Skip to the content

Emanuele Feronato

Italian geek and PROgrammer
Check my
101 games challenge!
All about "Platform game" game

New tile based platform engine – AS3 version updated to step 10 PLUS scrolling

If you are looking for AS3 version of step 10, here it is… made by Robin vd Vleuten from the Netherlands with scrolling included! Hello Emanuele, I made it with flex so I use a swc to access the tiles. All the code is now in one actionscript-file, but I’m trying to convert the code … New tile based platform engine – AS3 version updated to step 10 PLUS scrolling

Talking about Platform game game, Actionscript 3, Flash, Flex, Game development and Users contributions.

New tile based platform engine – part 10 – optimization, doors n’ keys

Here we are with some optimization, as well as a feature some people requested: doors and keys. Let’s start with the first optimization step. Optimization See how does the script at step 9 determine if a tile is walkable (player can pass through it): if ((top_right != 0 and top_right != 5 and top_right != … New tile based platform engine – part 10 – optimization, doors n’ keys

Talking about Platform game game, Actionscript 2, Flash and Game development.

New tile based platform engine – part 9 – coins n’ spikes

You asked for coins and spikes, and here they are… As usual I had to define some rules… in this case spikes are deadly only when the player has both feet on it… later I will make a lava (or electric) tile that will kill the player even if he only has one foot on … New tile based platform engine – part 9 – coins n’ spikes

Talking about Platform game game, Actionscript 2, Flash and Game development.

New tile based platform engine – more theory

This post continues New tile based platform engine – theory behind the player and answers some questions made in these days. In this part I’ll explain how to determine collisions between the player and the walls. Once I know player position (easy to know thanks to _x and _y for AS2 or x and y … New tile based platform engine – more theory

Talking about Platform game game, Actionscript 2, Flash and Game development.

New tile based platform engine – part 8 – patrols

Every platform game should have enemies. Every enemy has an artificial intelligence that makes it act in a smart or dumb way… and the patrol is the dumbest enemy. The patrol walk in a direction until he has ground under his feet and does not hit a wall. In this first version, the patrol does … New tile based platform engine – part 8 – patrols

Talking about Platform game game, Actionscript 2, Flash and Game development.

New tile based platform engine – part 7 – trampolines

After the AS3 translation of AS2 part 6, it’s time to introduce trampolines. Just like ladders, trampolines have their rules. Here they are: 1 – A trampoline does not act like a wall, so a player can walk through it just like a cloud 2 – A trampoline should never be placed over another trampoline … New tile based platform engine – part 7 – trampolines

Talking about Platform game game, Actionscript 2, Flash and Game development.

New tile based platform engine – AS3 version

First, I would like to say the engine is not finished as I have a lot of tile types to add. This is the AS3 version of part 6. I am fixing some glitches and preparing another post about the theory of platform games This is the code package { import flash.display.Sprite; import flash.ui.Mouse; import … New tile based platform engine – AS3 version

Talking about Platform game game, Actionscript 3, Flash and Game development.

New tile based platform engine – part 6 – ladders

It’s time to introduce ladders. Ladders are quite hard to do for one reason: there is a lot of ways of intending ladders. Can the player jump when on a ladder? Should a ladder act as a hole if the player walks on it? These are only two of the many questions you may ask … New tile based platform engine – part 6 – ladders

Talking about Platform game game, Actionscript 2, Flash and Game development.

New tile based platform engine – part 5 – clouds

You asked for the clouds, and here they are. Clouds are marked with a 5 in level array. Next stop… ladders…

Talking about Platform game game, Actionscript 2, Flash and Game development.

New tile based platform engine – theory behind the player

This post will explain the theory behind the player of my tile based plaftorm engine, and answer to some questions readers made commenting steps 1 to 4 First, you must know how Flash converts coordinates to pixels. The player in this platform is a rectangle whose width is 12 pixels and height is 18 pixels. … New tile based platform engine – theory behind the player

Talking about Platform game game, Flash and Game development.

New tile based platform engine – part 4

For all jumping fanatics out there, I developed the jumping routine. You can jump hitting SPACE, hope you like it. From next post, I’ll start explaining how I developed this script and obviously I will add a lot of tile types. Now I need some decent pixel art to give the game a polished look. … New tile based platform engine – part 4

Talking about Platform game game, Actionscript 2, Flash and Game development.

