# Actionscript 2

## New tile based platform engine – part 11 – slopes part a

You asked for it, I made it… ladies and gentlemen… SLOPES! (applause). I decided to split slopes in two parts, because they are a bit more difficult than other tile types. In this part, you can walk on slopes but you can’t jump on/from them. Oh, well, you can actually jump or land on them,

## New tile based platform engine – part 10 – optimization, doors n’ keys

Here we are with some optimization, as well as a feature some people requested: doors and keys. Let’s start with the first optimization step. Optimization See how does the script at step 9 determine if a tile is walkable (player can pass through it): if ((top_right != 0 and top_right != 5 and top_right !=

## Create a Flash game like Gold Miner – step 2

I received a lot of emails asking me to add left-right movement to my Gold Miner clone and requiring more information about manually placing the boulders. In order to add left-right movement, you need to check for left and right arrow keys and move the hook in the proper direction. Just remember you don’t have

## New tile based platform engine – part 9 – coins n’ spikes

You asked for coins and spikes, and here they are… As usual I had to define some rules… in this case spikes are deadly only when the player has both feet on it… later I will make a lava (or electric) tile that will kill the player even if he only has one foot on

## New tile based platform engine – more theory

This post continues New tile based platform engine – theory behind the player and answers some questions made in these days. In this part I’ll explain how to determine collisions between the player and the walls. Once I know player position (easy to know thanks to _x and _y for AS2 or x and y

## Create a Flash game like Gold Miner

Today I received an email from a reader asking me to make a tutorial of a game like Gold Miner. It’s a Flash demo of a downloadable game, and I think its gameplay is interesting enough to deserve a tutorial. The main actor in this game is the hook (in the original game, a claw).

## New tile based platform engine – part 8 – patrols

Every platform game should have enemies. Every enemy has an artificial intelligence that makes it act in a smart or dumb way… and the patrol is the dumbest enemy. The patrol walk in a direction until he has ground under his feet and does not hit a wall. In this first version, the patrol does

## New tile based platform engine – part 7 – trampolines

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

## New tile based platform engine – part 6 – ladders

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

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

215 GAME PROTOTYPES EXPLAINED WITH SOURCE CODE
// 1+2=3
// 10000000
// 2 Cars
// 2048
// Avoider
// Ballz
// Block it
// Blockage
// Bloons
// Boids
// Bombuzal
// Breakout
// Bricks
// Columns
// CubesOut
// Dots
// DROP'd
// Dudeski
// Eskiv
// Filler
// Fling
// Globe
// HookPod
// Hundreds
// InkTd
// Iromeku
// Lumines
// Magick
// MagOrMin
// Maze
// Memdot
// Nano War
// Nodes
// o:anquan
// Ononmin
// Pacco
// Phyballs
// Platform
// Poker
// Pool
// Poux
// Pudi
// qomp
// Racing
// Renju
// SameGame
// Security
// Sling
// Slingy
// Sokoban
// Splitter
// Sproing
// Stack
// Stairs
// Stringy
// Sudoku
// Tetris
// Threes
// Toony
// Turn
// TwinSpin
// vvvvvv
// Wordle
// Worms
// Yanga
// Zhed
// zNumbers