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23

Here is an article about setting up the environment for FlashDevelop so you are purely working with it.


19

In the Flash world, one size certainly does not fit all. That's the point, for reaching the biggest audience you should publish it on every site you can. The best way, I've found, to go is trying to sell your game for the best price on a site like FlashGameLicense. If that doesn't suits your needs or works for you, it's time to go crazy on publishing it. ...


15

If you're looking for free, you can take a look at haXe


14

1. There is no general best practice. If you got a lot of (complex shaped) elements, particles etc. in your game, the bitmap buffer approach is going to be much faster. The bitmap buffer will also scale better with increasing complexity of your sprites. The vector renderer will become slower with more complex shapes or tween (shape tween) animations, it ...


13

I'm assuming that TD is 'Tower Defence' I think A* is going somewhat overboard for this. At the start of the game, flood fill the game area from the exit points to create a movement map: |---------| |5|4|3|3|3| |5|4|3|2|2| ->5|4|3|2|1-> |5|4|3|2|2| |5|4|3|3|3| |---------| and movement is always towards a square with a lower value. When the ...


13

Flash garbage collector doesn't work very well, nor its destructors do a good job of actually destroying things either. Even if your code is correct and shouldn't leak, Flash might mess it anyway. Try to allocate the bare minimum of things you actually need, and instead of destorying and recreating them, just recycle them.


13

There is a lot of hype around HTML5 but to say that Flash is largely being replaced by it is an overstatement. While video and audio tags may gain traction, gaming will be one area that holds out for a long time, not just because of better tooling and performance, but also because there is a business infrastructure built around distributing Swf files, that ...


11

In the interest of exploring just how far you can take the newest crop of browsers, I and some colleagues cross-compiled the open-source Java port of Quake II to Safari/Chrome (it ought to work on Firefox at some point as well, though it didn't initially, largely for performance reasons). The project is here: http://code.google.com/p/quake2-gwt-port/ It ...


11

Think about the general user base. A lot of players will own laptops that are about 768px high (most common around the 15.6" range of screens) so making it about 622px means that game will fit on the screen. There are some games that have a fluid canvas which resizes the game area to fit the browser window which is quite nice.


10

Since you already check if the player is inside the viewing-area of a cop, you can follow this up by a line-of-sight check. It seems like you use a bitmap-based approach for your entire world. Therefore I suggest you do the following: Check if player is inside a viewing-area of a cop If yes, use the Bresenham line algorithm to sample pixels of the walls ...


9

Definitely look into flixel. It already covers a lot of your requirements. Also check out Flash Game Dojo. That will help getting you started. Update: For the sake of completeness: Also look at FlashPunk. It is similar to flixel but has some other strenghts/philosophy. Check out the Flash Game Dojo page for a brief comparison.


9

Last I checked you cannot embed Google Adsense in a Flash game/app, because Adsense is HTML+JS, which cannot be put inside Flash. You could hover it over your Flash game...but there are compatibility issues, doesn't work on all OS/Browsers, and may cause UI bugs with your Flash game. You could try hacking the Adsense code so that it requests the ad data ...


9

As with everyone else, I'm going to assume you mean Flash vs what's collectively being called the HTML5 technologies. I believe Flash is still more popular because: Momentum. Plenty of people who are interested in producing Flash type games are already well versed in Flash. People who are aspiring to create that sort of game are learning from them. Along ...


9

It is important to note that Flash cookies (or Local Shared Objects, as they are called) are different from browser cookies stored by webpages and JavaScript. From the Wikipedia article on Local Shared Objects: By default, a Flash application may store up to 100kb of data to user's hard drive (browser cookies have a limit of just 4kb). The defined ...


9

What you're asking is related to probability theory. It's easiest to work with one reel, and then extend it to multiple reels once you understand how it works. Consider if you had a reel you have some symbols which you want to assign to the stops. More symbols on a reel will lead to greater control over the final results, but will feel more random to the ...


9

As I said in the comments, a 2D array would probably help you out. Lets say this is our 5 by 5 grid and we have a match So we know 3 tiles will be removed, therefore we need to randomize 3 new values for 3 spots. The catch is however we first need to move the tiles in the same column that were above( blue ) the tiles that were removed (red). It would be ...


8

It's probably good to stage your beta into at least 2 sections. The key issue is that having a "public" beta too early is a bad idea, as it can server as bad word of mouth. The people who are in your public beta test are the same people you want to use to spread some publicity (even for a free game). If you need to get some early testing in, I would ...


8

If you're using a model where there's a "host", you pretty much have star topology, however you dress it up. Recovery from loss of the central node in that model requires that all the nodes be able to find each other in that event (which makes it sound like mesh topology but it isn't), and either all of them have sufficient state to be able to take over the ...


8

Since you didn't mention any API for sound I'll give you the general answer. First get the distance between the audio listener and the audio source d(L,S) = sqrt((x2-x1)2 + (y2-y1)2 + (z2-z1)2) Then you define a distance where you don't want it to be audible anymore, lets say 150m If your distance is 40 meters from the source, then the volume is about ...


8

This is actually very simple if your objects match up with your isometric tiles. Take a look at this image: You should first draw the object at the red position, then objects at blue, then green, then yellow, then magenta, and so on... It should be fairly obvious how to implement this if your board has objects in it instead of objects having position as ...


8

Ok, currently there's 4 major options for browser based games. Java - Revived mostly due to Minecraft and Android, Java requires a plugin with about 75% market penetration (source). It's also a fairly complicated language that really isn't suited for first time programmers. There's advantages to using it, but it's probably not the best option. Unity - ...


8

Apparently for iOS specifically, there is no Bluetooth API exposed via the SDK. While the rest of this answer may apply to other platforms, you aren't going to be able to make it work in the iPhone. For other platforms... as far as I know there's is no API for Bluetooth access in Flex. You have a few other options though: This document describes how to ...


8

I have little experience about this topic but by logic and knowledge I can give a few pointers that might be worth a few pennies. First of all: those two markets are big, I mean really big, maybe, just maybe, too big for you. This is good as you have a large target audience, but the size already has attracted many many many (you are not the only one, no) ...


8

As someone who is currently working on a commercial HTML5 game, I can give some possibly helpful insights. First, HTML5 and gaming is brand new. HTML5 is really brand new, and WebGL and accelerated canvas are really really brand new. Mobile platforms for instance still lack WebGL entirely, and accelerated canvas is only available in very recent Firefox ...


7

I would recommend you to take a look at the grapefrukt exporter. I didn't tried it myself yet (I will for sure!), but it seems to match your needs (well most of them). Here is the list of features (from their website) Exports sprites to transparent pngs Exports MovieClips to animation sheets Parses positions of parts in MovieClips and exports keyframe ...


7

HTML5 games face a lot of hurdles: uncertain browser compatibility stability poor audio support slow JavaScript execution speed slow rendering speed no designer tooling source and assets are easily viewable / copyable game is easily hackable while running games embedded into other portals could run malicious code on the host portal lack of in-game ...


7

Your best bet is to put google ads on the page next to your game.


7

A simple (but not foolproof) way might be to use the strings utility to examine the binary for known strings: version stamps, error messages, etc. If symbols aren't entirely stripped (not likely in a submitted build) you can use something like nm or objdump or the like to see the names of symbols. Some symbol names may be a good indication that a ...


7

Some people, when presented with the phrase "game development", assume AAA games. Maybe even to the point of thinking console games. And any other kinds of game making isn't worth studying or putting effort towards. Of course this is a false dichotomy. Granted, there are very different skill sets and resources required to actually produce flash games vs. ...



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