Create a Flash Racing Game Tutorial

In this tutorial we’ll cover the creation of a flash racing game.

I got the permission from Remus C. from gameSheep to publish this awesome tutorial.

Before we start, I recommend you all to give a look at gameSheep. You will find a lot of games with cute graphics.

Moreover, this tutorial will give the start to another series of tutorials about creating a flash racing game.

Let’s start!

Moving the car

1. Car movement is not the most difficult part of a racing game, but if you want to simulate realistic (almost realistic) movement you have to take in consideration some of the aspects described below.

2. Download and open racing_part1_step1.fla file.

3. Click on the first frame (the only frame) of the “defs” layer and press F9 to display the Actions Window for this frame. Now let’s see what these variables do:

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car1.code = "player"; 
//this variable will decide if the specified car is controlled by a human player or by the computer (in Part II of this tutorial you will learn how to add opponents and this variable will come in handy)
acceleration = 0.4; 
//the acceleration variable will add to the speed variable on every enterFrame event (in this case 24 times per second); a higher value translates in a faster acceleration of the car
speedDecay = 0.96; 
//when the car is not accelerated (the UP Key is released), the car will have to slow down smoothly; the speed will multiply with this value (less than 1); the lower this value is, the faster the car will slow down
rotationStep = 10;
//this is the number of degrees that will increase or decrease the car's rotation (angle) when the left or right keys are pressed
maxSpeed = 10;
//this is the speed limit on our track; increase it if you want the car to go faster
backSpeed = 1;
//this is the speed limit when going backwards

4. OK! Now let’s get back to school :) and see what we can do with these variables.

Click on the first frame of the second layer (“actions”) and if the Actions windows is not open, press F9 to display it.

We will discuss this script in a few moments, but first let’s see how Flash “understands” movement and coordinates.

Just a bit of trigonometry and Flash

Flash is using the classic Cartesian Coordinate System (a grid based system with a horizontal axis OX and a vertical axis OY).

vertical

You notice in the attached picture that in Flash the Y axis is inverted meaning that the negative side of the Y axis is positioned higher than the positive side. So the lower a coordinate is, the higher it’s value will be.

Because Flash understand only horizontal and vertical vectors we will have to calculate the horizontal and the vertical components of the actual “speed”.

So, from trigonometry we know (in this case) that:

sin(angle) = speedx/speed and

cos(angle) = speedy/speed

so… we know the angle (angle=car._rotation) and we know the speed. That’s all we need know. Is it? No. You need to know one more thing:

The Math class implemented in Macromedia Flash does not work with angles measured in degrees. Instead we will have to provide angles measured in radians (an alternative unit measurement for angles).

The only case in which you will use degrees is when actually rotating the movieclips.

Using the simple equation below you will be able to transform degrees into radians:

angle_radians = angle_degrees * (PI/180)

Now we can easily calculate the X and Y components of the car’s speed:

speedx = Math.sin(_rotation*(Math.PI/180))*speed;
speedy = Math.cos(_rotation*(Math.PI/180))*speed*-1;

Well, you already figured out why the sign of the Y component has to be inverted ;)

And now let’s get back to Flash and our Actions Window. Next I will explain what the “step” function is all about. The “step” function will be executed on every enterFrame event (on the “stepper” layer you will find an empty movieclip the executes the onClipEvent (enterFrame) routine).

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function step(who) {
	//check to see if the car in question is controlled by the player or by the computer
	if (_root["car"+who].code == "player") {
		//we will constantly decrease speed by multiplying it with a number below 1, but only if speed if higher than 0.3; a lower value will only consume resources and movement will not even be noticed so we will set the speed variable to 0
		if (this["speed"+who]>0.3) {
			this["speed"+who] *= _root.speedDecay;
		} else {
			this["speed"+who] = 0;
		}
		//the car will react to certain key presses that we will capture using the Key.isDown method as follows
		//accelerate - we add a certain value to the speed variable if the UP key is pressed and the speed is lower than it's maximum alowed value
		if (Key.isDown(Key.UP) && this["speed"+who]<_root.maxSpeed) {
			this["speed"+who] += _root.acceleration;
		}
		//brake (reverse) - same thing, but here we subtract 
		if (Key.isDown(Key.DOWN)) {
			this["speed"+who] -= _root.backSpeed;
		}
		//steer left - well, we could simply add or subtract a fixed angle (in degrees) to/from the car's rotation, but that's not good enough. In order to simulate a natural movement, steering must depend on speed, otherwise you will be able to rotate your car even if it's almost stopped and it will look like a propeller :) 
		if (Key.isDown(Key.LEFT) && this["speed"+who]>0.3) {
			_root["car"+who]._rotation -= _root.rotationStep*(this["speed"+who]/_root.maxSpeed);
		}
		//steer right - you already know what happens here 
		if (Key.isDown(Key.RIGHT) && this["speed"+who]>0.3) {
			_root["car"+who]._rotation += _root.rotationStep*(this["speed"+who]/_root.maxSpeed);
		}
		this["rotation"+who] = _root["car"+who]._rotation;
		//we calculate the two components of speed (X axis and Y axis) - we have already discussed this part of the function above
		this["speedx"+who] = Math.sin(this["rotation"+who]*(Math.PI/180))*this["speed"+who];
		this["speedy"+who] = Math.cos(this["rotation"+who]*(Math.PI/180))*this["speed"+who]*-1;
		//apply the components on the actual position of the car - we add the X component of the speed to the X coordinate of the car and the Y component of the speed to the Y coordinate
		_root["car"+who]._x += this["speedx"+who];
		_root["car"+who]._y += this["speedy"+who];
		//position the shadow of the car - when the car steers, we want the shadow to keep it X and Y coordinates and always stay on one side of the car (whatever side that would be)
		_root["shadow"+who]._x = _root["car"+who]._x-4;
		_root["shadow"+who]._y = _root["car"+who]._y+2;
		_root["shadow"+who]._rotation = _root["car"+who]._rotation;
	}
	if (_root["car"+who].code == "computer") {
		//in our next tutorial "Racing Game Part II" we will add opponents to make the game more dynamic and interactive
	}
}

That’s it! We already have a moving car. Now we can move on to collisions.

