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.
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.
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.
how to make a game tutorial as farmville game tutorial to teach the user to play the game. i have recently involve in make that kind of game tutorial for its user by actionscript 3
I am currently working on a flash project which is a online business card designer. Basically there are very basic things that users can do in it. Such as add text, draw simple shapes and add preloaded vector art into the canvas area. At the moment all that works well, apart from making them scale. Can anyone guide me to a good learning resource or may be enlighten me on how do I do this properly? What I'm looking for is when the user clicks on an already added object in the canvas a bounding box should appear around it with handles to scale that object.
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.
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.
I am thinking about using a single tulip bitmap, but want to convey that the event being publicized has tulips of every hue. I want the tulip to change colors without user intervention.
how to make a graphic equliser in flash? I would just need a small line about 120 px long to move points up and down in time to sound files. I am not using the sound object for my music console just a MC with the sound files on them, would I need to use the sound object?
I am trying to make an animated flash banner in which a graphic slides across a 774 by 100 px stage which stops after playing once and repeats on mouse over.
I have managed to make the animation repeat on mouse over, but when it does, the graphic only slides to the point on the stage that the mouse moved over.
I have also tried this with a mouse out which works fine but is not quite what I was trying to achieve.
i want to make the character in my flash game make a jump when the player presses a key,e.g. 'space',even the player release the key instantly,the character will still finish the complete jump process.
I was trying to make a game, and the character inside the game could swim. However, I only wanted him to swim in short bursts that refueled every time he hit the ground.
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.
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.
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?
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.
I have to make a game in flash, and this game is the equivalent of 'Millionair' tv-game, so it's not so complicated and I have to give a badget to my Client.
I was wondering if it were possible to make an RTS game in flash, and if it was, are there any tutorial on that?You know, like get the more cash than the enemy, buy guys with it, and kill the enemy first?
I'm trying to make a flash based popup window what i want to do is make it so that the popup window starts off screen and then smoothly moves onto the screen when the code that causes the popup fires.....I'm not looking for an html or javascript popup window this will be a popup window inside the flash environment..
Does anyone have any experience making Flash-based Facebook apps? I'm trying to make one but the event listeners don't seem to do anything. It works fine on its own but once I upload it to Facebook, it stops working.
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.
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);
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.
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.
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?