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	<title>Comments on: Making a Complete Flash Game: Menus, UI, Screens, or Windows</title>
	<atom:link href="http://asgamer.com/2009/making-a-complete-flash-game-menus-ui-screens-or-windows/feed" rel="self" type="application/rss+xml" />
	<link>http://asgamer.com/2009/making-a-complete-flash-game-menus-ui-screens-or-windows</link>
	<description>Learn to Make Flash Games, Applications, and Websites</description>
	<pubDate>Sat, 31 Jul 2010 11:55:17 +0000</pubDate>
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		<title>By: Par</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-menus-ui-screens-or-windows/comment-page-1#comment-5013</link>
		<dc:creator>Par</dc:creator>
		<pubDate>Fri, 11 Jun 2010 13:25:43 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=429#comment-5013</guid>
		<description>Entirely preference. Not always everything that will need a reference of the stage will need to be added to the stage. For that reason I just pass it through to the classes I know will need it. However, if you want to do it your way, that's absolutely fine. Both work.</description>
		<content:encoded><![CDATA[<p>Entirely preference. Not always everything that will need a reference of the stage will need to be added to the stage. For that reason I just pass it through to the classes I know will need it. However, if you want to do it your way, that&#8217;s absolutely fine. Both work.</p>
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		<title>By: UnknownGuardian</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-menus-ui-screens-or-windows/comment-page-1#comment-4951</link>
		<dc:creator>UnknownGuardian</dc:creator>
		<pubDate>Thu, 27 May 2010 00:11:41 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=429#comment-4951</guid>
		<description>I don't see the point in the stageRef variables you seem to use quite a bit. To avoid those, you should just add the ADDED_TO_STAGE listener in your constructor and perform methods that need the stage inside that method. Then if you want to use the stage after its been added, you can just call "stage", because it has been added to it.

For example, if a sprite is added to the stage, just call stage.removeChild(sp); instead of stageRef.removeChild(sp); and having to pass a stage ref in for each constructor.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t see the point in the stageRef variables you seem to use quite a bit. To avoid those, you should just add the ADDED_TO_STAGE listener in your constructor and perform methods that need the stage inside that method. Then if you want to use the stage after its been added, you can just call &#8220;stage&#8221;, because it has been added to it.</p>
<p>For example, if a sprite is added to the stage, just call stage.removeChild(sp); instead of stageRef.removeChild(sp); and having to pass a stage ref in for each constructor.</p>
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		<title>By: Pete</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-menus-ui-screens-or-windows/comment-page-1#comment-4741</link>
		<dc:creator>Pete</dc:creator>
		<pubDate>Sun, 07 Feb 2010 14:56:55 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=429#comment-4741</guid>
		<description>Here is how to put the code to start the game based on this model:

in the play game function: 
private function playGame(e:MouseEvent) : void
		{
              this.stageRef.dispatchEvent(new Event("gameSTART"));
 
		}
and in the Engine.as, under the preLoader.addEventListener...stuff, add the following:
  stage.addEventListener("gameSTART", fGameStart);

then in the Engine.as, create the following function:

private function fGameStart(evt:Event):void {

//code to start your game goes here...

}

It works great for me.....in fact I added four different game start buttons (various difficulty) and just process which one was clicked.

Great set of tutorials by the way!</description>
		<content:encoded><![CDATA[<p>Here is how to put the code to start the game based on this model:</p>
<p>in the play game function:<br />
private function playGame(e:MouseEvent) : void<br />
		{<br />
              this.stageRef.dispatchEvent(new Event(&#8221;gameSTART&#8221;));</p>
<p>		}<br />
and in the Engine.as, under the preLoader.addEventListener&#8230;stuff, add the following:<br />
  stage.addEventListener(&#8221;gameSTART&#8221;, fGameStart);</p>
<p>then in the Engine.as, create the following function:</p>
<p>private function fGameStart(evt:Event):void {</p>
<p>//code to start your game goes here&#8230;</p>
<p>}</p>
<p>It works great for me&#8230;..in fact I added four different game start buttons (various difficulty) and just process which one was clicked.</p>
<p>Great set of tutorials by the way!</p>
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		<title>By: Jordan</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-menus-ui-screens-or-windows/comment-page-1#comment-4712</link>
		<dc:creator>Jordan</dc:creator>
		<pubDate>Sun, 10 Jan 2010 21:00:19 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=429#comment-4712</guid>
		<description>If you are having problems with merging this tutorial to the shooter game tutorial visit the forums. http://asgamer.com/forum/viewtopic.php?f=3&#38;t=79</description>
		<content:encoded><![CDATA[<p>If you are having problems with merging this tutorial to the shooter game tutorial visit the forums. <a href="http://asgamer.com/forum/viewtopic.php?f=3&amp;t=79" rel="nofollow">http://asgamer.com/forum/viewtopic.php?f=3&amp;t=79</a></p>
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		<title>By: iqbal</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-menus-ui-screens-or-windows/comment-page-1#comment-4699</link>
		<dc:creator>iqbal</dc:creator>
		<pubDate>Fri, 01 Jan 2010 12:44:12 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=429#comment-4699</guid>
		<description>hai all,

