Hooray hooray Holi holiday

Going to Holiday, small trip to Minorca.

Got my laptop with me, time to prepare massive tutorials under the sun.

See you next sunday.

Emanuele

On the horizon #1

I start today a new category called “On the horizon”.

Since I ofter receive emails and comments asking when a tutorial will be released, I dediced to write every 10-15 days what’s coming soon on emanueleferonato.com

It works this way: here it is a list of tutorials and projects I am actually working on. You can raise the priority of one of them or ask for a new project by commenting this post.

So let’s see what’s on the horizon Read more

I HAD to do it…

This is the comment I received from amorphis some days ago about the creation of a flash ball game with visual from above.

«Could you just pleaseeeeeee upload some of the new types of tiles you have coded in order to see how do you place them among the normal ones and how do you make the ball interact with them because I am building a project for school and I am really short of time, and believe me very very very desperate :(((((((! So, if you could just give one example how to create the “weird” tile, how to place it among the other normal ones and how to make the ball interact with it I would be very very very grateful!!!!!!!

Thank you very much in front!

P.S. You are a live savior if you do me this favor! »

I receive comments and mails asking for tips such as “where am I supposed to write actionscript” or “do I need to have a monitor in order to see a Flash movie” and even if I try to reply to everyone, I must admit most of them get… deleted. Read more

Icy Bubble II released!

I am pleased to introduce you Icy Bubble II, a game made by Abhilash.

It’s the sequel of Icy Bubble, and it has some new interesting features.

Icy Bubble 2

Abhilash said: “hi!
after more than two months my second game is ready ‘Icy Bubble II’.
Its graphics are better than the previous one.I hope people will enjoy playing it as i enjoyed it making…..
Read more

Managing multiple collision detection with Flash

In all tutorials covered until now, we have always seen how to determine collisions between a single object and the rest of the objects in the stage, or part of them.

No matter if it was performed using hit test or trigonometry, the point is that in every moment of the game we knew all the objects that could be involved in a collision detection.

For example, collision between one ball and the state, or one bullet and enemies, and so on.

Sometimes we have to manage multiple collision detection.

Try to imagine a shoot’em up game, where several projectiles are fired against enemy ships, or a breakout/arkanoid clone where a power up multiplies the number of ball in the stage, or a pool game where every ball can hit every other ball or the table bounds.

Since we do not know how many objects there are in the stage, we need a routine to scan all objects and determine if they collide among each others.

There are two types of multiple collision: the first is when we have two (or more) separate types of objects that can collide. For example, in a shoot’em up we know we do not care about collisions among enemy ships themselves while we care about collisions between enemy ships and bullets. Read more

Create a flash draw game like Line Rider or others – A different approach – Part 3

Maybe some of you did not notice it, but there was a real pearl in a comment of Create a flash draw game blike Line Rider or others – A different approach – Part 2 post.

Jesuson studied all the source codes and came up with this comment:

—————-

I have been testing it and it chash a lot of times. I would change next things:
1. For the collision response, to calculate the out velocity I would use

vx1=-cosa*w.vx sina*w.vy;
vy1=(-cosa*w.vy-sina*w.vx)*bounce;

w.vx = -cosa*vx1-sina*vy1; //ball X velocity
w.vy = -cosa*vy1 sina*vx1; //ball Y velocity

Now it has got aceleration and velocity won’t be infinite. Read more

Create a Flash ball game with visual from above tutorial

August 3rd update: 2nd part released
December 13th update: 3rd part released
January 16th update: 4th part released

This tutorial does not cover anything new (well, this first part of this tutorial) but shows you how to create a Flash ball game with a visual from above and some decent graphics.

Being a ball game, I suggest you all to read the basics for a ball game movement in this tutorial.

In this one, there is no gravity but the method is the same.

In this tutorial I’ll cover two types of gameplay: one with the ball that runs on a static stage, and one with a fixed ball with a scrolling stage. We’ll see the pros and cons of both type of games.

First of all, let’s start with the aim of the game: you have to take your ball to the exit of each level avoiding any kind of traps.

In this first part, there isn’t any exit nor traps, just walkable tiles. So, at the moment the game will sound like “try not to fall off the tiles”. Read more

Gravity released!

Good news! Gravity is finished and released.

Gravity

Jon Dutko sent me an email writing:

It’s been a long time, man. But after months of procrastination, -Gravity- is done.

I’ve submitted it to Newgrounds. At time of writing, it isn’t getting the best scores in the portal, but that’s all right. It’s an innovative bit of ones and zeros, and, I tried. I’ve submitted it to AddictingGames, too, and, ego aside, it’ll hopefully get front page there.

I want to thank you, though. Without your help, none of this would have been possible. With your help, though, I’ve been able to submit some fairly decent material to Newgrounds. I’ve learned more Actionscript than most, and now, I can go off and make a game all my own.

It has been an honor, man. I’m including a copy of -Gravity- with this email, just in case.Read more

Creation of realistic spheres in Flash with textures and masking

I was preparing a new tutorial involving a visual from above, with a ball rolling on a tile map, and that's what I coded first, applied to an object linkaged as "ball" in the first frame:

ACTIONSCRIPT:
  1. power = 0.3;
  2. yspeed = 0;
  3. xspeed = 0;
  4. friction = 0.95;
  5. _root.attachMovie("ball", "ball", 1, {_x:250, _y:175});
  6. ball.onEnterFrame = function() {
  7.     if (Key.isDown(Key.LEFT)) {
  8.         xspeed -= power;
  9.     }
  10.     if (Key.isDown(Key.RIGHT)) {
  11.         xspeed += power;
  12.     }
  13.     if (Key.isDown(Key.UP)) {
  14.         yspeed -= power
  15.     }
  16.     if (Key.isDown(Key.DOWN)) {
  17.         yspeed += power
  18.     }
  19.    
  20.     xspeed *= friction;
  21.    
  22.     this._y += yspeed;
  23.     this._x += xspeed;
  24. };

This code is already explained in this tutorial, and it's almost the same except it has no gravity since the "camera" is above the objects.

This is the result:

If you play with arrow keys you should be able to have a sphere rolling through the stage.

I wrote that "should" because you... should be able to see the sphererolling... but the only thing you really see is a red circle. I can't see any sphere. Read more

Photoshop action to create an outer space scene

The net is full of tutorials about creating an outer space image, but every one of them, in order to achieve good results, require the user (you) to manually draw stars or adjust some parameters.

The real challenge is to code an action that creates an outer space without any drawing by the user.

The result I got, is a quite realistic outer space, and every time I play the action I get a different image.

Look at the examples:

Emanuele Feronato's outer space Read more

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