Collisions

1. We all know why collisions are important in a Racing Game… Because we don’t want the car to leave the track, because we want to force the player to use a specific way, because we want him/her to avoid collisions in order to get the best time (or win the race).

Collisions are a very important part of a racing game and 70% of the game feeling and success depends on good collisions.

We don’t want the car to get stuck in the non accessible areas (NAA), we don’t want it to lose all speed although it hardly touches those areas and we definitely don’t want it to bounce back (by reversing the speed).

In other words we don’t want to give the player a hard time, but on the contrary, an enjoyable game. So when the car touches the NAA we must try to correct it’s trajectory and of course apply a speed penalty depending on the angle of collision and collision duration.

2. Download and open the racing_part1_step2.fla file.

3. Before we go back to the “step” function, I will explain how the collisions will work.

Using four points to detect collisions

As you can see in the attached picture, we will pick four points, one on every side of the car and check to see if any of them “touches” the NAA.

Collision

For example if the Left Side Point is inside the NAA (hits the NAA) then we will have to apply a speed penalty and increase the angle (_rotation) of the car. Why do we do that? Because of what we discussed earlier: we must try to correct the car’s trajectory. So what we do here is force the car to steer right.

OK, I guess everything is clear up to this point. And since we are speaking of points, let’s see how we calculate their coordinates. To simplify things we will take the Left Side Point as an example.

When the car’s rotation is 0 our job is very simple: the LSP coordinates are x=car._x-20 (20 pixels to the left of the car’s center point) and y=car._y

But the car will not always have an angle of 0. Well, here comes the tricky part. There are a few ways to calculate the four points even if the angle is not 0 (for example you can use the sine and the cosine functions) and for this tutorial I chose the simple way (I don’t know if it’s the optimum way, but it’s very simple):

We define the Left Side Point as if the car’s rotation was 0:

car.pointLeft = {x:-20, y:0}; //this is an Object

and then we transform the point’s coordinated from local (related to the car’s clip) to global (related to the _root clip where we will test the collisions):

car.localToGlobal(car.pointLeft);

Now we have our Left Side Point coordinates that we can use to check the collision:

car.pointLeft.x and car.pointLeft.y

Can it get any simpler? :)

4. And again back to our Actions Window. Click on the first frame of the “actions” layer and if the Actions Window is not open press F9 to display it.

You will notice that I added a few lines to the “step” function and you probably already know what those lines do :) but still I will go into a few details.

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//the collisions
//define the four collision points
_root["car"+who].pointLeft = {x:-20, y:0};
_root["car"+who].localToGlobal(_root["car"+who].pointLeft);
_root["car"+who].pointRight = {x:20, y:0};
_root["car"+who].localToGlobal(_root["car"+who].pointRight);
_root["car"+who].pointFront = {x:0, y:-25};
_root["car"+who].localToGlobal(_root["car"+who].pointFront);
_root["car"+who].pointBack = {x:0, y:25};
_root["car"+who].localToGlobal(_root["car"+who].pointBack);
//let's use some shorter variable names :) - this is just for better understanding and to simplify the code
this["lpx"+who] = _root["car"+who].pointLeft.x;
this["lpy"+who] = _root["car"+who].pointLeft.y;
this["rpx"+who] = _root["car"+who].pointRight.x;
this["rpy"+who] = _root["car"+who].pointRight.y;
this["fpx"+who] = _root["car"+who].pointFront.x;
this["fpy"+who] = _root["car"+who].pointFront.y;
this["bpx"+who] = _root["car"+who].pointBack.x;
this["bpy"+who] = _root["car"+who].pointBack.y;
//check for collisions - we check the collisions using the Flash built in hitTest method. This methods can be used to compare the x and y coordinates to the shape or bounding box of the specified instance (in our case _root.terrain), according to the shape flag (the third parameter: true-shape / false - bounding box) setting or to check if the bounding boxes of the target and the specified instance overlap. We use the first one.
if (_root.terrain.hitTest(this["lpx"+who], this["lpy"+who], true)) {
	//steer right
	_root["car"+who]._rotation += 5;
	//speed penalty
	this["speed"+who] *= 0.85;
}
if (_root.terrain.hitTest(this["rpx"+who], this["rpy"+who], true)) {
	//steer left
	_root["car"+who]._rotation -= 5;
	//speed penalty
	this["speed"+who] *= 0.85;
}
if (_root.terrain.hitTest(this["fpx"+who], this["fpy"+who], true)) {
	//stop the car
	this["speed"+who] = -1;
}
if (_root.terrain.hitTest(this["bpx"+who], this["bpy"+who], true)) {
	//stop the car
	this["speed"+who] = 1;
}

Hard? Not so hard :) And the next two steps are even simpler.

Where are we running?

1. Up to now we have a 100% functional game engine but no game. We don’t have a goal. So we’ll have to add one and because this tutorial is about a time trial racing game we will add laps and timers.

2. Download and open the racing_part1_step3.fla file.

3. You notice that I added two frames on every layer and I labeled them “ready set”, “go” and “finish”. In the first frame a movie clip will play saying “ready, set, go”. When “go” is displayed _root will move to the frame labeled “go” where the car can move.

Why the car will not move in the first frame? Well, that’s because the “stepper” movieClip only exists in the second frame, so that’s where the “step” function will be executed.

On the second frame of the “actions” layer you will also find two new variables. Those variables will be used to store the exact time when the race started (initialTime|) and the exact time when the current lap started (lapTime).

When the game is over, after the player finishes ten laps, _root will move to the “finish” frame where an information movieClip will be displayed.

4. OK! What we need to do next is determine whether the player has finished a lap or not, so we will add two movieClip (the red line on the right side) and check if the car “touched” this movieClip, and if it did, than you know that a lap is finished… hmm… not really :)

First of all the car will “touch” this movieClip for more than one frame. Maybe for two, maybe for ten, maybe for one hundred frames, you cannot determine this number because it depends on the car’s speed. And instead of increasing the number of laps with one, you will increase it with two, ten or one hundred laps, so the race will be ready quite fast.