New tile based platform engine – part 3

In this 3rd step I introduced the gravity. Now the hero starts on the top of the screen and he can walk “downhill” thanks to gravity. During next step I’ll introduce jumps, then a massive explication will follow. And AS3 version, of course. I have to say, making a platform engine is funny and a … New tile based platform engine – part 3

Talking about Platform game game, Actionscript 2, Flash and Game development.
Page 2 / 3FirstPrevNextLast

101
Games Challenge
I will build 101 games as a solo developer

During these years, I published 225 explained game prototypes, along with source code: 1+2=3, 100 rounds, 10000000, 2 Cars, 2048, A Blocky Christmas, A Jumping Block, A Life of Logic, Angry Birds, Angry Birds Space, Artillery, Astro-PANIC!, Avoider, Back to Square One, Ball Game, Ball vs Ball, Ball: Revamped, Balloon Invasion, BallPusher, Ballz, Bar Balance, Bejeweled, Biggification, Block it, Blockage, Bloons, Boids, Bombuzal, Boom Dots, Bouncing Ball, Bouncing Ball 2, Bouncy Light, BoxHead, Breakout, Bricks, Bubble Chaos, Bubbles 2, Card Game, Castle Ramble, Chronotron, Circle Chain, Circle Path, Circle Race, Circular endless runner, Cirplosion, CLOCKS - The Game, Color Hit, Color Jump, ColorFill, Columns, Concentration, Crossy Road, Crush the Castle, Cube Jump, CubesOut, Dash N Blast, Dashy Panda, Deflection, Diamond Digger Saga, Don't touch the spikes, Dots, Down The Mountain, Drag and Match, Draw Game, Drop Wizard, DROP'd, Dudeski, Dungeon Raid, Educational Game, Elasticity, Endless Runner, Erase Box, Eskiv, Farm Heroes Saga, Filler, Flappy Bird, Fling, Flipping Legend, Floaty Light, Fuse Ballz, GearTaker, Gem Sweeper, Globe, Goat Rider, Gold Miner, Golf Dash, Grindstone, GuessNext, Helicopter, Helix Jump, Hero Emblems, Hero Slide, Hexagonal Tiles, HookPod, Hop Hop Hop Underwater, Horizontal Endless Runner, Hundreds, Hungry Hero, Hurry it's Christmas, InkTd, Input Delay, Iromeku, Jet Set Willy, Jigsaw Game, Knife Hit, Knightfall, Legends of Runeterra, Lep's World, Line Rider, Lumines, Magick, MagOrMin, Mass Attack, Math Game, Maze, Meeblings, Memdot, Metro Siberia Underground, Mike Dangers, Mikey Hooks, Mini Archer, Nano War, Nodes, o:anquan, One Button Game, One Tap RPG, Ononmin, Pacco, Perfect Square!, Perfectionism, Phyballs, Pixel Purge, PixelField, Planet Revenge, Plants Vs Zombies, Platform, Platform game, Platformer, Plus+Plus, Pocket Snap, Poker, Pool, Pop the Lock, Pop to Save, Poux, Pudi, Pumpkin Story, Puppet Bird, Pushori, Pyramids of Ra, qomp, Quick Switch, Racing, Radical, Rebuild Chile, Renju, Rise Above, Risky Road, Roguelike, Roly Poly, Run Around, Rush Hour, SameGame, SamePhysics, Security, Serious Scramblers, Shrink it, Sling, Slingy, Snowflakes, Sokoban, Space Checkers, Space is Key, Spellfall, Spinny Gun, Splitter, Spring Ninja, Sproing, Stabilize!, Stack, Stairs, Stick Hero, String Avoider, Stringy, Sudoku, Super Mario Bros, Surfingers, Survival Horror, Talesworth Adventure, Teeter Up, Tetris, The Impossible Line, The Moops - Combos of Joy, The Next Arrow, Threes, Tic Tac Toe, Timberman, Tiny Wings, Tipsy Tower, Toony, Totem Destroyer, Tower Defense, Trailblazer, Trick Shot, Tunnelball, Turn, Turnellio, TwinSpin, Vampire Survivors, vvvvvv, Warp Shift, Watermelon Game, Way of an Idea, Whack a Creep, Wheel of Fortune, Where's my Water, Wish Upon a Star, Word Game, Wordle, Worms, Yanga, Yeah Bunny, Zhed, zNumbers, Zuma

© 2025 Emanuele Feronato
Manage Consent
To provide the best experiences, we use technologies like cookies to store and/or access device information. Consenting to these technologies will allow us to process data such as browsing behavior or unique IDs on this site. Not consenting or withdrawing consent, may adversely affect certain features and functions.
Functional Always active
The technical storage or access is strictly necessary for the legitimate purpose of enabling the use of a specific service explicitly requested by the subscriber or user, or for the sole purpose of carrying out the transmission of a communication over an electronic communications network.
Preferences
The technical storage or access is necessary for the legitimate purpose of storing preferences that are not requested by the subscriber or user.
Statistics
The technical storage or access that is used exclusively for statistical purposes. The technical storage or access that is used exclusively for anonymous statistical purposes. Without a subpoena, voluntary compliance on the part of your Internet Service Provider, or additional records from a third party, information stored or retrieved for this purpose alone cannot usually be used to identify you.
Marketing
The technical storage or access is required to create user profiles to send advertising, or to track the user on a website or across several websites for similar marketing purposes.
Manage options Manage services Manage {vendor_count} vendors Read more about these purposes
View preferences
{title} {title} {title}