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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 ...


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

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

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

Rules/processes are key, but just sticking a set of rules on the wall will not work. A good production team lead (having found out developers' need in terms of assets) should sit with artists to go through these processes, since a team lead's job is to facilitate work, whereas a developer's job is to do work. Developers should never, ever touch assets (just ...


3

The flash games I've been working on recently (isometric browser games where players get to build their Farm, Park, Zoo, Whatever) used a combination of animated SWFs, spritesheets, PNG's and procedural, bitmap-filled API rendering. Only the animated SWFs were authored in Flash by artist, the rest of the game, as far as Flash is concerned was created in ...


3

To me it seems you have a communication issue, rather than something that can be fixed by using tools or adding a person to the team to correct the mistakes your team makes. It's best to prevent making mistakes by improving your communication. The designer I'm going to assume (for now) you have a designer. (Not the same as an artist!) The designer ...


3

first off not to descurage you or anything, but collison detection and response is quite math intensive, but luckily there are some good resourses and frameworks that can help out with this. if you are just looking for a quick fix a toolkit or library is your best bet, otherwise if you want to write it from scratch it is quite complex, but there are some ...


3

New answer: After getting more intell on the situation, I suggest installing CS5 in addition to CS6 until you no longer require use of the Device Central. It will work according to online resources. If you wish to make sure you could try superuser.com for additional advice. Good luck making that game. :) As you probably know CS6 allows to save projects as ...


3

I crunched the numbers you posted to see where the bottleneck is. To do this I converted FPS to frame time (the time in milliseconds that it takes to render one frame) then I divided the frame time by the number of actors drawn. Actors Time per actor 10 0.001666667 50 0.0005 75 0.000444444 100 0.0005 200 0.0005 It turns out that it ...


3

The first thing I recommend you is to always start class names with a capital letter. That way you can immediately see whether something is a class or a variable. But that is style and shouldn't ruin your code. What actually is wrong as far as I know is the public keyword before var d:TextField. You declare that variable inside a function, and variables ...


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

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

I don't think you'll find a real answer to your first two questions- "How to come up with rules" and "How to create a very attractive game" are all things that are going to change based on a lot of factors- who you're marketing to, what the goal of the game is, etc. "How to force a user to play constantly"- I'm assuming that you're not actually meaning "...


3

When you set level to a new value, you lose the reference to it in your code. Its parent FlxGroup still maintains a reference to it in its members array, however, so it continues to display. Using remove is a good idea, but I suspect you're doing it like this: level = new FlxTilemap(); level.loadMap(FlxTilemap.arrayToCSV(data2,40),FlxTilemap.ImgAuto,0,0,...


3

You can't confine the system cursor to a region with Flash. What you can do is hide the system mouse-cursor using Mouse.hide() (only works when the cursor is over your game-area), then use a custom cursor instead. There's also an event called Event.MOUSE_LEAVE which will fire whenever the mouse leaves the stage area. You can't tell where the mouse will be on ...


3

Using Flash's built inTimer isn't a great idea in Flixel. You should really use the Update function in conjunction with FlxG.elapsed, as this will respect pausing and resuming the game using Flixel. Here's an overview of how to use Flixel's timing: http://flashgamedojo.com/wiki/index.php?title=Timer_(Flixel)


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 ...


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