i get an error:1120: Access of undefined property btnPlay.</description>
		<content:encoded><![CDATA[<p>hai all,</p>
<p>i get an error:1120: Access of undefined property btnPlay.</p>
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	<item>
		<title>By: aks</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-menus-ui-screens-or-windows/comment-page-1#comment-4626</link>
		<dc:creator>aks</dc:creator>
		<pubDate>Wed, 09 Dec 2009 13:40:40 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=429#comment-4626</guid>
		<description>hi there , nice tutorial 

but i didnt get only one thing. what will be the code inside the
playGame function ??????

plz can any one help me with this.

by the way thanks a lot man greate tutorial i followed the complete tutorial. love u man....</description>
		<content:encoded><![CDATA[<p>hi there , nice tutorial </p>
<p>but i didnt get only one thing. what will be the code inside the<br />
playGame function ??????</p>
<p>plz can any one help me with this.</p>
<p>by the way thanks a lot man greate tutorial i followed the complete tutorial. love u man&#8230;.</p>
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	<item>
		<title>By: Siddin</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-menus-ui-screens-or-windows/comment-page-1#comment-4598</link>
		<dc:creator>Siddin</dc:creator>
		<pubDate>Wed, 25 Nov 2009 21:26:10 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=429#comment-4598</guid>
		<description>First of all I'd like to thank you for these excellent tutorials, Par.

But I have a question. I'm trying to start my game from the MainMenu class, as you'll probably explain in your next tutorial. I have no idea how to do this.
Can you help?</description>
		<content:encoded><![CDATA[<p>First of all I&#8217;d like to thank you for these excellent tutorials, Par.</p>
<p>But I have a question. I&#8217;m trying to start my game from the MainMenu class, as you&#8217;ll probably explain in your next tutorial. I have no idea how to do this.<br />
Can you help?</p>
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		<title>By: misterbluedot</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-menus-ui-screens-or-windows/comment-page-1#comment-4595</link>
		<dc:creator>misterbluedot</dc:creator>
		<pubDate>Mon, 23 Nov 2009 13:25:15 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=429#comment-4595</guid>
		<description>Hey Par, good to see some new stuff back on the site. Thought I might point something out tho:

In the Engine's loadAsset() function, if you simply change "this.play;" to "gotoAndStop(3);" you don't have to nullify your functions parameters. You're still passing frame 2 so everything gets loaded for the engine to use, but you never display frame 2, so linked MCs in the asset holder won't cause the #1009 error.</description>
		<content:encoded><![CDATA[<p>Hey Par, good to see some new stuff back on the site. Thought I might point something out tho:</p>
<p>In the Engine&#8217;s loadAsset() function, if you simply change &#8220;this.play;&#8221; to &#8220;gotoAndStop(3);&#8221; you don&#8217;t have to nullify your functions parameters. You&#8217;re still passing frame 2 so everything gets loaded for the engine to use, but you never display frame 2, so linked MCs in the asset holder won&#8217;t cause the #1009 error.</p>
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		<title>By: james</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-menus-ui-screens-or-windows/comment-page-1#comment-4575</link>
		<dc:creator>james</dc:creator>
		<pubDate>Sat, 14 Nov 2009 03:16:19 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=429#comment-4575</guid>
		<description>Hi. i have been following you tutorials and i have always been wondering about menu's. HOW THE HECK DO YOU ADD A MENU TO AN ALREADY COMPLETED FLASH GAME?</description>
		<content:encoded><![CDATA[<p>Hi. i have been following you tutorials and i have always been wondering about menu&#8217;s. HOW THE HECK DO YOU ADD A MENU TO AN ALREADY COMPLETED FLASH GAME?</p>
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	<item>
		<title>By: Par</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-menus-ui-screens-or-windows/comment-page-1#comment-4564</link>
		<dc:creator>Par</dc:creator>
		<pubDate>Tue, 03 Nov 2009 20:55:01 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=429#comment-4564</guid>
		<description>very long hiatus</description>
		<content:encoded><![CDATA[<p>very long hiatus</p>
]]></content:encoded>
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