# Flash

Season games are games based upon Halloween, Christmas, Valentine’s Day, Easter, and so on. Normally they are classic games with a season theme, just like my two ones, Christmas Couples and Halloween Couples. The question is: is it worth it to work on season games? If you read this post, you can read it’s not

## In-game banners, after 1,000,000 plays

Some time ago I released SamePhysics, my first Box2D game, a self-sponsored game with a rotating banner placed in the lower play area. I decided to rotate five different banners, four of them link to my sites/games and one was sold to Rotten Tomato Games. I published some considerations after 75,000 views Let’s see what

## Triqui’s Picks #1

Starting from this week, I’ll show you the new games I publish on triqui.com. I always try to pick games with interesting gameplay and in this post I’ll spend a couple of words from a PROgrammer point of view. Stabilize!: this is the kind of Flash game I love: clean design, easy to play, no

## WorDrop

Word Play contest is over, you can see the winners in the official MochiLand post, and it’s time to show you my little game based on words. It’s called WorDrop and it’s a Box2D game made in a couple of days based on this prototype. It’s not that great game but I would like to

## Basic Box2D rope

It’s time to create a rope with Box2d. To start defining a rope, we’ll start from something similar: a chain. A chain is a series of two or more connected links. The smaller and closer the links, the more flexible the chain. So we can define a rope as a “perfect chain”, with infinite links.

## Introducing Box2D filtering

In Box2D, normally every object collides with other objects in the stage. But sometimes we may need a way to make an object collide with only certain objects, ignoring the rest. I am not talking about sensors, but real objects that won’t collide with certain other objects. This feature can be done with filtering. Collision

## Rendering joints with Box2D

In most Box2D projects you can see how to render bodies or attach objects to them, but I couldn’t see any tutorial about rendering joints. If you look at the classic rendering loop it’s something like this one for (var bb:b2Body = m_world.m_bodyList; bb; bb = bb.m_next) { if (bb.m_userData is Sprite) { bb.m_userData.x =

## Simulating a hook with Box2D

In a comment to Pumpkin Story prototype, a reader asked for a function to simulate a hook. This can be quite easily done in some steps. This first step will set a rule: you can only hook to a static body. Obviously it’s not a mandatory, rule, but just a gameplay one. In this example,

## Pumpkin Story prototype

This quick Pumpkin Story prototype is made merging and mixing these scripts: Drawing arcs with AS3 and Creation of a Flash artillery game using Box2D. If you notice, it’s similar to an artillery game (like Bloons) with the “only” difference you are the bullet. This opens some interesting gameplay options, so interesting I am going

## Drawing arcs with AS3

If you have ever tried to draw arcs with AS3 (or AS2), you probably smashed your computer on the floor after spending hours with curveTo(). That’s not what we need when we want to draw simple arcs, without any Bezier curve. That’s why I made my own function. It’s not that interesting since it only

214 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