The second problem, assuming that you solved the first one is that one player will go past the finish line (the red line on the right) and then return immediately to the same line and “touch” it again, increasing the number of laps even though the lap is not completed. This problem can be solved in a few ways but we will chose the solution that fixes both our problems: we will add a checkpoint (the red line to the left). This checkpoint will be placed somewhere around the middle of the race so that the player will lose more time returning to the finish line than he will lose by completing the lap. Of course if you want a more secured race you will add more than one checkpoint. You will be able to easily add more checkpoints after finishing this tutorial.

5. Open the actions window for the first frame of the “actions” layer. We have to new functions both related to timing the race – setTimes (calculates and sets the total race time) and setBestLap (calculates and sets the best lap time). We’ll take them one at a time and see what they do.

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function setTimes() {
	//we calculate the time elapsed from the moment the race started in millisecond
	timeElapsed = getTimer()-_root.initialTime;
	//we calculate the minutes, seconds and tens of seconds and set them to their respective variables
	milliseconds = timeElapsed;
	seconds = Math.floor(milliseconds/1000);
	minutes = Math.floor(seconds/60);
	minutesTXT = minutes;
	secondsTXT = seconds-minutes*60;
	tensTXT = Math.round((milliseconds-seconds*1000)/10);
	//if the minutes, seconds or the tens of seconds number has only one character we add a "0" before it - that's just because we want the time to look good ;)
	if (minutesTXT<10) {
		minutesTXT = "0"+minutesTXT;
	}
	if (secondsTXT<10) {
		secondsTXT = "0"+secondsTXT;
	}
	if (tensTXT<10) {
		tensTXT = "0"+tensTXT;
	}
	//we put all three variables in one that will be used in the timers tables 
	_root.totalTimeTXT = minutesTXT+"."+secondsTXT+"."+tensTXT;
}
//and the second function
function setBestLap() {
	//this function does the exact same thing as the first one, only here we will use the time elapsed from the last time the car has passed the finish line
	bestTime = getTimer()-_root.lapTime;
	milliseconds = bestTime;
	//we don't calculate the lap time if the car passes the finish/start line for the first time
	if (oldMilliseconds>milliseconds || oldMilliseconds == null) {
		oldMilliseconds = milliseconds;
		seconds = Math.floor(milliseconds/1000);
		minutes = Math.floor(seconds/60);
		minutesTXT = minutes;
		secondsTXT = seconds-minutes*60;
		tensTXT = Math.round((milliseconds-seconds*1000)/10);
		if (minutesTXT<10) {
			minutesTXT = "0"+minutesTXT;
		}
		if (secondsTXT<10) {
			secondsTXT = "0"+secondsTXT;
		}
		if (tensTXT<10) {
			tensTXT = "0"+tensTXT;
		}
		_root.bestLapTXT = minutesTXT+"."+secondsTXT+"."+tensTXT;
	}
	//we set the initial time to the moment the car passed the finish line 
	_root.lapTime = getTimer();
}

6. And now one more time (I promise this is the last time) back to the “step” function and let’s analyze the new lines.

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//checkpoints
//we check to see if the car "touches" the current checkpoint (the current checkpoint, in this case, can be checkpoint1 or checkpoint2 because we only have two checkpoints; checkpoint1 is the start/finish line)
if (_root["car"+who].hitTest(_root["checkpoint"+_root["currentCheckpoint"+who]])) {
	//if the current checkpoint is the start line - increase the lap number
	if (_root["currentCheckpoint"+who] == 1) {
		//if the current lap is not 0 we check if this is the best lap
		if (_root["currentLap"+who] != 0) {
			_root.setBestLap();
		}
		//if this is the final lap, _root will move to the "finish" frame 
		if (_root["currentLap"+who] == _root.totalLaps) {
			_root.gotoAndStop("finish");
		} else {
			_root["currentLap"+who]++;
		}
		_root.currentLapTXT = _root["currentLap"+who]+"/10";
	}
	//we set to checkpoint to be checked to the next checkpoint 
	_root["currentCheckpoint"+who]++;
	//if the current checkpoint is the last checkpoint - set the next checkpoint to the start line
	if (_root["currentCheckpoint"+who]>_root.checkpoints) {
		_root["currentCheckpoint"+who] = 1;
	}
}

7. That’s it :) Now let’s move on to the final graphic touches and see our completed game.

Finishing the game

1. The final graphic touches… Well, there’s nothing to explain here. You can express yourself in anyway and create graphics after your own taste.

Just remember to set the alpha of the green movie clip and the red movie clips to 0.

2. This is racing_part1_step4.fla file provided with this tutorial. Download it!

3. Remember that this is just a tutorial. You must work on it in order to build a really addicting game. In the next tutorial we will add opponents in the game. Until then, have fun building your Time Trial Racing Game ;)

And by the way my best lap time is 9.84 :D

And here ends Remus tutorial. I learned a lot from this tut and I will use it to improve the gameplay with some additions.

Meanwhile, give feedback to Remus and try to beat that n00b laptime!!

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252 Responses

  1. Elmer says:

    Nice tutorial man ;)

  2. Elmer says:

    And by the way ;) my best lap is 9;72 :P:P

  3. N00b says:

    Awesome!
    I really appreciate the work hat goes into these tutorials, and they have definitely helped my development (seeong as I am a n00b).
    I’m currently working on a game like Madness Interactive, and I’ just making the firing character move!
    Much thanks,
    ^^

  4. Michael says:

    Wow, awesome!
    I just love your tutorials, and hosting tutorials of others is just as cool. This tutorial definitely helps for when I will finally have time to pursue Flash!

    Love the end result, and just a quick run without even trying I got 9.90 for my best lap.

  5. gnark says:

    Definitly a nice tute.. But to all of the above commenters..
    This is an exact copy of a gameSheep tutorial.. All credits go to them..

  6. N00b says:

    Whoah! I just got 9.57!

  7. N00b says:

    9.33…

  8. N00b says:

    9.09 ^^

  9. Emanuele Feronato says:

    hmmm maybe Remus should play a bit more to his games… ;-)

  10. Christian says:

    omg…9;51 but it was like my 20th lap :[

  11. mango says:

    8.51 =|

  12. sam says:

    8.17 :)

  13. abhilash says:

    cool tut
    but I already have this tutorial and my best time is 7.52

  14. abhilash says:

    I am the winner with 7.52 laptime!!!

