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An Even Better AS3 OOP Flash Custom Cursor In the last tutorial we created a custom cursor, in this tutorial we'll address some issue...

AS Gamer Spotlight Tutorials

What People are Saying about AS Gamer

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Hacked…. Twice…

Wow… First and foremost I am going to say sorry to anyone who has visited AsGamer during any of the times we have been hacked this month.  I promise, any virus installation attempts coming from this website are a result of hacking and are not the intent of AsGamer.  I truly hope everyone was successful [...]

May 12th, 2010 | News | 3 Comments »

A Review: SWF & FLV Toolbox 4

Today, the fine folks at Eltima Software have provided me with their cool new version of their product SWF & FLV Toolbox 4. At first when they came to me asking me to review it, I kindly turned them down. I mean, what’s this product going to do for a game developer. I couldn’t see it. How in the world am I going to use this? They quickly responded telling me some of the features in more detail. And at that point I was sold.

March 11th, 2010 | News | 3 Comments »

Asteroids Style Movement… Now with Firing Lasers

A few months ago I wrote a series on character movement. As a part of that series we discussed developing the movement for a spaceship shooter like Asteroids. Since then I’ve had multiple requests for how to make the ship fire bullets. No problem! This one is simple, super simple, you may smack yourself to the head repetitively with an iron stick for not thinking of it. But if you don’t have an iron stick, no problem, we’ll get this all squared away and you’ll be on your way to solving this sort of issue with ease from now on.

November 17th, 2009 | Tutorials | 17 Comments »

Graphic Design - Making Smoke in Flash

What good is smoke? Let’s think for a second. What produces smoke? Failing mechanical equipment, grenades, guns, volcanoes, factories, fires, vehicles, and probably a million other things. So does your Flash game need smoke, well, that’s for your to decide. But the fact of the matter is we can produce some rather convincing smoke with [...]

July 1st, 2009 | Tutorials | 15 Comments »

Why and How to Encrypt Your Flash SWF

So you just finished your first flash game, it’s excellent, at least you think so. I mean you put hours on top of hours into it. Your eyes have been bloodshot and you’ve pulled your hair out more than once. Needless to say, you’ve worked hard and you are incredibly proud of it (But your ego is in check, you’re not arrogant or anything :D ). So you send your game off to be spread virally around the internet and it’s doing amazing!!! You’re making all kinds of money on your advertising, then a week later some guy comes out with your game and new graphics… better graphics. But it’s the same game, seriously to the last detail it works almost the exact same way. You’re the victim of someone decompiling your game and stealing your source code! You’re game loses popularity and you just lost a lot of hard work and money!

June 23rd, 2009 | News, Tutorials | 17 Comments »

How to make Death vs. Monstars style explosions

If there’s one game that’s came out lately that I have really liked… it’s Death vs. Monstars. It’s an exciting simple little flash game with lots and LOTS of bullets. If you haven’t played it, you definitely should. The graphics are simple yet beautiful, and the gameplay is just fun. In this tutorial you are going to learn to make explosions like those in the game.

May 8th, 2009 | Link, Tutorials | 3 Comments »

Making a Complete Flash Game: Menus, UI, Screens, or Windows

Whatever you want to call it, a complete Flash game is going to need an user interface that kicks off the game. A place where the user can get more information about the game, see the credits, save the game, load the game, whatever needs to be done. The Menu the starts the game provides this functionality. So how are we going to do it? Well, you’re probably thinking this is a simple task, and it is. We’re going to make it a step simpler by creating a base menu class that we will extend in all our other menu classes. This base class will keep some of our core functionality so we don’t have to write transitions for each class uniquely.

April 27th, 2009 | Tutorials | 23 Comments »