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53

There are ways to make nice 3d graphics with low memory footprint, however that requires you to have the right experience and knowledge. There are games like .kkrieger which is a 3d first person shooter, with the size of a few kilobytes. This is not just compression algorithms. You can't just make a massive game and press a button and suddenly its 100kb, ...


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

Is there a point where the complexity of a game is enough for people to say "ok, I'm going to download and play that"? No. The logic of what you are suggesting is that people see simple games which are uninteresting, and then as they see progressively more complex games, they eventually think, "aha! This is complex enough for my interests - I shall download ...


7

I dont know how technically Sonic 2 bonus stages are done, they could be computed by the cpu/special custom chip (and thus realtime) or totally precalculated and stored inside cartridge (like a very low resolution movie). If you are using same color range, resolution and low framerate as sonic example you give, you should be able to get really lower than ...


7

petr's answer assumes you already know how to deploy a Flash app on Android; maybe you already know that, but you don't mention it in your question so I want to point out that you can package a Flash .swf as an Android .apk using AIR. Once you are actually deploying your in-development game as an Android app then you get to the higher level concerns of ...


6

My understanding is that you should never trust the client in a multiplayer game and therefore aim to do any gameplay critical processing server-side. The disadvantage of pure client-side logic is that there is no verification In other words you should probably go with a third option; send an abstract representation of what the player wants to do to the ...


6

There are multiple ways to solve this. If you want to include said long drops and other one-way obstacles, that should be factored in possibly as a feature. The Legend of Zelda series often uses these to prevent the player from missing or giving up on important rooms of the dungeon. A simple solution is to allow the player to use an item they obtain later ...


6

Gals Panic, is a Qix type game. You may search for Qix to get more information on how things work. The general concept here is, having two images. One is the picture that you want to be revealed. The 2nd one is the actual gamefield where the game is checked against. These two are combined to produce the end result. So suppose the filled game area is white ...


5

You can convert a Flash game to run on an Android device if you package it up with Adobe AIR, with the Android SDK through terminal using -apk and you can script / code in the #import features that allow you to do some native control for the game. However, from personal experience ; I've made a couple AIR / Android games and the problem with AIR is that it ...


5

While Flash is still a thriving and vibrant platform to develop on, I would ditch it in favour of Unity, simply considering the unavailability of Flash on some mobile platforms that you may want to port to later. There is a free package available in the Unity marketplace called Orthello, which greatly simplifies the process of making 2d games with Unity. ...


5

It is highly not recommended to make an iPad game without a device. The simulator is decent, but some things cannot be tested properly on it. For example, In App Purchases cannot be tested without a device. And believe me, you want to test those things. You also won't get much of an idea of its performance on the simulator since it may run much faster or ...


4

Box2D is a physics engine; Flixel and Flashpunk are game frameworks. You can use both Flixel and Flashpunk with Box2D. I highly recommend using a framework like Flixel or Flashpunk. It will simplify and accelerate your coding experience. For a platformer, Box2D is probably not necessary unless you want interesting physics to be a part of your gameplay. If ...


4

It's not the compilation method that makes the games lag, it's the garbage collector, and the Flash garbage collector is separate from the browsers. I think I can pretty confidently reason that you run Firefox, because the Firefox garbage collector is the worst piece of crap you can get, from a gaming point of view. If you open just one tab and run a light ...


4

In with Unity before anyone else! (or I'll delete my answer). Unity really is the standout in this space, and it can in fact be used to distribute standalone games. If you want to make a game, use something very polished like Unity. If you want to mess with technology, use one of the systems you mentioned.


4

I'm not aware of a standard way to deliver a HTML5 game (yet). Most portals I'm aware of just list the games (together with ratings), but then link to external sites where the games are hosted (eg. to the site of the game-creator). As things evolve, I'm sure there will be efforts to keep people on the portal-site and similar things that are currently known ...


4

Either 2 of these it think: - It would very well be that you are deleting stuff from the display-list but still have references in other places( like arrays ) that are still being processed. This keeps building up and completely hogs your game. ( but Flash can easily handle tons of objects ) or -Your algorithm, even though simplistic, is flawed and is ...


4

You're not working with bitmaps here. The graphics object you're using uses vector graphics. So basically you're painting a lot of rectangles to your mask... The only reasonable way to determine whether or not your mask is entirely filled would be to render it to a BitmapData (using BitmapData.draw) and then iterate through the pixels until you hit a ...


4

My second question is that my actual game scene uses bound camera and I perform scrolling on that camera but my other scene uses the normal camera. So in this situation what to do? how to use multiple camera for single engine? or how to reset available current camera? Our 3d game engine allows us to create as many render targets we wish. A render target is ...


4

Note, that DisplayObjectContainer has 3 main methods: addChild, removeChild and getChildAt. All other mehtods (addChildAt, contains, getChildIndex, removeChildAt, setChildIndex, swapChildren, swapChildrenAt) are redundant (unnecessary) and can be implemented using 3 main methods above. Adobe added them for convenience, but it doesn't do quite what you're ...


4

Well, the first thing you need to do is ensure that the game in question is legal in your jurisdiction, and whatever jurisdictions you plan to market it in: Gambling is often heavily regulated, and I'm not sure if PayPal allows it at all. As for the technical details, what you want to have is a client-server application, to prevent fraud. The server must ...


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


4

You could also try Haxe and cross compile it as an executable. There is a AS3 converter and using OpenFL you can keep using the flash API. fixel is ported as well. You still might end up in some troubles here and there but the community is active and helpful and a good source to get some quick help is their IRC Channel and Google Group.


3

One interesting thing that I'm surprised nobody has mentioned yet is the difference in the types of JIT compilation, because Flash is still JIT compiled, and, in most modern browsers, so is JavaScript, however Flash is a strongly typed language, which means there are a whole realm of optimizations that it can do (such as emitting a call to a method directly (...


3

It's hard to say without looking at actual code but a few points: Flash has been around longer. People who author tools and libraries for it have more experience handling animation. I'm not a big fan of the tools and the proprietary technology but I'll never knock an ActionScript dev who knows what s/he's doing. JIT browsers are also relatively new to JS ...


3

First of all, let me say that there's absolutely no need to build your sprite-sheets manually. There are some very good tools for this purpose. Also exporting animations from Flash should be easy and straight-forward. Here's how you do it: You can export your animations by selecting File > Export > Export Movie.... Then you select PNG Sequence as format and ...


3

You could create and serialize the trie offline, then push/pull the resulting string to/from the client for unserialization. There is probably no need to roll your own code for (un)serialization. I don't have a lot of experience with modern Flash and ActionScript, but this seems to be a way to do it: http://en.wikipedia.org/wiki/Action_Message_Format


3

this is just a guess but can you make sure your "levelArray" does't contain "\n" at the end of each line. maybe changing your condition to if(levelArray[i*37+j] == 1) solve the problem. note that it might also have an extra "\n\r" at the end of each line. In that case you need to multiply i by 38 in that condition. actually after checking the image you ...


3

I recommend you to try Jelastic. I really like it: the GUI is awesome! I heard that they had added VDS feature, so maybe this will be useful in your case.


3

First of all: You don't need classes to implement a FSM. Sure, it's a nice and extendable design, but something like this works just as well (using a switch statement): onUpdate(){ switch(state){ case STATE_1: do state 1 stuff if(conditionThatLeadsToState2){ state = STATE_2; } break;...


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