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Help needed

Emanuele Feronato on Jan 14, 2008 • 15 Comments

This is what I found today in Google search engine: I know I shouldn’t talk about attacks because it just made more attacks to happen, but this time I really don’t know what to do. I receive half of the traffic from Google and really don’t know what to do. I know my site was [...]

Experiment: monetizing a Flash game – Part 7

Emanuele Feronato on Jan 13, 2008 • 24 Comments

Multipart tutorial: available parts 1, 2, 3, 4, 5, 6, 7, 8, 9 For those of you that wonder how it’s going with the experiment (read posts from 1 to 6 to know more about it) here’s a quick update: Circle Chain Days in the wild: 77 MochiAds impressions: 267,872 MochiBot plays: n/a MochiBot top [...]

Glomb – The first Flash game to use MochiAds Leaderboards

Emanuele Feronato on Jan 12, 2008 • 10 Comments

Update: MochiAds Leaderboards released – let’s see how does it work – read this post too! I am very happy to introduce you Glomb, the first Flash game to use MochiAds leaderboards to track highscores. The game was built upon the idea of a Prototype of a Flash game like Biggification, but I changed some [...]

Flash game level editor

Emanuele Feronato on Jan 10, 2008 • 15 Comments

All big game industries use game editors to design the levels of their games. Just think about games like Unreal Tournament 3… its maps are designed with a level editor. It would be impossible to design such accurate maps just inserting array values or XML tags or whatsoever. We aren’t creating games like UT3, but [...]

Prototype of a Flash game like Biggification

Emanuele Feronato on Jan 9, 2008 • 18 Comments

Do you know a game called Biggification? It’s the perfect example of an one-day game that made a great success, scoring a 3.78 on Newgrounds and being reviewed by 151 people with an average score of 8.3 The aim of the game is very simple, as shoud be any one-day game: collect expanding orbs by [...]

How to embed MochiAds highscores in your game

Emanuele Feronato on Jan 6, 2008 • 10 Comments

As you should know, MochiAds is not only the largest ad network for Flash games, but it also provides additional – and free – services to its users. One interesting feature is highscores management. In the MochiAd.as file you must include in your game in order to show ads, there are two functions, without any [...]

Complete Flash pool game with highscores

Emanuele Feronato on Jan 5, 2008 • 58 Comments

Today is a very important day. For three reasons. First: For the first time (as far as I know) a coder that published a complete game with MochiAds released the full source code of its game. Second: It’s a damn good and complete game with loading, splash, gameplay, game over, and highscore table. Third: I [...]

Win $3,500 with the Casual Gameplay Design Competition #5

Emanuele Feronato on Jan 3, 2008 • 9 Comments

Jay is Games is hosting his 5th Casual Gameplay Design Competition, sponsored by Gimme5games, Mochi Media and Adobe. Gimme5Games may seem the million-th games portal in the net, but it’s owned by Eidos (Tomb Rider guys), while Mochi Media is the company behind MochiAds and MochiBot. Adobe is… well… Adobe. To enter, you have to [...]

Managing savegames with Flash shared objects

Emanuele Feronato on Jan 2, 2008 • 33 Comments

How many times did you find an option to save the game in Flash? How many times did you see a game that keeps track of your previously solved levels, like Nitrome’s Snow Drift? Today you’ll learn how to do it… and it’s very simple! We can do it with just a couple of instructions [...]

5 tips for a better dynamic text management in Flash

Emanuele Feronato on Jan 1, 2008 • 11 Comments

I am starting the new year with a post about commons mistakes when using a dynamic text in Flash, and how to manage it 1) Give your text an instance name Giving your text an instance name will make your dynamic text to be changed more easily than using the Var field. For instance, if [...]

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