  15. Monkios says:

    I know this is only a tutorial and there are bugs wich you did not solve but if a player goes in a wall in a 90 degrees angle, he’ll enter it slowly and be pushed ouside of the race.

  16. Ozper says:

    Where I add code for car

  17. mousey says:

    amazing :p

  18. Dave says:

    Wow, nice tutorial.

    One thing, if you were to turn this into a real game, how would you address people going reverse on the track (crossing both check points still applies, but in reverse)?

    (I know you mentioned a part II, so if you address it there sorry :/ )

  19. Robin says:

    09:03 :)

  20. Gagan says:

    Please help! I can’t open any of the file with Flash Mx. Why? The error showed was “Unexpected File Format”.
    RSVP

  21. Sneddon says:

    MY Best Time Was 9:32

  22. Cecil says:

    9:76
    nice tutorial

  23. Cecil says:

    I was wondering, whats the action script you would put on the car if you also wanted it to go to next frame when it hits something.

  24. Fraanske says:

    Since FOREVER I wanted to create my own games, and with your excellent tutorials I am finally beginning to understand certain mathematics (a grade I suck at) Flash uses. Your code is very clear and by simple reading, even without the FLA’s, you made me understand so much more. Can’t wait to create games for http://www.hq40k.com! Thanx!

  25. Callum says:

    W00p OMFGZORZWTH!11 :D 9:07 BEAT THAT :D

  26. And Mar says:

    Great tute! (even if its not yours)

    To Cecil

    to make the car go to the next frame add code like this

    if (car.hitTest(terrain)){
    car.gotoAndStop(2);
    }

  27. Gagan says:

    Help! Can anyone provide me the same tutorial file compatible with flash Mx( not ver 2004). I couldn’t open the file given here as it says “Unexpected file format”.

  28. Orlando says:

    Nice tutorial!! This is what I was looking for, specially because I starting with flash, specifically with Flash 9.
    After to check it and convert it to AS3, I could not find a way to predict a collision using localToGlobal method, which is very easy, So, I followed your advice to use trigonometry, and this what I got:

    function newPos(point:String,x0:Number,y0:Number,sign:Number):void{
    var hypotenuse:Number = Math.sqrt( Math.pow(x0,2) Math.pow(y0,2));
    var angle:Number = Math.PI-(this.car1.rotation*Math.PI/180)- Math.acos(sign*x0/hypotenuse);
    this[point].x = this.car1.x – sign*hypotenuse * Math.cos(angle);
    this[point].y = this.car1.y sign*hypotenuse * Math.sin(angle);
    }
    newPos (“ref1″,-15,-20,-1);
    newPos (“ref2″,15,-20,-1);
    newPos (“ref3″,15,20,1);
    newPos (“ref4″,-15,20,1);

    where ref 1,2,3, and 4 are a circle movieClips I am using to see if positions are correct. In my case, I am putting four points in the corners of the car.

    I hope it can be useful for someone else.

    I forgot, just change car.x for car.x xSpeed and car.y for car.y ySpeed and you can check if there will be a collision.

  29. Orlando says:

    This is the same code but with little changes

    function newPos(point:Point,carRot:Number,sign:Number){
    var hypotenuse:Number = Math.sqrt( Math.pow(point.x,2) Math.pow(point.y,2));
    var angle:Number = Math.PI-(carRot*Math.PI/180)- Math.acos(sign*point.x/hypotenuse);
    point.x = -sign*hypotenuse * Math.cos(angle);
    point.y = sign*hypotenuse * Math.sin(angle);
    }
    var newPoint:Point = new Point(-15,-20);
    newPos (newPoint,myRot,-1);
    newPoint.x = myCar.x;
    newPoint.y = myCar.y;
    myCar.point1 = newPoint;
    ref1.x = newPoint.x;
    ref1.y = newPoint.y;

    newPoint = new Point(15,-20);
    newPos (newPoint,myRot,-1);
    newPoint.x = myCar.x;
    newPoint.y = myCar.y;
    myCar.point2 = newPoint;
    ref2.x = newPoint.x;
    ref2.y = newPoint.y;

    newPoint = new Point(15,20);
    newPos (newPoint,myRot,1);
    newPoint.x = myCar.x;
    newPoint.y = myCar.y;
    myCar.point3 = newPoint;
    ref3.x = newPoint.x;
    ref3.y = newPoint.y;

    newPoint = new Point(-15,20);
    newPos (newPoint,myRot,1);
    newPoint.x = myCar.x;
    newPoint.y = myCar.y;
    myCar.point4 = newPoint;
    ref4.x = newPoint.x;
    ref4.y = newPoint.y;

    Remember ref 1,2,3, and 4 are just to see the collision points.

  30. thilak,india says:

    very nice tutorial friend
    its really very helpful and very interesting

    thank you thank you very much

  31. Mike says:

    7:43 :)

  32. cortina says:

    nice tutorial , thanks
    8.87 n_n

  33. tonius says:

    hi, this is a wonderful tutorial, however, I am really a beginner exploring actionscripts, could anyone advise me what IDE/compiler do I need to develop a flash game/program or do I need to purchase macromedia flash to do this?

    Thanks!!!

    tonius

  34. Frederik J says:

    Hi tonius. Yes, you need macromedia flash. I’m not sure about it, but i think that there excists programs to write actionscript. But as i said, im not sure about it. Anyway, you can du it with macromedia flash :)

  35. esteban says:

    1.02

    there is a secret passage :O

  36. Drew says:

    i started using action script last week and started making games etc, i used to be a keen programer in ‘basic’ (well dated now lol) i found your site very very usefull to learn new code and put it into practice. i keep stumbling accross really difficult math problems then i look on your site and realise that the 30 lines of code i have written, can be swapped for 1 line of correct code lol. thanks

    if you have time take a look at my first game, there are glitches i know about lol, but its my first one. http://www.geocities.com/ardscore

  37. David says:

    Brilliant, but how can you change the amount of steer depending on the amount of time that the player has kept down the left /right keys

  38. ??? says:

    nice tutorial, but i had a question. i have an older version of flash and whenever i try to download the files it always says, “unexpected file type.” does anyone know how to see it or anything, cause it doesnt really work without it. nice tutorial though!

