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Category Archives: flash
Looks like there was already more testing to the puzzle engine from the last post. This snippet tests not only the two tiles’ centers but also their edges midpoints. In combination with the last source this should give a more decent puzzle as the more or less random necessary position of two adjacent tiles is not enough to combine them. Continue reading
This post may be totally opinion based. And I, for one, welcome our new possibilities in programming with Flash since version 11.2 and the useful feature of the RIGHT CLICK. YES! I am happy about this. This really is a step towards gaming in Flash. AND: Despite all the nice things one could add to the context menu, I do like the fact that it can be disabled now. Check this out:
A left click rotates the sprite CCW while a right click rotates it CW. Isn’t that cool? And there is no annoying context menu. Wooh! AlRIGHT, getting into the code:
Circular text can be useful in several designs, so here is a little class that produces the following:
What the swf shows is first the ‘debug-version’ which changes after a click to the naked text version. Consecutive clicks will produce the same for randomized values.
Posted in as3, flash, Snippet Tagged AS3, circular text Comments Off on Probably useful snippets: Circle Text
A little further experiment with 3D makes me want to play LHX or D-Track.
Click the movie to give focus to the keyboard.
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
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