Javascript :: Facebook Game Development / University Project / Front End Woes
Dec 8, 2011
I have been requested to make a port of an iOS game for Facebook.The game itself is fairly simple, it is a puzzle game using a 2d array for a grid with XML passed from a server for loading objects onto the the grid, to create levels.The game will ask questions at stages which will be passed to my server and stored for research purposes.Some questions for those with experience.What front-end options do I have with Facebook? I have looked into both Flash and HTML5/js both of which i have little to no experience in (I'm experienced in Java/C#/Ruby + Rails).Javascript seems like a nightmare from what I have read, even looking into javascript game engines, but at least it is free. My backend will most likely be rails for handling server logic.Summary(because I ramble too much)
-Is javascript for programming games really a problem for simple games on Facebook?
-Are js game engines worth using? Does anyone have any experience with them?
-Would prevention of cheating be possible with a js/rails game, do server side checks work?
-Are there any alternatives for a front end for someone with C#/Java/Ruby background?I've never seen any Unity or Java apps on Facebook(I don't use it much) and I don't know if the licensing will be an issue for this research project.
I need to develop a isometric game on facebook like farmvillie, barnbuddy or etc. I found couple of frame works (link is here) to develop it, but they not simple as isolib.So I decided to go with as3 isolib. Google project for that is here.
But I could not find a A-Z tutorial for as3 isolib, except basic (adding scenes, adding map and etc). I want more stuff. So Can you please suggest me a advance as3 isolib tutorial (I googled it 100 times) ?
Anyway if you have suggestion for frame work except isolib to develop isometric game,let me know it also.
I wish to create a multiplayer game facebook app. A game will have 1 to 4 people in it playing from their own systems. I wish to target, lets say, 10K simultaneous online users. I am planning to write the client side game in Flash. I wanted to know how these clients communicate with each other. Can these clients communicate directly with each other or I should go with "server as middleman" approach? I want the game to work even in "restricted" networks. If server, how do I have things working from google app engine cloud service? I came across channel API, should I use that? Would it work with a flash client?
i am currently working on a facebook game and i have a problem concerning the integration of a life counter which regenerates over time for a facebook game. The game is a simple Flash/AS3 shooter in which users are competing for the highest score. For monetary reasons every game costs one life and users should only be able to start a new game, if said life counter is >=1. To clear things up, i submitted a link to Popcap's facebook game "Zuma Blitz": ZUMA Blitz I can think of a few ways to do this, but i don't know which is the best/easiest approach. Would it be best to:
am creating a shooting game. my main class in first frame now i want to add the title in front of the game if a adding frame in front make it stop function. the game play runs what can i do?
It's about the "Game Character Dialogues", It is used to instruct the user what to do, like what you see in BookWorm or Diner DAsh.I used dynamic text fields to generate these dialogues,but as I continued doing it. I found myself stuck.I have no idea on how to change the words when the "next" button is clicked. there will be no previous button. but the dialogue will replay when the character is clicked.
I'm trying to determine the practical difference between using the com.facebook.session.WebSession and com.facebook.session.JSSession. The documentation ([URL]) has more around WebSession - but the example I have which is closest to what solution I'm trying to implement uses JSSession and it looks like I could avoid all of the JavaScript pass-through & ExternalInterface calls I'm making. It appears that the benefit of using this new ActionScript Facebook API is to avoid having to make all of the Facebook calls via JavaScript.
You can create a account You can login with your username and password. You can post comments. You can read all posted comments from your self and from your friends. What is not done with this project? It needs an accept friendship button where new friends rerquest was sent. It needs to read any new request from any new friends. it needs a decline button where the new friend request was sent if your does not wish to have this friend. It needs a comment delete button where this username and this comment. set only for the user who posted the comment. so not just any one can delete anyones comment.
I am a web designer and have a client who is interested in having a game application created similar to farmville or mafiawars on facebook. This is outside of my realm of Flash for sure and would have to be handled by someone else.I realize there are many factors that affect this question but could anyone give me a ballpark cost of creating an application like that? My client is just curious as to the realistic possibility cost wise?
I am working on 2 projects at [url]... (an "easy" to use rapid data collection and processing app), and Space Out (a space shooter game with minion ships and systems/galaxies that expand as you explore).Are there any popular communities that handle both game and more serious-oriented app development? Is there some forum here at adobe? I've been working on them for a while,at least space out, but don't know what to do about getting feedback/users to try them.They use php and mysql to act like a server, and are written purely in as3.Space out has had more functional versions that were based on a development kit, which I am trying to move away from now. I'm not a business, just one person trying new things, new to me at least.
I started off game development on Android about a year ago and want to expand to developing browser games as well. Is flash worth learning? Or should I go for using an engine like Unity and learn game development in c#. Mostly I'm just worried that I would be wasting my time learning flash if I'm not going to get much use from it.
