure how I can change it to do what I need:

var mySound:Sound;
var myChannel:SoundChannel;
var isPlaying:Boolean = false;
var isPaused:Boolean = false;

[Code]...

View 2 Replies

Can Create Some Flash Games

Jun 10, 2009

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.

View 6 Replies

Flash :: Get Games To Add On My Website?

Dec 5, 2009

I am have a web site in Flex. And i want to add a few flash games in it.

I know [url]... has its games on facebook. Can I also add there games on my website?

View 1 Replies

UI Design In Flash Games?

Mar 21, 2010

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?

View 3 Replies

Actionscript 3 :: Using Too Much RAM In Flash Games?

Jan 22, 2012

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).

View 1 Replies

Flash :: Flex - Manage Library Symbols With Linked Classes In CS4 To Compile / Debug In Builder 4?

Apr 2, 2010

I'm building a video player using Flash CS4 (hereby referred to as "Flash") to create the graphic symbols and compiling and debugging with Flash Builder 4 ("FB4"). Here are the steps I take in my current workflow: --Create the graphic symbols in Flash. I've created a few different symbols for the player, but I'll focus on just the play/pause button ("ppbutton") here. --In the Library panel, I go to the ppbutton symbol's Linkage properties and link to a class named assets.PlayPauseButtonAsset that extends MovieClip. I do not actually have an assets package nor do I have a class file for PlayPauseButtonAsset as Flash will create them for me when I publish.

--In Flash's Publish settings, I set the project to export a SWC that will be used in FB4, called VideoPlayerAssets.swc. --After the SWC is created, I create my FB4 project called "VideoPlayer" and add the SWC to my path. FB4 creates the class VideoPlayer in the default package automatically. --In VideoPlayer.as, I import assets.*, which imports all of the symbol classes I created in Flash and are available via VideoPlayerAssets.swc. I can now instantiate the ppbutton and add to the stage, like this:

[Code]...

View 2 Replies

What Is The Best Program To Make Flash Games

Jun 10, 2009

What is the best program to make flash games?

View 1 Replies







Copyrights 2005-15 www.BigResource.com, All rights reserved