Create flash games tutorial




















If he fails to collect three objects then the game ends. It will use very simple ActionScript concepts such as variables and conditionals. You really do not need to know much else.

In this tutorial, you will learn to create a flash game Balloon Shooter. For every missed balloon, separate score is maintained. Hangman is a popular game which can be coded using a few symbols and a short amount of code. The object of the game is to reveal a word by guessing the letters of the word one by one.

The player loses by guessing 5 incorrect letters. A random answer is selected at the start of each game. Learn how to make Guessnext, a simple card game with highscores. The aim of the game is very simple: from a deck of 52 cards, you have to guess if each card is higher or lower than the previous one.

The objective of this game is to defend the tnt beneath the grass by blowing up any incoming airplanes and the bombs they drop. If a bomb hits the grass, it will leave an impact crater. The game is lost when a bomb travels all of the way to the tnt. The airplanes appear progressively faster, as do the bombs they drop. A point is scored each time an airplane or a bomb is shot. In this flash game tutorial, you will create a game using our super hero Pawel to kill dragons that are coming from one side of the screen.

You will be provided with an FLA with all of the graphics you will need, but you will need to place the graphics in the right spot. This tutorial is more of an explanation of the code with some design work as opposed to a fully-featured tutorial covering every aspect of a vertical shooter. In this flash game tutorial you will create a game where the objective is to prevent other objects from colliding with your cursor.

In this tutorial we are going to build up a simple sliding puzzle. Puzzle images are dynamically loaded and sliced so you can easily use your own images if you like. In this tutorial, you will learn to make a physics-based platform game in the quickest way possible with the World Construction Kit.

This tutorial is the first of three which discuss how to give some Artificial Intelligence AI to games and apps you create. In this first tutorial we are going to learn about path finding, where you can click a point, then another point and the AI will figure out a shortest possible path to get between them. You can use the drop-down list to select the AI algorithm to use. You might think that this sounds just too hard, but it is actually pretty simple!

This tutorial will explain two key aspects of the AI in games and then create a cool game using what you will learn. In this flash game tutorial you are going to create a little tank moving application.

The core of this particular tutorial is to make a tank aim at the the mouse pointer and drive towards a mouse click.

All the game assets and code are free to download. Use and alter the design. Change the code the way you want. The game play is simple find and click little heart objects to score points. It gives you a scoring system and the chance to start over again. Basically, you have to get to five points or if your lives are used up, and the game is over.

But once you get to 5 points you have to work hard to get to 10, 15, 20 …etc. Create a new document and change the size to x px and frame rate to 24 fps. Import a background image. You can use sample image provided here. Convert the background image into a movie clip by pressing F8 and use upper left corner registration. That will help you to fit the image with the workspace.

Use 0,0 in both X and Y value in the properties. Give a title of your game. On the hit state just draw a rectangle box that covers the whole text. 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. You can add sound to objects to Flash using the Layers tool. See this guide for more details. Create a Constants file.

If your game has a lot of values that will remain the same throughout the game, you can create a Constants file to store all of them in one place so that you can easily call on them. I want to be more complicated to move up since my hero is living in a world where gravity exists. As you can see, thrust again minor than 1 affects the UP movement, making it weaker and more complicated to accomplish.

Sure, the wind! Wind affects side movements, if positive will move the hero to the right, if negative will move the hero to the left. 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



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