I need a framework that would ease n modularize game development.I am also searching through web,but the reason I posted this query is that ,there are lots of great game developers out there who have been actively involved in game development.And they know what framework is right for game development purpose.This is for the facebook game similar to [URL]..
I'm able to create the basic structure but I'd like to add some transitions between frames when a player makes a choice. I want to make it look like one frame slides to the left followed by the next frame sliding into view.
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 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 recently tried FlashPunk for game development and it seems to be easy enough to comprehend, however, when me and a friend tested simple apps coded in it on the iPhone, it seems to be acquiring an unnecessarily large amount of memory plus dropping framerates.
Are there any other choices for game development with ActionScript 3 with frameworks that are optimized for mobile gaming?
I'd like to write a program using the facebook-actionscript-api. The google code's website of facebook api shows that it provides .swc files for flex 3.4 or the sources.
how can I add them to my Flash Builder project ? Do I need to compile the sources ?
The game will be on a school VLE (virtual learning environment) like 'Moodle'. Can you export to email? Spreasheet? Or can it only be done with php? Do not want to be spending weeks on it!
I've been working for a month on a flash game, which should be manageable to play in a browser (light computation). This being said, I've noticed that in some browsers the game runs at what looks like 15 fps (the game should run in 80fps). This has been known to happen in IE9, and the quick fix was to add this line to the top of the html: <meta http-equiv="X-UA-Compatible" value="IE=9"> This was a quick-fix that forces IE into compatibility mode and greatly improved the fps (to about... 60, let's say). Still, I believe that the game is running slower than it should in every browser, which is evident when the html version is compared to the swf.
I am kind of new to Flash and only really know really basic stuff. (Scenario) I have made a local game in Flash CS3 Professional for my Advanced Higher Computing project for school which is almost completely glitch free. But my teacher says it needs a file handling feature, such as a high score feature in it to make it AH standard. I want to make a simple high score feature where it takes the final score, asks the user to input their name, and add it to a .txt file. Since the computers at my school are very limited, I cannot use programs like Adobe AIR or PHP or anything like that so I need it to be simple. (Question) So I really need a full tutorial (where to put the coding, layout and everything) to:
Check if there is an existing .txt file called (for example) "High Score.txt" If there is, load it. If not, create a .txt file called (for example) "High Score.txt" to the desktop. Take the users input and place it with their final score after it. (Optional but not required) Arrange the scores in order of highest to lowest or display the top 5.
I have a big problem with my firefox plugin: I have a button, which opens a new window for me, where I want to include that .swf file.
Here is the XUL code for the embedding: <html:embed src="Reader.swf" width="250" height="250" type="application/x-shockwave-flash" /> -> html namespace was set above: xmlns:html="[URL]" Reader.swf is in the same directory as the xul file
Without the html:embed, the window opens without problems, but as soon as I change that, firefox crashes without warning or something, it just disappears from the process bar. The .swf file works properly when I open it from my operating system (its windows 7 64 bit) and is coded in as3.
I've seen two answers: Adobe Flash Detection Kit - Javascript detect flash version JavaScript routines only:[URL] Simple questions: are the detection algorithms, described above, identical and if not - which way is better? Will they work the same for desktop and mobile browsers (both iPhone/iPad and Android)?
Since Apple loosened their terms again, is it posible to develop a game in FLash CS5 and publish it on the Apple App Store? Are there actually any real apps / games on the App Store that were build on Flash?
I think JavaScript is very close to have everything that RIAs can offer. What's missing from or for JavaScript to make it a viable RIA development alternative?
Looking back at an internal system I just built, the common server / page model with minor use of Ajax for some UI components. I'm not sure if I'm satisfy with the end result because it seems like we spent too much time on the frontend. Not a big fan of going through all the trouble for styling and making sure the CSS works right.
So I started thinking, are there better tools for the frontend?
How do Flex and ExtJS compare? maybe in these areas?
I'm writing a Flash game where the game levels are saved in small plain-text files, which I want to embed in the swf file. My current solution has a distinct code smell in its repetition, and I'm certain that there is a better way. My code is basically: In a LevelLoader class, embed all the levels
There are a couple of problems with this approach: I have to add a line for embedding each level. Optimally, all files in a folder would be automatically embedded.A level can't be "prepared" from a string. I'd like to be able to pass LevelLoader a level number or level name as a string.I think that all strings are stored in memory rather than on disk.How could I program this "correctly"?
I would like to create a multiplayer online game (tic-tac-toe/chess) and i am not sure which language to use. I am familiar with JS/PHP and heard about comet Does comet stand a chance against Flash, if yes whats the limitations except the lack of smooth animations like flash allows? What are the differences regarding resources and memory needed? SECURITY: Is it possible to create Flash-games without any chance to modify (flash-)cookies etc... for cheating? i know lot of questions, i do hope for your recommendations into the reight direction.