  39. ??? says:

    oh yeah, and also i am trying to make a game where you are constantly going but when you click the person turns. im not sure how and any help would be great. or, you could make a tutorial on it. here is my inspiration:

    http://www.gtds.net/Hamster/

    its a fairly simple game, but i would still love to know how to make it. thanks!

  40. Someone actually stole this game. They only changed on thing.
    http://www.newgrounds.com/portal/view/397860
    and the second version that the guy made:
    http://www.newgrounds.com/portal/view/398157

  41. RockStar says:

    The tutorial is awesome but does anyone know how I create a duplicate car & give the PC controlls to it so instead of a time trail its a vs PC game?

  42. Anthony says:

    A great tute, thanks!

    I’ve been trying for the past three days to add a new hit test object.

    For example: A barrel and when you hit it, it plays a movieclip or sound.

    I’ve tried something similar to

    if (car.hitTest(barrel)){
    car.gotoAndStop(2);

    And created a clip and instance called barrel but it’s not working.

    Please help, it’s driving me crazy (pun intended)

    Thanks
    }

  43. Randomguy says:

    Hi
    Can you try to add nos for the next tutorial?
    Im trying to make and underground racing game.
    thanks.

  44. Rosy says:

    hey nice tuterials….
    but i can’t open the download files on flash mx and i don’t know why ???

  45. Owais says:

    HI…….It’s fantastic….
    I really enjoyed…
    & this is also very good tutorial.. for students or any other person.
    i am really thankful to the peron..
    who make this coding..
    I want these types codings & tutorial..
    plz send me more tutorial or scriptings on my ID..which is
    Beautythief1@yahoo.com..
    plz peoples join me..
    & communicate about these types of softwares…
    thanks. Fantasticccc…….!

  46. Owais says:

    HI… friends…
    I wil tel u..
    IDE means (Integrated development Enviroment)
    which we used in C++, fortron language…
    IDE can be say as.. that it is a working place where we write the scripts…
    C++ (blue screen) are also called IDE.

    and remaining… Compiler..
    it’s use for tranlation..
    compliler.. is a translator.
    can translate the program… machine language to human language…

    A common example of compiler is…
    If a person knows Arabic.. and another person knowz English…
    So here we use the compiler as a person..
    that knowz both language Arabic and English.

    and make conversion easy..
    so friend.. it’s ur question reply.
    i hope u will.. understand these topics now..thanks.. if u want contact so..my ID is
    Beautythief1@yahoo.com.
    ome online from 6:30pm to 9:00pm regularly..tc..have fun.

  47. Owais says:

    Hello….Sir,
    If i want a openent player..
    or a computer handed player..
    So what i use or what I add in this scriting?

    Ig someone have any answer of my Question..
    So plz send me scripting on.. My Id which is..
    Beautythief1@yahoo.com.. thanks
    i will be waiting for kind response.

  48. RANDOM PERSON says:

    YAY!!! I got 1.44 for one lap!!!

  49. WHEN WILL PART 2 COME OUT! This tutorial came out over a year ago!!! How much longer will we have to wait before we know how to use computer AI in this tut!

  50. nick says:

    How come whenever i try to download you files and open them in flash mx it says unexcepted file? Please Answer.

  51. Graham says:

    I agree with Gregory!! I want to see some AI!

  52. bijoy says:

    sir this game very nice and good.pls tell me how to build AI for this game.

  53. me =] says:

    5/5, I actually also think AI is a fairly important subject to cover.

  54. zak says:

    yh its all good and well but what software do u use to make it on

  55. cman4321 says:

    My best lap is 9.14. Also, I love your tutorials.

  56. tutorialkirby says:

    hey emmanuelle.i like the result of this tutorial but my flash cant load the file cuz its not the right format.i would be nice if you could make the same tutorial but beggining at the really start.and when will we know how to add ai to our games.im making one and poeple dont like it becuz theres no cpu.please help me.

    http://www.newgrounds.com/portal/view/455996

  57. hello everyone !

    I’m trying to make a racing game with your example, i have the solution for an Ai but i can’t :

    - skid the car in a turning point
    - know in live what is the place of the car (1st, second, etc.)
    - have a realistic collision with other cars…..

    You can find the begin of my job here :
    http://www.benz.be/forum/racing/course3.php

    If someone can help me !

    Manu (sorry for my bad english)

  58. sam says:

    having trouble with the “PLAY AGIAN” button can you help me thanks copper

  59. b2k says:

    Saved my Day :D
    Thanks man!

  60. MaRgA says:

    nice one it heplped me a lot!!! :D

  61. MaRgA says:

    This is great, i was wondering how to add more maps to select to play…

  62. jus says:

    cool! I wish you could make a tutorial on how to make racing games where the backround rotates instead of the car…

  63. theblues says:

    my mannnnn… ouhh, greatt.. cool man. thanks for this tutorial.. I take it home okay.. :)

  64. George says:

    best 9:27 wicked game used tutorilal to make wicked game go to http://mostplays.com/play/Super_Racer_30989

  65. liam says:

    can someone email me some script i can use for cars because i cant copy this one.

  66. Eskalibur says:

    Thanks very much. I can’t say more. You’re AWESOME!

  67. Anthony says:

    My best lap was 7.17
    Thanks for this tutorial.. although I am a noob and only get some of it… I just need to learn the ariables and how to code haha.

  68. d says:

    great tutorial .. & hehe i guess i take the gold , best lap so far: 6.26

  69. eichwulf says:

    This is great, I used it to make my own racing game. I deleted a lot of code – especially about collision with the ground – it’s not correct, I just wrote to slow you down when you are on the ground.

  70. Verena says:

    Hey…
    this is a really nice tutorial.

    Well, i need a version in AS3. Is there somebody, who can help me or is there sombody, who rewrite the program already?

    It would be very nice!!

