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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

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

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

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

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

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

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

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

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 ...


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