Category Archives: game development

3D Movement in a moving 3D Environment

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.

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Posted in 3D, as3, mochiads | Comments Off on 3D Movement in a moving 3D Environment
AS3 CS3 3DBalls moving

Good Morning!

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!

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Posted in 3D, as3, mochiads, xperiment | Comments Off on What?: 3D and CS3 and spam comments…
Terrain Modification Tutorial Thumbnail

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

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Posted in as3, flash, grids, mochiads, Terrain Modification | Tagged , , | 2 Comments
Terrain Modification Tutorial Thumbnail

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?
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Posted in as3, flash, grids, Intermediate, mochiads, Terrain Modification | Tagged , | 2 Comments
Terrain Modification Tutorial Thumbnail

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.
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Posted in as3, flash, game development, grids, mochiads, Terrain Modification, Tutorial | Tagged , , , , , | 5 Comments
Terrain Modification Tutorial Thumbnail

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.
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Posted in as3, flash, game development, grids, mochiads, Terrain Modification, Tutorial | Tagged | Comments Off on Terrain Modification in Grid Based Games – Part 3: Active Landscaping
Terrain Modification Tutorial Thumbnail

In this part of the terrain modification tutorial I will show you how to move single nodes and their neighbors if necessary. To begin at a smaller scale I will not use a multi-row grid but a line of nodes instead.
Every node in a line will have two neighbors (except for the outer ones of course).
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Posted in as3, flash, grids, mochiads, Terrain Modification, Tutorial | Tagged , , | Comments Off on Terrain Modification in Grid Based Games – Part 2: Moving Nodes
Terrain Modification Tutorial Thumbnail

This appendix is part of the terrain modification tutorial series and holds information about the dynamic creation and drawing of tiles.
The different tile styles presented are some sort of tribute to great old games like Populous and SimCity and their differences in tile design.
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Posted in as3, flash, grids, mochiads, Terrain Modification, Tutorial | Tagged , , , , | Comments Off on Terrain Modification in Grid Based Games – Appendix A: Dynamic Tiles
Terrain Modification Tutorial Thumbnail

Target of this tutorial is the development of a scrolling isometric tile map where the terrain can be manipulated. Inspiration for a test like this were Populous and SimCity with their respective methods of terrain manipulation. While Populous lets the player change the height of a single node (forming a pyramid), SimCity always pushes the whole tile. The challenge here is that node’s heights can only be altered in dependency of their adjacent nodes.
This part deals with the creation of a tile map displaying the isometric map with terrain.
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Posted in as3, flash, grids, mochiads, Terrain Modification, Tutorial | Tagged , , , , | 9 Comments

I recently found that notifications in the name of an application just showed up with a question mark graphic instead of the application icon. Researching the forums it seems that that is a widespread problem. Yet a solution was quite simple:
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Posted in game development, monetization | Tagged , | Comments Off on The Facebook application icon bug