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Author Archives: kegogrog
The selfish creation. I like match three games, so I made one. What I don’t like in games is time pressure whatever more ‘excitement’ it may bring. So I made me a little relaxing game. When I thought about making it public I added a timed mode, because there are people who like that. The most interesting fact from the developer side of view: I did the whole game in FlashDevelop and there is not a single graphical asset included. It’s all code generated.
Posted in game development, Games, mochiads Tagged match 3, match three, tripop 13 Comments
A little further experiment with 3D makes me want to play LHX or D-Track.
Click the movie to give focus to the keyboard.
With the code derived from the last post I wanted to try to get multiple (partly moving) objects into an environment that moves. Done. There are two “racers” on a plane. One of the racers is moving while the “camera” is panning around the plane.
It took a while to write that. Why the rum? Long story as a link: I saw that and liked it. Copy, paste, trace out all compile fails and rewrite and present!
Alright, while I already wrote about putting the concepts of this series to a use, here are two examples:
- The implementation of a minimap and
- The concept of a bouncing map
Posted in as3, flash, grids, mochiads, Terrain Modification Tagged comet, flash populous, minimap 2 Comments
The following dialogue came up in the comments of Part 1 of this tutorial.
JJ: Could you show me a way to fill each tile of the map with a bitmap or some other graphic type? Is a solution possible based on using beginBitmapFill() ?
Me: What exactly do you want to achieve? Do you want to use graphics (imported or drawn in flash) for tiles? Or do you really want to fill the tile like texturing it?
JJ: I meant filling the tiles like texturing it.
What do you think?
Posted in as3, flash, grids, Intermediate, mochiads, Terrain Modification Tagged bitmap texture, isometric landscape 2 Comments
Coincidence. That’s what I thought. While trying to put the last tutorial about terrain modification to a use by making a game of it I had to discover that there is already one in the queue from Pete Baron called Aztec God Game.
Posted in Games Tagged flash populous Comments Off on Are God Games ‘Back in Flash’?
Alright, giving the landscape some natural feeling by applying colors to the tiles. This simply fits into the dynamic drawing of tiles by using a fill. The shading here will be done with static colors instead of shadow calculation.
Posted in as3, flash, game development, grids, mochiads, Terrain Modification, Tutorial Tagged grid, isometric landscape, isometric map, populous, shading, sim city 5 Comments
This part deals with the implementation of the moving nodes method (Part 2) from one dimension to the pseudo 3D landscape and begins with the movie itself for you to test what it does.
Just hover through the landscape and lift single nodes with a mouse click. Neither am I gone further by implementing lowering nodes nor did I hide the mouse cursor and the green pointer. The first one would have (additionally) increased the number of code lines in this post without adding relevant information. Hiding the cursor would have brought the movie closer to a final state but at the moment it is the method that counts.
Posted in as3, flash, game development, grids, mochiads, Terrain Modification, Tutorial Tagged populous flash engine Comments Off on Terrain Modification in Grid Based Games – Part 3: Active Landscaping