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Archive for the ‘Flash’ Category:

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, [...]

Triqui’s Picks #13

Emanuele Feronato on Jan 11, 2010 • Leave a comment

Only two games this week, but really really amazing. Jones Platformer: Don’t make the poor graphic fool you, this is an incredible platform game. The animation of the main character is awesome… you can make an incredible set of actions in a really smooth way. What I liked: Awesome and hard. Programming difficulty: Wow. 5/5 [...]

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.

field_mc now decides the color of the balls in the stage (like in the original game, they must change color at every level) and places [...]

Triqui’s Picks #12

Emanuele Feronato on Jan 4, 2010 • 1 Comment

We’re starting the new year with just three games: Ricochet Kills: PP: Shoot a projectile and use ricochets to kill all enemies. What I liked: Original concept Programming difficulty: Box2D without gravity. Or just simple math. 1/5 Where is 2010?: Arcade adventure, help the little man find the New Year toddler. What I liked: Nice [...]

Way of an Idea Box2D prototype

Emanuele Feronato on Dec 29, 2009 • 10 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 [...]

Triqui’s Picks #11

Emanuele Feronato on Dec 28, 2009 • Leave a comment

Six new games this last 2009 week: Back2Back: Control a troop trapped in an hostile planet and try to escape. I am sure I played something similar when I had an Amiga. And enjoyed it a lot What I liked: It could be a budget PC game. Programming difficulty: The basics are very easy, but [...]

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