How to make professional flash games




















Remember, we had the ball in different positions in 10 keyframes after frame This command takes us to a random frame in 10 keyframes after frame Now go to the score board movie clip and double click to edit.

Insert two frames. Now add a new layer and put two keyframes there. In the last keyframe insert this command :. By using two keyframe the score will update quickly.

All of them are an instance of one object. Add a new object that covers the ball perfectly and place in the exact timing when you need the ball to be clicked. This action minuses lives and score if the player fails to click. Add this action to frame 65 : gotoAndPlay 1 ;. If the player clicks outside the ball he loses both lives and score by 1. Add this action to frame 49 : as the game starts from Now edit that movie clip and insert 5 keyframes on every frame Now keep all 5 shapes in keyframe 5, keep 4 shapes on keyframe 4 … like this you will have a single shape in keyframe 1.

Go to the second level of the main lives movie clip that is directly on our main clip. Insert 2 keyframe and in the second frame add this action :.

I know your head must be spinning right now, so watch the video as you are reading this text. It will really speed this up for you. Add this page to your Website, Blog, or Forum. In order to make a game, you will need to create objects that the player will interact with. Depending on the guides you are reading, objects may be referred to as sprites, actors, or movie clips. For this simple game, you will be creating a rectangle.

Open Flash Professional if you haven't already. Create a new ActionScript 3 project. This panel may be in different locations depending on the configuration of Flash Professional.

Draw a rectangle in your Scene window. Select the rectangle using the Selection tool. Assign properties to the object. With your newly-created rectangle selected, open the Modify menu and select "Convert to Symbol". You can also press F8 as a shortcut. In the "Convert to Symbol" window, give the object an easily recognizable name, such as "enemy". Find the Properties window. At the top of the window, there will be a blank text field labeled "Instance name" when you hover over it. Name it the same as you did when you converted it to a symbol "enemy".

This creates a unique name that can be interacted with through AS3 code. Each "instance" is a separate object that can be affected by code. You can copy the already created instance multiple times by clicking the Library tab and dragging the instance onto the scene. Each time you add one, the name will be changed to designate that it's a separate object "enemy", "enemy1", "enemy2", etc. When you refer to the objects in the code, you simply need to use the instance name, in this case "enemy".

Learn how you can change the properties of an instance. Once you have an instance made, you can adjust the properties through AS3. This can let you move the object around the screen, resize it, and so on. You can adjust properties by typing the instance, followed by a period ". The Y-axis is calculated from the top of the scene. A - number will flip the object. Examine the trace command. This command will return the current values for specific objects, and is useful for determining if everything is running as it should.

You may not want to include the Trace command in your final code, but it is useful for debugging. Build a basic game using the above information. Now that you have a basic understanding of the core functions, you can create a game where the enemy changes size every time you click on it, until it runs out of health. This occurs when the game starts. Try it out. Once you've created the code, you can test your new game. Click the Control menu and select Test Movie.

Your game will begin, and you can click the enemy object to change its size. Your Trace outputs will be displayed in the Output window. Part 3. Learn how packages work. ActionScript is based off Java, and uses a very similar package system. Packages allow you to store variables, constants, functions, and other information in separate files, and then import these files into your program.

These are especially useful if you want to use a package that someone else has developed that will make your game easier to create. See this guide for more details on how packages work in Java. Build your project folders. If you're creating a game with multiple images and sound clips, you'll want to create a folder structure for your game.

This will allow you to easily store your different elements, as well as store different packages to call on. Create a base folder for your project. In the base folder, you should have an "img" folder for all of your art assets, a "snd" folder for all of your sound assets, and a "src" folder for all of your game packages and code. Create a "Game" folder in the "src" folder to store your Constants file. This particular structure isn't necessary, but is an easy way to organize your work and materials, especially for larger projects.

For the simple game explained above, you will not need to create any directories. Add sound to your game. A game without sound or music will quickly become boring to the player. Play with all those variables wisely and find a perfect mix of realism and playability. Now, the final touch. Just like in Ball Revamped, I want the hero to rotate clockwise when moving to right, and counter clockwise when moving to left. This is where the first part ends… leave me feedback and tell me what do you think about it.

Here it is a zipped file with all source codes explained in this tutorial. Continue with the 2nd part …. Game design HTML5 Phaser Javascript Monetize Box2D Unity3D Flash Get the most popular Phaser 3 book Through pages , 32 source code examples and an Android Studio project you will learn how to build cross platform HTML5 games and create a complete game along the way. The hero Ok, I said I am going to create the Ball, our hero.

He will move to the left if I press left key, to the right if right key is pressed, and so on. Now I need some kind of acceleration, and eventually some initial speed. The Thrust If I have gravity, I need a thrust.



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