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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

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

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

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

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

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

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

i'm the author of the benchmarks spreadsheet. The algorithms i used for benchmarking are from a set of opensource compiler benchmarking code from Adobe themselves. I also runned some of the netlib benchmark algorithms. Blog post : http://www.heliereric.com/fr/article/adobe-alchemy-benchmarks Sources : https://github.com/ricovitch/FlasCC-Benchmarks


2

From the documentation: swapChildren: Swaps the z-order (front-to-back order) of the two specified child objects. A DisplayObject's z (or index) and it's position in the display object hierarchy are two different things. The z describes in what order the display objects are rendered within the container. A handy way of deciding what should be on top of what....


2

You can use two layers: the top layer contains a gradient that goes from fully transparent to black, and the bottom layer contains the colour that you are changing.


2

I think you need to dynamically create a shape with the x, y, width, and height of what you want to be visible, make it a mask and then add it to the display list in front of the bitmap data's movie clip. See this article on the subject.


2

You can try playing with the scrollRect property. Here's a minimal example: package { import flash.display.Sprite; import flash.display.DisplayObject; import flash.events.Event; import flash.display.Shape; import flash.geom.Rectangle; public class CamTest extends Sprite { private var world:Sprite; private var view:...


2

I'm assuming that reflectionEntity.sprite is an instance of Image or TiledSpriteMap. In the constructor for Image there's a souce:* parameter where you specify where the image comes from. This is the data you want to share. Copying reflectionEntity.sprite (again, assuming that this is something like Image, or any subclass of Graphic really) just copies the ...


2

I found my solution by creating subclass of PhysicsConnector. public class CustomPhysicsConnector extends PhysicsConnector { private float flagDisplacement; public CustomPhysicsConnector(IShape pShape, Body pBody, boolean pUdatePosition, boolean pUpdateRotation, float flagDisplacement) { super(...


2

I'v tried to use GameSWF in one of my projects. As far as the rendering goes, it seems solid. The problem appears in the action script part. Some simple scripts work, but more complex ones fails. The main problems are in the actions script virtual machine implementation, its not working exactly as the one in Flash. It has some problems with garbage ...


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

One of the many advantages of ActionScript 3.0 and Flash is that the content your create can be viewed on any device with little to no work (on porting) needed from the developers. To see your game on mobile devices, follow the instructions and if you get stuck on a certain step, please feel welcome to ask. Learning a whole new framework just to do what ...


2

The choice of development technology is something you have to decide based on your goals. If you have never written a game before, then the last thing you need to worry about is any sort of middleware limitations, what you need is experience under your belt. Either way, the technology choice should be made based on the skillset of the development team, the ...


2

What you are looking for is 'Client-Side Prediction'. Basically each client predicts where everything is going to be until it receives an update from the server telling it where everything actually is. This way the host is the authority on all movement, but the client doesn't have to wait for a server response before updating the positions of objects. ...


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


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