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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, ...


13

Flash garbage collector doesn't work very well, nor its destructors do a good job of actually destroying things either. Even if your code is correct and shouldn't leak, Flash might mess it anyway. Try to allocate the bare minimum of things you actually need, and instead of destorying and recreating them, just recycle them.


12

Read what industry veteran Tom Sloper has written about a career in games design and development. It is the ultimate source for getting started. Start by making at least one 2D game, so you know what the game development process entails. If you are more used to Java, ActionScript 3.0 is a good language to learn in; it is forgiving; and deployment is very, ...


11

Think about the general user base. A lot of players will own laptops that are about 768px high (most common around the 15.6" range of screens) so making it about 622px means that game will fit on the screen. There are some games that have a fluid canvas which resizes the game area to fit the browser window which is quite nice.


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

Apparently for iOS specifically, there is no Bluetooth API exposed via the SDK. While the rest of this answer may apply to other platforms, you aren't going to be able to make it work in the iPhone. For other platforms... as far as I know there's is no API for Bluetooth access in Flex. You have a few other options though: This document describes how to use ...


8

Ok, currently there's 4 major options for browser based games. Java - Revived mostly due to Minecraft and Android, Java requires a plugin with about 75% market penetration (source). It's also a fairly complicated language that really isn't suited for first time programmers. There's advantages to using it, but it's probably not the best option. Unity - ...


8

This is actually very simple if your objects match up with your isometric tiles. Take a look at this image: You should first draw the object at the red position, then objects at blue, then green, then yellow, then magenta, and so on... It should be fairly obvious how to implement this if your board has objects in it instead of objects having position as an ...


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 ...


8

I have little experience about this topic but by logic and knowledge I can give a few pointers that might be worth a few pennies. First of all: those two markets are big, I mean really big, maybe, just maybe, too big for you. This is good as you have a large target audience, but the size already has attracted many many many (you are not the only one, no) ...


7

Isn't it as simple as having a collection of tile locations and frame counters that get updated? So where you have that code now (in rough pseudocode), if( thisTile == breakable && !breakingTiles.Contains( thisTile ) ) { breakingTiles.Add( thisTile ); } And somewhere else you do something like foreach( tile in breakingTiles ) { ++tile....


7

You need to check out cellular automata, and possibly fluid dynamics. Tarn Adams implemented a cell based fluids system in Dwarf Fortress, and those are the tools he claimed to use in an interview I read some time back (and also in 3 dimensions as per your use case). I think for your purposes, cellular automata (self-replication/propagation of water cells) ...


7

I would recommend you to take a look at the grapefrukt exporter. I didn't tried it myself yet (I will for sure!), but it seems to match your needs (well most of them). Here is the list of features (from their website) Exports sprites to transparent pngs Exports MovieClips to animation sheets Parses positions of parts in MovieClips and exports keyframe ...


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

I use Flash to build game prototypes, and you can get some great performance out of the packager, but you have to be aware of certain things. First off, it might be tempting to think that an iOS device is just a slower version of a PC. You might think that if you make your code run fast on a desktop, then it'll run decently on iOS. And nothing could be ...


6

C/C++ and/or Objective-C are used to develop games for iOS (iPad/iPhone). Java or C++ (using NDK) is used to develop for Android. Usually OpenGL ES is being used for rendering on these devices. There are engines like Unity, Shiva or Corona that allow publishing to different devices. These engines usually come with an own editor and you program in C#, Lua or ...


6

If you're fetching all the vertex attributes in the shader, then in general attributes in multiple streams may be slower than all attributes in one stream, due to the loss of cache locality. However, using multiple streams can still be a good idea in some cases, such as: Some passes only need to read a few of the attributes. For example, drawing the ...


6

Whenever you do a float operation, some rounding errors are bound to occur. Because you are adding each specific layer's position change on every frame, eventually these errors add up and become noticeable. Say you have a max error e in each multiply operation, then with your algorithm the frame 1 position is: layer1.x(1) += cameraTarget.moveX * layer1....


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

Try to push to as many websites as possible. http://www.mochimedia.com/ is a great resources for learning about developing, publishing, and monetizing flash games. If you are interested in getting a sponsor and making some money I definitely recommend you check out http://www.flashgamelicense.com/ . I used them in the pass and got a sponsor to pay me $4,000....


5

unity3d exports to android and will export to flash 11 swf. It can be made to to do 2d, but its not its primary function. http://haxe.org/ is also a possibility. If you drop your flash requirement there are lots more :)


5

Im not a great Flash programmer, but in general it's always a bad idea to mix data and code. You should rather try to store your data in external formats like XML and write a class to interface it. So you basically have one Level-class and your Importer-class which can transform your XML into a level. I hope you get the basic idea.


5

The creator of N actually put together a few tutorials explaining a little of the technology they used. Tutorial A is about the collision detection used (separating axis theorem) but may be useful to you. http://www.metanetsoftware.com/technique/tutorialA.html Tutorial B explains more about the tile shapes used and from the looks of it, they are just a ...


5

The second idea would be much, much faster. Rendering dozens of DisplayObjects every frame is going to be slower than occasionally re-blitting to a Bitmap. Depending on the speed/memory tradeoff you want to make, you can make the background Bitmap wider to make your redraws less frequent. Keep in mind that there is a maximum size for Bitmaps, depending on ...


5

Firstly the main thing would be to render them at a lower resolution and scale them up without anti-aliasing for the pixelated effect. Old dos style games where often at resolutions like 320x240. 640x480 would have been fairly high res back then. Just doing that would give you a Quake 1 played on a 486DX graphics style. I would recommend doing them at 1/2, 1/...


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. ...


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