    Thanks,
    Verena

  71. Verena says:

    sorry, I forgot to place my adress for sending results :)
    haase.verena@googlemail.com

  72. Yokohama says:

    i got 8.91 second RECORD!!!!

  73. Umer says:

    It Was Just what i was looking for, i love it. But there are some loop holes which can be fixed once you get off from computer and think about it, You know when you sit on computer there are too many distractions, right? Anyway nice new site’s layout. Congrulation,

    Please Make New Site address instead of http://www.emanueleferonato.com, it’s hard to remember and your site is even harder to be searched it just doesn’t showup in search list. So have another domain name Like Geektutorials.com or something like that SInce you are always bragging about it so i figured that would suit your site, huh.

  74. Julian says:

    This is great and all but i want to make my own racing game not somebosy else’s.

  75. Ha 8.70 Beat you all!

    Proof:

    http://img14.imageshack.us/img14/6329/77650639gx9.png

    On another note, Can I make this game then put my sponsor page infront of it and distribute it?

  76. jay says:

    7.10 secs. *SNAP*

  77. fredz says:

    nice i like it!

  78. Bonehead23 says:

    I really like this, its help me understand AS2 so much more. I am trying to work on additional elements to this game like places were you can speed up faster then the max speed and other things like going smaller and larger and so on. Could you guys help me with this??

  79. grelek says:

    hey Verena are you still looking for a AS3 version?
    i started making a racing game using this tutorial, but i’ve since added oppenents and gears and a vertical panning course.
    its more like a drag racing game at the moment, but i’ll add in some corners later on :P

    regards,
    Grelek

  80. jayr says:

    hey..tnx for your tutorial 8 helps a lot..

  81. pepens says:

    can you make it drifting ? coz i want to make a drifting flash game. thx for your tutorial. :D

  82. as3 version says:

    how about a as3 version. i tried to make one on my own with limited success. what is getting passed with “who”? there’s no variable called it and .code i don’t think applies to as3 either.

  83. Henk says:

    Hi, nice game only i can’t download de 4th file
    can someone send it to my mail?

    thnks

    my score 8.54

  84. Hi i can’t download file 4 can someone send it to my mail please
    DennisvGerwen@hotmail.com

    (my score is 8.54) :P

    Thnks

  85. gamenetwork says:

    is there any certain reason for not post my messages ?

  86. gamenetwork says:

    Artificial Inteligent Code here : gamenetwork.gr

    • atomic robo kid says:

      hello.
      I tried to download your carTableDetail.rar file at this address >> http://gamenetwork.gr/carTableDetail.rar file on your website but all I get is un-readable code which seems to have the extension file type of a .RAR (compressed) file. It looks like the binary source code but how do i use it please?

      Because you’ve managed to solve the AI issue, I think virtually everyone here would be grateful. It’ll also make the original tutorial complete since no one can find the “GameSheep Car Racing Game – PART 2 – Adding Opponent Cars”. Please re-upload the FLA sourse file(s) for the version with opponent cars on your website (please post link here).

      Cheers mate.

      The Atomic Robo Kid

  87. tom says:

    my best lap was 9.15

  88. Joe says:

    OH YEAH 7.09 WOOO!

  89. vagina village says:

    i got a 6:52 on the game

  90. The B says:

    .99 Sec take that!

  91. racerx11080 says:

    is there AS3 version of code of this game anywhere????

    please help!!!!

  92. cindy says:

    gracias me sirvio muchoooo y aprendi muchooo

  93. Wibble says:

    Would it be possible if you could make an extension for this tutorial that tels us how to add a CPU?

  94. Antony says:

    My best lap time is 5:98

  95. Billy says:

    7.40 ladies and gentlemen beat that

  96. Alex says:

    Tal vez no entiendan porque hablo español, pero sólo quería aportar que el juego tiene un bug, para que el programador lo tenga en cuenta.
    Si doy la vuelta completa en reversa me la cuenta como una vuelta normal.

    ——————————
    English:

    I’m from Colombia, however i will try to explain in english:

    Only for information to the developer:

    If i drive in reverse one complete lap, it will count too.

  97. kuralotus says:

    6.89 bitches

  98. kuralotus says:

    6.89 beat that

  99. alex says:

    i’m the best. my time is 6.80 seconds

  100. Tom says:

    How might I modify the game so that you don’t have to continually press the up arrow to maintain forward motion? I’d like to be able to press the up arrow once, have it start moving slowly, then with each successive press, the forward motion would accellerate; same for the slowing down using the down arrow.

    Any help is appreciated.

    Tom

  101. steve says:

    I’m interested to know how to add a second player.

  102. Nightrider says:

    @Tom: just change this line
    if (Key.isDown(Key.UP) && this["speed"+who]<_root.maxSpeed)

    into this
    if (this["speed"+who]<_root.maxSpeed)

  103. John says:

    5:51 secs!

  104. Lars says:

    5:48 secs, try to beat that one!

  105. Mauricio says:

    Gracias amigo… Que buen tutorial!

  106. Zsole says:

    Thank u!

  107. Bob says:

    4:84 beat that. :)

  108. yue says:

    why there’s no link for download, racing part1 step4???
    i cant make my own game,,,huaaa,,,help me,,

  109. Pokenerd says:

    8.95 :D :D

  110. meh says:

    NaN, it glitched

  111. Evan says:

    Thanks for your tutorial. I really appreciate it! XD.

  112. give it a try says:

    wooo!!! 7.56

  113. Dude says:

    8.22

    Very nice tutorial btw. all of them are!

  114. a person says:

    7.54

    oh yeah i’m awesome

  115. Thais says:

    Não consigo fazer download do arquivo Parte 2.
    Pode me eviar?

  116. marty says:

    realy it will be a good game reaaaaaaaaaaly

  117. jotae says:

    Great Work!

  118. potty says:

    Very cool tutorial though I got a question! How simple is it to apply items into the game? such as oil slick? turbo bottles and such? :) Been racking me brains out to have item drops on such a simulation…

  119. Number One says:

    Wow, you guys must suck if you can’t get under 8.00. FTW 6.73!

  120. Vinay says:

    Hi nice tutorial thank u so much..

