Experiment: monetizing a Flash game – Part 9
Multipart tutorial: available parts 1, 2, 3, 4, 5, 6, 7, 8, 9 This is a big update of the experiment, because lots of interesting things happened since the last one. Let’s start: Goals and targets Obviously every experiment has its goals. I have two different types of goals: hourly income and games played. The … Experiment: monetizing a Flash game – Part 9
Creation of a matching game with Flash and AS3
This tutorial was inspired by the one written at chapter 3 in ActionScript 3.0 Game Programming University, but I changed some mechanics because I did not like some choices made by the author. Anyway, this is not a “mine is better”, just a tutorial that I did not write completely on my own. Do you … Creation of a matching game with Flash and AS3
ActionScript 3.0 Game Programming University
If you want to learn some good AS3 game development basics, then you should read ActionScript 3.0 Game Programming University. Inside ActionScript 3.0 Game Programming University you will find a brief introduction to AS3 and a guide how to create 17 among the most common Flash game types you can find in every game portal. … ActionScript 3.0 Game Programming University
Create an Eskiv Flash game tutorial
Do you know a Flash game called Eskiv? No? Never mind, it’s not the best game around there, but there is a thread called Eskiv Clone? in the forum asking help in making a game like that one. First, play it a minute Then, take this prototype, starting from an old tutorial called Flash game … Create an Eskiv Flash game tutorial
Finding adjacent cells in an hex map – part 2
In the Finding adjacent cells in an hex map post I showed you how to find adjacent cells in horizontal hex maps. Now it’s time to find adjacent cells in vertical hex maps. hexagon_width = 44; hexagon_height = 38; grid_x_size = 10; grid_y_size = 12; sector_width = hexagon_width/4*3; sector_height = hexagon_height; gradient = (hexagon_width/4)/(hexagon_height/2); for … Finding adjacent cells in an hex map – part 2
Finding adjacent cells in an hex map
This tutorial continues Hex maps creation and rollover. Now I will show you how find adjacent cells. Again, at the moment it’s only code, and it only works for horizontal hex maps hexagon_width = 38; hexagon_height = 44; grid_x_size = 12; grid_y_size = 10; sector_width = hexagon_width; sector_height = hexagon_height/4*3; gradient = (hexagon_height/4)/(hexagon_width/2); for (x=0; … Finding adjacent cells in an hex map
Hex maps creation and rollover
This is just a quick, uncommented snippet of code I made starting from Coordinates in Hexagon-Based Tile Maps tutorial I found at GameDev.net. The article does not cover all hex maps, just horizontal ones. Read Understanding hexagonal tiles to know something more about hex maps. Also, the pseudo code shown in the article has some … Hex maps creation and rollover
From zero to Bombuzal – step 5
This 5th step is kinldy produced by Frederik J, who decided to upgrade the game with some new features Recently I was looking in some old posts on your site, and saw the bombuzal step 4. It hasn’t been finished, and because I think it wasn’t a hard task i took it! Here it is, … From zero to Bombuzal – step 5
Understanding hexagonal tiles
You should already know Tile Maps: they are often used for the level design in two-dimensional games. The most used (and simplest) tiling system has squares. Tileball is an example of a game made with this method. Even if there are a lot of games using this tiling system, it’s easy to find its limit. … Understanding hexagonal tiles
Create a game like Perfectionism with Flash – Step 6
This is the last step. And the end of this one, we’ll have our complete Perfectionism game The score You get one point every time you move a square into a ring, and you lose one point every time you move a square out of a ring To show the score, I just created a … Create a game like Perfectionism with Flash – Step 6
Create a game like Perfectionism with Flash – Step 5
In this step we have to manage row/column swapping that in the previous step caused the game to crash if there was nothing to swap. Moreover, until now I updated only the screen, while the level array containing the real game status is not updated. I’ll manage everything in this step Swapping elements – part … Create a game like Perfectionism with Flash – Step 5
