Flash :: Does PushButton Game Engine Have The Notion Of A Camera
Apr 10, 2011
I am playing around a bit with the PushButton Engine for game development in Flash and have come across a need for a Camera like the Camera that follows Mario in Mario Games. Flashpunk has a nice implementation of it.
Does PushButton have it out of the Box?(I searched for it and didn't find, hence the question here).
So I'm creating a classic side-scroller using the Pushbutton Engine [url] and I want the 'world' bits to be any given size, of course, and the repeat/tile my art assets. I've got the following render setup code as a start:
[Code]...
However, that just takes brick.png and stretches/shrinks it to fill the size of the object. Lame. :) I've spent a bunch of time trying to google how to do this, but I'm perhaps not getting the right terms or some such as I haven't come up with anything. Mostly articles on building tile-based games with PBE. While I'm sure I can hack together something that'll do the trick, I want to make sure I'm doing it the right way such that I get the best performance and what not. where I should be looking to pull of this standard effect?
But if I try to write actionscript to do the same I throughs errors. I can't find any examples online to explain how to initialize or use EventSoundTrigger directly in ActionScript. The following throws an error that the sound object is null when the component is created. I figured it out here's the answer:
I am thinking of developing of a game like this: [URL]... Do you have any idea - by which game engine I may develop this type of games? I am not sure whether I have to use any 3d physics engine? I think JiglibFlash may be useful, but I am not sure.
I was just fooling around in my spare time and have made this cool interface and game-playing code for a Connect-4 type game, written in Flex and playable by 2 human players in Flash. It accurately detects wins, etc. I'm smart enough to know that I've done the easy part.Before I dig into an AI for game play, I wanted to ask if this is the kind of thing that can really be handled computationally by a Flash plugin. It seems to me that for every turn up until the end there are 8 possible moves, 8 responses to each move, etc. So wouldn't a perfect engine have to be able to potentially see 8^8 moves (over 16 million), and a fairly good engine see up to a million? I don't know game coding so this is new to me. What's a reasonable move horizon for such a game to be able to see?
I am just wondering if there is any commerical game-engine middle-ware or library for ActionScript 3 (I am big fan of "don't reinvent the box unless necessary"). I have checked out some Open Source ones such as PushButton and my google-fu is too weak to turn up anyone that is commerical (is that even allowed by Adobe in the first place?)
I'll start off by saying I'm a newbie, just putting that out there. How do you make a turn by turn multiplayer flash game? I don't know if an engine is made in AS3, PHP, Javascript, or whatever,I made my game already, it's just that it isn'tmultiplayer yet. Basically, there are lines, and each player crosses out a number of lines, and the last player to cross out a line is the loser. I want it where one user crosses out some lines, then presses End Turn, then the other does their turn and then presses End Turn to allow the other player to move his cursor. But how can I get both players to see the same frame and only have one player have the ability to move the cursor during a turn? Is there some easily adaptable multiplayer engine for flash for newbies out there
I'm creating a game-engine, which will add objects to itself as symbols, and I want to be able to choose how they are "layered". For example, say I decide to model things in a type of 3D, and the Z co-ordinate is used for depth (distance from front), how would I translate this into an object 1 unit away rendering in front of an object rendering 2 units away? The engine programming I've done fine in terms of calculating the values etc., as I have a strong javascript background so that was the easy what with actionscript's neat OO syntax, but getting it to do things visually is a bit problematic know, heh. So far all I've really managed is a nice little loading bar, which isn't really that hard =D
Also, the symbols I create are actually going to be comprised of multiple parts; a base-layer, a detail-layer, and a colour-layer. What is the easiest way to do this? Ideally I'd create the symbol with multiple layers of its own, and simply toggle the detail and colour-layers on/off as required, and tint the colour-layer independently of the rest of the symbol. Is this possible? Or will I need to use multiple symbols and move them in tandem myself?
I am making a game and I am trying to decide what is the best practice for exchanging damage between two objects on the screen. Should the damage be passed directly between the two objects or should it be pass through a central game engine that decides the damage and different criteria's such as hit or miss or amount dealt.
The current architecture of the game is:PHP + MySql backend,Flash and ActionScript 3 frontend.Major criteria for engine/framework selection are:Support for isometric view. Resuability : The current game development should easy the work for building similar social game of diffrent story type in future.
Ease of development as3isolib - for isometric rendering, but restricted only to the rendering part. PushButton Engine - open source engine, component based Open-space engine - But That works with Smart Fox Server only I guess.