  121. ty says:

    i’ve always wondered how to make one of those side veiw dirt bike games were you travel through
    inclines and declines trying not to fall over, I
    mean it’s so complicated, if you have one wheel on
    a higher or lower level the whole movieclip rotates to a certain degree dependant on the y and x axis of both wheels.

  122. Nice tut! i got 8.73 on 2nd lap, but can’t beat it now :p

  123. henrik says:

    yea 7.57 =)

  124. ask says:

    why can’t run fla file?

  125. needaask says:

    why i cant run fla file?

  126. ProfeaX says:

    My best time is 8.50 :)

  127. Tim says:

    9.90 :P
    Great tutorial, this is very helpful!

  128. barenbaren says:

    lol. great tutorial. i’m working on it. btw, my best is 08:53. lol :D

  129. Niven says:

    Hey can anyone email an AS3 version of this tutorial? niven.r@hotmail.com

  130. sam says:

    hi i want to ask u how did u create the stepper and by the way good tutorial

  131. Tweetie076 says:

    @Niven: Download > Open with..

    Couldnt be easier.. Atleast, works for me.

    8.11

    Good tute!

  132. Aaron says:

    Just did a lap in 7:49

  133. Iska says:

    Hello, what program do you use to create this game?

  134. Cirus says:

    I’ve done 8.44! xD

  135. Ansis says:

    7.33 ;)

    It is the best tutorial I’ve ever seen :) I mean the style is consistent and the explanations given for the math behind it are easily comprehensible :)

    I sort of imagine, how to put together some AI cars that follow waypoints on the map, but I would surely appreciate it, if you could make and post the second part of this tutorial. I really want to see, how it can be done in a neat and fluent coding style :)

  136. Karl says:

    Really nice tutorial – Thanks!…
    I would love to learn about adding a multi player option or a play against the computer option :-)

    where can I find Part 2 of this Tutorial?

  137. massi93 says:

    Nice tutorial. My best 7.27..

  138. Kurtis says:

    Thanks for the Tut.. very interesting and helpful

  139. gary says:

    where is step1 part4?
    can u send me on my email garyjuano@yahoo.com
    hopefully i can build my own games!!

  140. khan says:

    plz tell me how can i add text like START GO GO etc
    http://www.emanueleferonato.com/downloads/racing_part1_step4.zip

  141. this is the best game ever

  142. gary says:

    how can i change the race track background pls need help!!i need tutorial

  143. NAASPER says:

    hey! man, what a very nice tutorial, i rily liked it.

  144. patrick says:

    Is there a part 2 please link please???

    @60.Van meerhaeghe on October 15th, 2008 2:55 pm

    [quote]hello everyone !

    I’m trying to make a racing game with your example, i have the solution for an Ai but i can’t :

    - skid the car in a turning point
    - know in live what is the place of the car (1st, second, etc.)
    - have a realistic collision with other cars…..

    You can find the begin of my job here :
    http://www.benz.be/forum/racing/course3.php

    If someone can help me !

    Manu (sorry for my bad english)
    [/quote]

    How do you make your circuit move whit te car???

  145. Daniel 2k9 says:

    awesome tutorial.. thanks very much.. i’m not newbie now :))

  146. jefar says:

    8.71s very good tut

  147. Aaron says:

    Lol, just got 6.69 after that

  148. rovzx says:

    my best is 00.08.20 :P

  149. asd5 says:

    my best time is 00.07.77

  150. dema says:

    only
    4.81 seconds got

  151. Asif says:

    thanks man………ur information was use full to me…to complete my project…….

  152. Asif says:

    if u have any other small tutorial for creating some other mobile games ..plzz send an mail to my ID plzzzzzz

  153. cammyj3 says:

    this is an awesome tutorial 5*

    i am trying to put this game into my own project now for college presentation but i cannot find where to put the stop() code in to make the game continue and not go to the next scene. the game starts by ready, set, go and after go, it continues to the next scene… this is very frustrating! please would you assist me as soon as possible. im sure other people are suffering from the same issue.

    thanks alot!
    cam

  154. Maximum speed only 4.81 seconds.
    You can try.

  155. Molly says:

    This was amazing! Thank you so much!

  156. ziko says:

    how do we make same things about hit part with actionscrtip 3.0 using trigonometry !!

  157. creator says:

    Cool, but my best lap time 10.34 :(

  158. jonas says:

    iflipante…. gracias amigo :)

  159. keethakaran says:

    hi
    i m do in project regard highway codes.
    this is project outline its game based learning, therefore user can learn by enter game.
    game outline function…….
    user login.
    user progress level(progress will show 5 different section in highway code
    example like motorway section score 2 out of 5.

    game like when car move near sign code question will pop up and answer with in certain time or it will skip to another question

    do have an idea to improve and development help for this project

  160. tyler says:

    where can i find part 2?

  161. harry says:

    ok i have made a new track and when i play it i can drive through the actual track and it doesnt push me back could someone help me find where abouts in the code i have to change so my second track doesnt let you drive through it as if it is invisible.

    plz mail me at hazza0999@gmail.com
    or post a repley

  162. gofish says:

    Good Tutorial :) I got 7:30 exactly ;)

  163. harry says:

    fixed it lol

  164. Mario Games says:

    Great Tutorial :) Keep up the good work .

  165. Andrii says:

    Thanks a lot!
    Awesome tutorial, quite useful

  166. Kalashnikova says:

    Hey, nice tutorial, I just have one basic question, what kind of flash player/editor do you use? I want to get one but I don’t know which one would be best for making games, suggestions would be greatly appreciated.
    Btw, I also got exactly 7:30 for best lap

  167. Daniel says:

    todo es super vacano pero ¿como se llamas el programa????

  168. Davi says:

    8.10 Oh Yeah!!! :D :D

  169. Nice, very good post thanks admin.

  170. Iron Stark says:

    You are al slow, i got 7 : 15

  171. ricardo sousa says:

    6.87 fracos –’

  172. cleo says:

    How about the 2 players? the key control of the arrow keys and using w,a,s,d control? plss answer

  173. Anonymous says:

    This tutorial looks interesting, but is there a way you could revise it to make it compatible with Flash CS4?

