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, ...
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 ...
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 ...
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 ...
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.
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, ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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
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:...
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.
According to AS3 documentation:
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, ...
"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 ...
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 ...
If you want to keep your MovieClip, then you could set the frame with:
Or you could reverse the frames, thus the first frame would show 5 health, the second would 4 and so on.
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 ...
You can use Flash Professional to create graphics and do your animating, building the content as .swfs, and then import those into Flash Builder where you do all the programming. Flash Builder doesn't do anything with .fla files directly.
I don't think there's enough information to diagnose the problem, but my guess is that you have the MOUSE_MOVE handler on the object you're dragging. That event fires only when the mouse is over the object. When you move the mouse quickly, it ends up not over that object, so you stop getting the events. This is not a problem with “precision”, but about where ...
I think I solved it. The answer is:
var matrix = new Matrix();
var cos = Math.cos(angle);
var sin = Math.sin(angle);
matrix.a = scaleX * cos * screenScaleX;
matrix.b = scaleX * sin * screenScaleY;
matrix.c = -scaleY * sin * screenScaleX;
matrix.d = scaleY * cos * screenScaleY;
This way, the screen can use non-uniform scaling without distorting rotated ...
There are a number of tools for this purpose. Flash itself has an option for something like Export to PNG Sequence. Texture Packer also can import a SWF. Yet another option, which I used to create the spritesheets for the HTML5 demo on my site, is Zoe, the spritesheet tool that comes with CreateJS.
I'm guessing you mean "Flash Pro". You can export a sprite sheet directly from inside Flash Pro. Instructions are available on Adobe's web site.
This will take a snapshot of each frame of the animation, at the interval for the frame rate you specify, then combine all the frames into a grid in a ...
You might try using Flump: http://threerings.github.io/flump/
You'll have to port one of the existing client libraries to Unity, but the client libs are simple and should be pretty easy to port. Most of the heavy lifting is done by the exporter.
While not exactly what you're looking for, this post on reddit might be of interest - an upcoming tool for rendering swf animations in Unity, from the sounds of it the performance is good and you still retain the cross-platform functionality.