I have a server side code written in java and client side code written in flex. As client makes a request roughly every 3 seconds to the server, then I'm pretty sure I'm running into scalability problems at some point.
As far as I can see, I can host the application either in Google Apps Engine or Amazon Cloud. As I understand Amazon offers a do-it-yourself approach and I have to set up and maintain the cluster myself, which I'm not really fond of so I'm inclined to use GAE, which promises virtually infinite scalability if one can conform to the limitations and restrictions of course.
One of the limitations is the number of requests at 500 per second (can request temporarily more by filling in a special form), which roughly translates to 1500 simultaneous users, each pinging after every 3 seconds to the server.
What bothers me is that I really don't know how big this thing can grow and 1500 players definitely doesn't seem like a lot so besides using Google Apps and perhaps AWS (unless it scales better with what I'm trying to do), what other options do I have, which wouldn't cost me a fortune?
I am making a fighting game and I have made an attempt to make a kinda moving camera effect. Bascially two movieclips are inside a container movieclip. When one movieclip moves back the container scales down ( zooming out ) and when the two movieclips are close together the container mc zooms in. The containers _x is inbetween the two movieclips.
This is the best iv tried to explain it - sorry its probably hard to understand what im doing. Here is my attempt at doing it but its not very good i was wondering if anybody has got a better way of doing it.
im trying to make a new version of my game mad world check it out at [URL] Ok so basilcey what im trying to do is make it so when you go to a new frame, the new lv that the camerea resets to the new spawn place beacuse currently the camera stays were it was.
From a Flash object, I would like to be able to detect the presence of a webcam that the user might grant access to, without actually asking the user whether they want to grant access. This is to streamline a large application that has extra features if a webcam exists — if there is a webcam, the application will present several dialogs that lead up to the normal cam-security prompt, but if the user doesn't have the hardware, I want to skip over them altogether. Requesting access to the cam before those dialogs won't make sense to the user.
It appears not to be possible to call Camera.getCamera() without the security prompt happening. Is there a workaround? (For instance, could I, perhaps, call getCamera in a hidden Flash object and inspect its return value, or does it block until the user acknowledges the security prompt?)
Usually Adobe Flash applications can access any usb-webcam.I have a USB camera for microscopes which understands TWAIN and DirectShow.Is there a possibility to access the video data from this camera with flash?
Everything going well so far except for camera control. I want the character to always be in the center of the screen. only when the side boundaries are reached, the character should leave the center of the screen to be able to reach the sides of the screen.Somewhat like this: http:[url]....I've tried 2 ways but both without succes:
- move the character using the keyboard, but somehow keep it in the center of the screen (have no idea on this one)
- move the entire area except the character to simulate movement.
This seems kind of ineffeciant but it worked out better that the previous attempt, the only problem is that the character doesn't return to the center of the screen when he leaves the boundary.The .fla's are available for download here http:[url]....
the actionscript is all in the first frame.try not to be too hard on the crappy visuals Ignore the comments too, theyre only there to help me understand what I did.The boundaries seem to be a bit sketchy aswell when moving to the sides, but that's not a big problem right now.
I am capturing camera on flex for android using air 3.1,and found that the camera is only showing the a part of of actual camera video.When i view camera using normal camera application in android galaxy tab, it shows full camera area but when i am capturing the camera in flex its showing only the center area for it.I tried using setMode to set the resolution, but its not of any use.Is there any way to get full camera area captured inside flex using camera.getCamera ?
I have a video capture device on a machine. I have written a windows application to capture the video from this device. While capturing, if i try to broadcast using flash it does not connect. If i'm already broadcasting and then try to capture then my windows application does not get the capture pin of the device. So, flash seems to be taking the capture pin. Is there anyway to broadcast using the preview pin on the device so that i can capture using my application. Or is there way where i can split the capture pin and give one to my app and one to the broadcaster
I'm thinking about learning a flash 3d engine. I need some advice on which one to use. There's quite a few out there. Which is the best? I'm also considering whether there're a good bunch of tutorials on the web, that can make the learning easy.
just uploaded my first flash website..and I'm having difficulty working out how to get google to 'see' it. I've registered the site with google and have a very specific phrase in the <title> tag of the html code but the more I investigate, the more complicated it seems..Can anyone point me towards a step by step tutorial or something to get my site in the top 10 results?
developing Search Engine in flash cs3.I am going to develop a search engine in flash. My goal is to develop a search engine in flash which should work more or less like Google.