  174. [...] of the first websites was http://www.emanueleferonato.com/2007/05/15/create-a-flash-racing-game-tutorial/. This showed how to create a racing game along with boundaries. But one problem I had was coming to [...]

  175. john says:

    how would you make it like the game driftrunners instead of top-down?

  176. GreenPuffle92 says:

    I Can’t Download racing_part1_step4.fla and WHERE’S PART 2!?

  177. Zetsu says:

    wheres step 4 download? cant seem to find it anywhere -.-”

  178. Jamie says:

    1.53.46 :)

  179. sachin says:

    thats it im the king yay-1st place time-0.26

  180. God says:

    no bullshit, 7.47! i’ve been doing it for like 10 minutes

  181. Mighty says:

    i just got 8.02 :)

  182. Hillbilly 208 says:

    wat program do you use?

  183. Fat Albert says:

    Which flash is this for?
    and would it work in flash mx??

  184. menan05 says:

    how to create a lan connection in flash?

  185. mikle says:

    7.17))))))))))

  186. ryan says:

    my best lap time is 00.08.87

  187. Azhar says:

    Thanks…………
    Nice tutorial…….. Hope u’ll keep same work goin in future and provide lots of such stuffs
    God bless u…………. keep coding
    Enjoy n take care………… once again thanks for guidance and for great tutorial

  188. Bilal says:

    Thanks…………
    What a way to start and complete this game!!!!
    Nice tutorial…….. Hope u’ll keep same work going in future and provide lots of such stuffs
    God bless u…………. keep coding
    Enjoy n take care………… once again thanks for guidance and for great tutorial

  189. XD says:

    By any chance… have you worked with Game Maker before?

  190. PA says:

    but lap finished same if car go forward and car go back

  191. Nice tutorials with easy steps thank you.

  192. vlatko says:

    Were is defs

  193. vlatko says:

    I like to create a game but are no were is defs and wath is it

  194. atomic robo kid says:

    Hello all. This particular tut originally made by GameSheep is fantastic. Much enjoyed. It’s very intuitive if you’re quite comfortable with Flash.

    My only concern is how to add AI opponents. of course I know it’s been done and some of the results are equally as fantastic. Did you lot see these?
    http://gamenetwork.gr/ and
    http://www.benz.be/forum/racing/course3.php
    by others users. Amazing. I was impressed because I would like to implement something like that. HOW????

    Please help me.

    THANKS IN ADVACE!!!
    :-)

  195. atomic robo kid says:

    @ gamenetwork

    hello. I tried to download your carTableDetail.rar file at this address >> http://gamenetwork.gr/carTableDetail.rar file on your website but all I get is un-readable code which seems to have the extension file type of a .RAR (compressed) file. It looks like the binary source code but how do i use it please?

    Because you’ve managed to solve the AI issue, I think virtually everyone here would be grateful. It’ll also make the original tutorial complete since no one can find the “GameSheep Car Racing Game – PART 2 – Adding Opponent Cars”. Please re-upload the FLA sourse file(s) for the version with opponent cars on your website (please post link here).

    Cheers mate.

    The Atomic Robo Kid

  196. Alexandre Colella says:

    Can you make an AS3 tutorial like this? :)

  197. Akhilesh says:

    Thanks!! such a nice tutorial……

  198. [...] Create a Lightbox effect only with CSS – no javascript neededFlash game creation tutorial – part 1Create a Flash Racing Game TutorialFlash game creation tutorial – part 2Make a Flash game like Flash Element Tower Defense – Part [...]

  199. Leirbag4 says:

    Nice tutorial!!! You´re a master!

  200. Oyunlar says:

    thanks this for good tutorial dude.

  201. aaaaa says:

    howwwwwwwwwwwwwwwwwwwwwwwwwwwww do i move my car

  202. aaaaa says:

    i cant play what tutorial goes in witch??????????????????????

  203. [...] PDRTJS_settings_2036579_post_68 = { "id" : "2036579", "unique_id" : "wp-post-68", "title" : "tutorial+%3A+making+game+flash+%22racing+game%22", "item_id" : "_post_68", "permalink" : "http%3A%2F%2Frahmandinus.wordpress.com%2F2010%2F06%2F24%2Ftutorial-making-game-flash-racing-game%2F" } this tutorial explain about how to make racing game : tutorial : click me [...]

  204. Rafix says:

    When i downloaded first fla file and open it. I got format error. Do anybody know how to fix it? Please.

  205. Thomas says:

    Well, I’ve watched a lot of your tuts and I have to say you’re great. They’re all really helpfull. So is this one!
    Thanks@NL!

  206. Jamee says:

    7.73 is my best lap time. thanks for the tutorial!

  207. Nile says:

    PLEASE HELP!!!!!!!!!How do i set the alpha to zero?\
    & when i customize the graphics of the symbol it slows my car down!

  208. Ado73 says:

    Cuando le doy al boton “Play Again” no hace nada, es como si el boton no tubiera acciones. ¿que hago?

  209. My time was 00:08:27 :P

  210. chris says:

    Hi
    Great tutorial, im needed some help im a propper noob at this, i’ve followed the tutorial tested the game and got it working but what i need to know is how to save the game to be play on a website and how to put the game on my website?

  211. chris says:

    forgot to mention i haved saved the game as .swf but when i open the game i doesnt work??

  212. Fenix says:

    Guys, how can i get more real physics? For example, drifts, normal acceleraton, braking, etc.

  213. Pat says:

    and how can i make other cars racing me and adding the position?

  214. fakeoff says:

    lol my best lap : 0.00 :O , :)) 8:50 ^^

  215. fakeoff says:

    now 8:33 :D

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  217. juib says:

    I would recommend a wall at the edge of the map because otherwise (although it is a little difficult) the car can leave the map completely…

  218. Adi says:

    This game tutorial is the best, thnx for deatailed lesson.

  219. lulu says:

    2 questions..

    1) how to change the code into 1 player.. without “check to see if the car in question is controlled by the player or by the computer”

    2) how to change the lap from 10 laps to only 1 lap??

    helppp pls… pls pls pls~~ :(

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