4

Yes! You can use Adobe AIR to package and export the Flash file. http://help.adobe.com/en_US/air/build/WSfffb011ac560372f-5d0f4f25128cc9cd0cb-7ff6.html


2

There is not one silver bullet. You can use an event driven paradigm: Whenever something happens in your game that can be relevant for a quest, raise an event. Define classes for your quests with event listeners to react to these events. Store the currently active quests (and their status and parameters) in a database When initializing your game state, also ...


2

There are two primary approaches. If your game's needs on the server infrequent (storing high scores, loading account info, etc.) then you can simply make HTTP calls from Flash to your PHP scripts. Flash can send variables to the script using standard means and then parse some output format you print from the PHP script (XML, JSON, whatever). If your game ...


2

One thing you can try: MClip.mouseEnabled = false


2

Increase the distance the player moves per timer iteration Change your += or -= 1 to a variable [speed]. Your speed starts out at 1 and increases as the game progresses


2

I'm sure this has nothing to do with the Tweening library you're using (as indicated in the comments) but rather with how you reference your enemy in the collisionDetection. Depending on how your code is structured, newEnemy might not be set in that scope or be set to something you're not expecting. I suggest you try this: var newEnemy:MovieClip = new ...


1

If you place all of your interactive objects (floor pieces etc.) inside of the 'ground' movieclip, then you only need to check the ground movieclip for the hit test, so it should not be too tedious when a lot of platforms are needed, as long as they are all inside of that ground movieclip. 1&2) This is how I would do it. For this set up you need two MCs ...


1

I'm not seeing the aim of your question, are you asking can you host and import or are you asking where should you host your files to import into your code. Personally I'd recommend you compress the MP3 files, there is a good answer on another Stack Exchange which you can find here If you're looking to host your MP3 files I'd recommend Dropbox - it's free ...


1

Simply have the pivot point in the center of your laser clip. Calculate the distance between the player and the input. var dx:Number = touchX - player.x; //Assuming SAME coordinate space var dy:Number = touchY - player.y; // Else use localToGlobal var halfdist:Number = Math.sqrt(dx*dx+dy*dy)/2; Now scale your movieclip by distance. laser.width = ...


1

I've had the exact same problem when i tried to add sponsorship SWF's to my game projects (I'm using FlashDevelop & flixel/as3). After a long search i found a way of adding the SWF, through converting it into some byteArray or something and adding to the stage. It worked (checked with Kongregate loader), but the clip just kept on looping and i found no ...


1

I'm assuming you're using the Flash IDE? If your file isn't an Actionscript class, just use the include statement. Eg. on frame 2, write: include "myFile.as"; If you're using classes, there's an option in the Actionscript-3 settings, where you can specify a frame where classes should be imported to. So if your class is MyClass, just call something like ...


1

altering the code you've pasted in Shader Toy I've reached something acceptable: #ifdef GL_ES precision highp float; #endif uniform vec2 resolution; uniform float time; uniform sampler2D tex0; uniform sampler2D tex1; uniform sampler2D tex2; uniform sampler2D tex3; void main(void) { vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy; vec2 uv; ...


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