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Archive for the ‘Actionscript 3’ Category:

Come2Play multiplayer API tutorial

Emanuele Feronato on Jan 14, 2010 • 11 Comments

Today I want to introduce you a Come2Play multiplayer API tutorial written by Emanuele Ornella from Mind the Move. Emanuele is a Flash game developer and a board game designer too. « After the development of my first two games Tokyo Train and Haunted house I am interested in development of a multiplayer game. For [...]

Create amazing particle effects with Stardust Particle Engine

Emanuele Feronato on Jan 12, 2010 • 8 Comments

Time to learn something about particle systems… the term particle system refers to a computer graphics technique to simulate certain fuzzy phenomena, which are otherwise very hard to reproduce with conventional rendering techniques. Examples of such phenomena which are commonly replicated using particle systems include fire, explosions, smoke, moving water, sparks, falling leaves, clouds, fog, [...]

Shrink it Box2D prototype – Step 2

Emanuele Feronato on Jan 9, 2010 • 1 Comment

In the previous step I showed you how to shrink/expand any kind of polygon. Anyway in the original game, you can’t expand objects as much as you want, because you need mass to do it, and this adds strategy to the gameplay, because you have to shrink objects to gather the necessary mass to expand [...]

Way of an Idea Box2D prototype – Step 2

Emanuele Feronato on Jan 7, 2010 • 6 Comments

It’s time to apply the concepts seen at Pausing a Box2D simulation with Way of an Idea Box2D prototype to create a paused Box2D simulation that will start only when you’ll press SPACE, and meanwhile you can draw paths, just like in the original game. The only problem with this technique is you can’t use [...]

Pausing a Box2D simulation

Emanuele Feronato on Jan 6, 2010 • 7 Comments

There is a Box2D feature easy to implement and capable to add interesting gameplay that I haven’t found explained anywhere: the pause. I want to stop a Box2D simulation when I click the mouse, and to play it again with another click. The core function of this feature is Step. Normally is called this way: [...]

Shrink it Box2D prototype

Emanuele Feronato on Jan 5, 2010 • 4 Comments

Finally the Shrink it prototype is ready. This post continues Scaling objects with Box2D and Scaling objects with Box2D – part 2, with these features: 1) You can’t modify static objects 2) You can shrink objects with left mouse button, and expand them with left mouse button + SPACE, as in the original game 3) [...]

Ononmin Flash prototype – step 3

Emanuele Feronato on Jan 4, 2010 • 1 Comment

In this 3rd part we’ll manage stage edges and balls collisions. You’re invited to read steps 1 and 2 if you didn’t already. The main function does not change. 1 2 3 4 5 6 7 8 9 10 11 package { import flash.display.Sprite; public class onon extends Sprite { // field_mc has a parameter [...]

Way of an Idea Box2D prototype

Emanuele Feronato on Dec 29, 2009 • 9 Comments

Did you enjoy Way of an Idea? Nice physics game… besides the joints and motors used in level design, the most interesting part is the chalk drawing. . We are going to do it in three steps Step 1 – Freehand drawing Let’s start with a simple script with some mouse listeners to let the [...]

Ononmin Flash prototype – step 2

Emanuele Feronato on Dec 26, 2009 • 1 Comment

I added some features to the Ononmin Flash prototype I showed you some days ago. Now the mushroom moves along the x axis in a field with a customizable number of bad circles and can fire a bullet. At the moment the bullet keeps on flying until it reaches stage’s edges, then it’s removed and [...]

Ononmin Flash prototype

Emanuele Feronato on Dec 22, 2009 • 5 Comments

I want you to play a bit Ononmin. It’s a simple and addictive game that does not require any physics or 3D library to work. So it’s the best candidate to be prototyped. In this first part we’ll create the “mushroom” you control. In the original game, you can’t move the mushroom, allowing the player [...]

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