New tile based platform engine – part 7 – trampolines

Emanuele Feronato on Sep 30, 2008 • 15 Comments

After the AS3 translation of AS2 part 6, it’s time to introduce trampolines. Just like ladders, trampolines have their rules. Here they are: 1 – A trampoline does not act like a wall, so a player can walk through it just like a cloud 2 – A trampoline should never be placed over another trampoline [...]

The great Multiwinia give-away

Emanuele Feronato on Sep 29, 2008 • Leave a comment

Sometimes Flash developers also work to game development on other platforms. It’s the case of byronay that worked on Multiwinia, a multiplayer game that will make you challenge your opponent to a game of stick-man slaughter and witness devastating digital-war unfold. Byron has decided to give away all 10 copies to random people and all [...]

Triqui.com WordPress arcade now in beta

Emanuele Feronato on Sep 28, 2008 • 41 Comments

If you followed the Creation of a Flash arcade site using WordPress series you know I am about to release a WP Arcade theme with automatic game submission thanks to a plugin that parses MochiAds feed. It’s time to open the beta to the public and make the site run. It’s time to play, rate [...]

New tile based platform engine – AS3 version

Emanuele Feronato on Sep 25, 2008 • 9 Comments

First, I would like to say the engine is not finished as I have a lot of tile types to add. This is the AS3 version of part 6. I am fixing some glitches and preparing another post about the theory of platform games This is the code 1 2 3 4 5 6 7 [...]

New tile based platform engine – part 6 – ladders

Emanuele Feronato on Sep 23, 2008 • 26 Comments

It’s time to introduce ladders. Ladders are quite hard to do for one reason: there is a lot of ways of intending ladders. Can the player jump when on a ladder? Should a ladder act as a hole if the player walks on it? These are only two of the many questions you may ask [...]

New tile based platform engine – part 5 – clouds

Emanuele Feronato on Sep 21, 2008 • 9 Comments

You asked for the clouds, and here they are. Clouds are marked with a 5 in level array. Next stop… ladders…

New tile based platform engine – theory behind the player

Emanuele Feronato on Sep 20, 2008 • 3 Comments

This post will explain the theory behind the player of my tile based plaftorm engine, and answer to some questions readers made commenting steps 1 to 4 First, you must know how Flash converts coordinates to pixels. The player in this platform is a rectangle whose width is 12 pixels and height is 18 pixels. [...]

New tile based platform engine – part 4

Emanuele Feronato on Sep 19, 2008 • 9 Comments

For all jumping fanatics out there, I developed the jumping routine. You can jump hitting SPACE, hope you like it. From next post, I’ll start explaining how I developed this script and obviously I will add a lot of tile types. Now I need some decent pixel art to give the game a polished look. [...]

New tile based platform engine – part 3

Emanuele Feronato on Sep 18, 2008 • 5 Comments

In this 3rd step I introduced the gravity. Now the hero starts on the top of the screen and he can walk “downhill” thanks to gravity. During next step I’ll introduce jumps, then a massive explication will follow. And AS3 version, of course. I have to say, making a platform engine is funny and a [...]

New tile based platform engine – part 2

Emanuele Feronato on Sep 17, 2008 • 9 Comments

In the second part of the engine, I added boundary walls. Still raw code at the moment, but you can see it in action here. It’s the same thing as the one published in part 1, I just added walls and collisions. One note… the hero now has its anchor point on its center, where [...]

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