Perfect maze generation with AS3

Emanuele Feronato on Nov 28, 2008 • 13 Comments

I already talked about perfect mazes a couple of years ago with Step by step perfect maze generation with php and Perfect maze generation with Flash actionscript, but now it’s time to make it with AS3 and understand how can we use a perfect maze. Think about a perfect maze as a maze with no [...]

Goodbye AS2…

Emanuele Feronato on Nov 26, 2008 • 37 Comments

If you noticed, my last post about AS2 coding is New tile based platform engine – part 11 – slopes part b, almost a month ago. I decided to quit talking about AS2 because I am not using it anymore, excluding a couple of games I am about to complete. I am not that happy [...]

Monetizing Flash games: analyzing failures

Emanuele Feronato on Nov 25, 2008 • 12 Comments

The web is full of successful stories about monetizing Flash games… you will find some of them in Casual Games, Hard Money or you can read about my results at The experiment – one year later. Today I am writing about the other side of the coin… when you fail at monetizing Flash games. You [...]

Platform engine variation with hangable tiles

Emanuele Feronato on Nov 24, 2008 • 13 Comments

This is another version of my platform engine made by Bryan Devlin introducing some graphics, a visual death and hangable roofs. Bryan spread out the code to follow and understand it a bit better. This is what you’ll get: Notice the hangable tiles, that’s the major improvement. You can download source code here. Also, Bryan [...]

AS3 Flash game creation tutorial – part 6: timing

Emanuele Feronato on Nov 21, 2008 • 5 Comments

In previous part we added some gameplay, now it’s time to add timing. I recommend you to read Understanding AS3 Timer Class. I used time for two reasons: first, I want the player to collect as much coins as he can before a certain amount of time (to be defined), second to give the player [...]

Dragging objects with Box2D Flash

Emanuele Feronato on Nov 20, 2008 • 27 Comments

This is ideally the next part after Understanding pixels and meters with Box2D and how to select an object with mouse – part 2, but it’s so important understanding how to drag objects with Box2D that I decided to change the title. Anyway, in this uncommented example (a commented one will follow) you can select [...]

Win $16,000 with Flash Game Walk of Fame Contest!

Emanuele Feronato on Nov 19, 2008 • Leave a comment

Are you ready for a big Flash game development contest? MochiAds and ArcadeTown are running the Flash Game Walk of Fame Contest with $16,000 in sponsorships to be distributed to top five entries in this way: 1st Place: $7,000 2nd Place: $4,000 3rd Place: $2,000 4th Place: $1,500 5th Place: $1,500 To be elegible for [...]

Understanding AS3 Timer Class

Emanuele Feronato on Nov 18, 2008 • 9 Comments

A lot of time ago I wrote about AS2 time management in Flash simple timer/countdown. Now it’s time to see how to manage time with AS3. AS3 has its own class to manage time, the Timer class. You can read some documentation about this class in the official AS3 page, but in this test drive [...]

Understanding pixels and meters with Box2D and how to select an object with mouse – part 2

Emanuele Feronato on Nov 17, 2008 • 10 Comments

Ok, time to learn once for all how does Box2D manages object sizes, and how to set them right when working with AS3 In previous step I used a 90×90 pixel crate. The problem is Box2D does not works with pixels because it does not have a native pixel render engine. In other words, Box2D [...]

Understanding pixels and meters with Box2D and how to select an object with mouse – part 1

Emanuele Feronato on Nov 16, 2008 • 17 Comments

This will be the longest post title in blogging history… anyway I am about to explain you two things that seem to be still unclear about AS3 version of Box2D. The first one is Box2D measuring units that may seem weird until you realize Box2D works with meters where 1mt = 30 pixels. The second [...]

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