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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, ...


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

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

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.


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


3

There's no heap memory allocation taking place here and that's the only type of memory allocation you should worry about. var bullet:Bullet = collide("bullet", this.x, this.y) as Bullet; This line checks if the entity collided with another entity of type "bullet" and returns the first entity of that type. And since the method is Entity, there's a cast to ...


3

Have you tried using ShoeBox it has many utilities for SWF files. One of those allows you to create spritesheets from a SWF file.


3

Here is an idea: You can create one-way paths, with a little tweak. If the player enters the path from "Site 2" he should see everything mirrored. This way, if he starts from Site 1 he can go to Site 2 as level was designed, but he can't change his mind mid way and return to Site 1. Of course when he reaches Side 2, he can come all the way back to Site 1, ...


3

I'll interpret your question this way: In the context where I want to produce stuff, should I keep on making games with Flash given the current situation? From experience, if the publisher of an API or library stops supporting that said API/library, you'll be fine for some time, then it's going to start to be harder to work with the API as new OS will ...


3

We don't answer questions about which technology to use here, since it comes down largely to personal preference, compatibility with your studio's workflows, and the needs of an individual project. There is an on-topic question here though about the differences between animating individual body part sprites versus pre-rendering your frames to a spritesheet ...


3

It depends on your skill at programming, but it should be feasible. Remember, Facebook was built in PHP and it serves a pretty big crowd. A better question might be if PHP is the best choice for what you are trying to do. (And the answer is probably "no", unless it's the only language you know and you're not interested in learning a new one). You will need ...


2

Try using multiple movieclips (for the head, body, legs etc). That way you can switch them out easily. Put them together in a Sprite container.


2

Old question, but: If you have your games using Vector graphics, it's not bad, but it's likely not good. You get much better performance with bitmaps, especially if you're using a framework to use hardware acceleration for those bitmaps (e.g. Starling). Sure, some games can work with vector graphics, especially if it's in the desktop. On a mobile device or ...


2

Use Application.absoluteURL. http://docs.unity3d.com/Documentation/ScriptReference/Application-absoluteURL.html If navigating to the game from another page, they can pass arguments via a ?query-string that the server can ignore, and that you can parse via string manipulation. If you need to transition to your game without navigating to a new page, you can ...


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

Your best bet is really to just add the physics and game logic to the server. You could write the server in Flash via Adobe AIR, I believe, if you want to reuse code. One option if you really want to keep the physics in the clients is to do a combination of prediction and "client as authoritative host" logic. The former means that clients not only move ...


2

As stated in comments no answer could really be definitive here, but you must be aware of the fact that Flash is getting more and more deprecated, that Games like Dofus have a very strict production process (and huge library of code) to overcome the fragilities of Flash. To answer your questions: You can make MMOs with flash but, with the current state of ...


2

Steam is possible, as long as the game is packaged into an executable. Quality of course has to be pretty strong to get there. Steam Greenlight : http://steamcommunity.com/greenlight/faq/ Online platforms : https://stackoverflow.com/questions/8026503/popular-flash-games-on-stream


2

Put the horse animation on play and remove the horseTwo.gotoAndPlay(next); line from the event listener. The problem is the horseTwo.gotoAndPlay(next); line. With that you are always returning to the beginning of the current label, end the animation never goes forward. The animation plays automatically when it is on play. So you dont need the var next:...


2

It appears I was just being tired and overworking on the file after having got some sleep and re made the file in timeline I am maintaining a steady memory usage and steady framerate, but the framerate appears to differ heavily on the Android Device. I will continue working on this.


2

According to AS3 documentation: frameRate: Gets and sets the frame rate of the stage. The frame rate is defined as frames per second. By default the rate is set to the frame rate of the first SWF file loaded. Valid range for the frame rate is from 0.01 to 1000 frames per second. Note: An application might not be able to follow high frame rate settings, ...


2

Flash Player has frame rate capped to 60, ignoring Stage.frameRate = 1000 property since FP10. In Flash Player 9.0c, both frame rate and timer resolution can be set to 1000 (millisecond-accurate).


2

"All the logic will be handled in Flash" there's your problem. It doesn't matter where you store the stats if I can hack my client to ignore them and just always report back "Yeah, I toooottally won that duel. Rank me up!" To prevent cheating, what you need to do is run your duel logic on the server. Then it doesn't matter if the player hacks their local ...


2

As described in the comments above, even given that your intentions are perfectly noble, this is a publicly visible site. If we told you how to defeat a game developer's protections on their game here, any bad actor could come along and use that information to rip off our fellow developers' hard work. So, I hope you'll understand that many users of this ...


1

Okay, finally figured this out, so putting the bits here for anyone else who is trying to solve this problem. In straight Flash (no Starling invoked), you can simply switch between windowed and fullscreen by using stage.displayState = StageDisplayState.FULL_SCREEN_INTERACTIVE; or stage.displayState = StageDisplayState.NORMAL; If you've previously set the ...


1

Just to round out ScrambleRK's answer, there is a more recent, OpenFl compliant version of as3hx available. You can find it here: https://github.com/openfl/as3hx As3hx is essentially an command-line tool, but it's fairly simple to use. I recently ported an API using the tool. There was some post-editing that needed to be done on the generated hx files, but ...


1

There are multiple ways to address this problem, but my recommendation would be to use a tweening library like TweenLite. For simpler animations you can simply write the animations in code, and for other situations you can set delayed calls to functions using TweenLite.delayedCall()


1

At the moment, you seem to be changing only the view (what objects look like), rather than the model (what their state is). (I'm using the MVC terms.) How about this for a model: It's a grid of hotspots. Now, when the mouse is pressed, you could set the closest point on the grid to a true value. The percentage cleaned would then be the ratio of true spots ...


1

If you want to keep your MovieClip, then you could set the frame with: livesDisplay.gotoAndStop(6-livesCounter); Or you could reverse the frames, thus the first frame would show 5 health, the second would 4 and so on. Edit: Then as Arthur Wulf White said, you can loop your hp and draw the graphics.Though the following example will use a custom shapes (the ...


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