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	<title>Comments for Flash Game Development Tutorials - As Gamer</title>
	<atom:link href="http://asgamer.com/comments/feed" rel="self" type="application/rss+xml" />
	<link>http://asgamer.com</link>
	<description>Learn to Make Flash Games, Applications, and Websites</description>
	<lastBuildDate>Fri, 16 Dec 2011 19:32:19 +0000</lastBuildDate>
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		<title>Comment on Making a Complete Flash Game: Menus, UI, Screens, or Windows by cool math</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-menus-ui-screens-or-windows/comment-page-1#comment-6282</link>
		<dc:creator>cool math</dc:creator>
		<pubDate>Fri, 16 Dec 2011 19:32:19 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=429#comment-6282</guid>
		<description>Great tutorial!, this save me a lot of time thinking on how to separate some component in my game and screens clases for less coupling between presentation and logic of the game code. :D</description>
		<content:encoded><![CDATA[<p>Great tutorial!, this save me a lot of time thinking on how to separate some component in my game and screens clases for less coupling between presentation and logic of the game code. <img src='http://asgamer.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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	</item>
	<item>
		<title>Comment on Why and How to Encrypt Your Flash SWF by cool math</title>
		<link>http://asgamer.com/2009/why-how-to-encrypt-your-flash-swf/comment-page-1#comment-6281</link>
		<dc:creator>cool math</dc:creator>
		<pubDate>Fri, 16 Dec 2011 19:29:27 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=459#comment-6281</guid>
		<description>Great tutorial!!... i found a online  encrypting tool for swf files but i&#039;m not sure how good is compared to &quot;secure SWF&quot;... 
http://encrypt-swf.raisedtech.com/</description>
		<content:encoded><![CDATA[<p>Great tutorial!!&#8230; i found a online  encrypting tool for swf files but i&#8217;m not sure how good is compared to &#8220;secure SWF&#8221;&#8230;<br />
<a href="http://encrypt-swf.raisedtech.com/" rel="nofollow">http://encrypt-swf.raisedtech.com/</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on AS3 Flash Games for Beginners: Scores, HUDS, and User Interface by Thomas</title>
		<link>http://asgamer.com/2009/as3-flash-games-for-beginners-scores-huds-and-user-interface/comment-page-2#comment-6278</link>
		<dc:creator>Thomas</dc:creator>
		<pubDate>Mon, 12 Dec 2011 08:01:47 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=269#comment-6278</guid>
		<description>I added a new function called die() to my Ship class so that my ship can be removed when it dies. I made it just like all of the objects when they are removed from the stage...

public function die():void {
  if(stageRef.contains(this)) {
     removeEventListener(Event.ENTER_FRAME, loop);
     //
     stageRef.removeChild(this);
  }
}

....

and I added to the Engine class...

var lose:Boolean=false;


and I have an if statement in my Engine loop function...

if (hud.s_hits&gt;10 &amp;&amp; !lose) {
   ourShip.die();
   lose=true;
}
--------------------------------------------------------------
this removes the ourShip object from the screen, but...
  *the enemy ships can still find the ourShip object and fire a stinger bullet
  *all of the hitTests still work as if the ship is just standing still at the place that it died... 

___________________________________________
can anyone explain why this is happening?

basically...
even though I remove the ship... everything acts as if the ship were still there...


Thanks</description>
		<content:encoded><![CDATA[<p>I added a new function called die() to my Ship class so that my ship can be removed when it dies. I made it just like all of the objects when they are removed from the stage&#8230;</p>
<p>public function die():void {<br />
  if(stageRef.contains(this)) {<br />
     removeEventListener(Event.ENTER_FRAME, loop);<br />
     //<br />
     stageRef.removeChild(this);<br />
  }<br />
}</p>
<p>&#8230;.</p>
<p>and I added to the Engine class&#8230;</p>
<p>var lose:Boolean=false;</p>
<p>and I have an if statement in my Engine loop function&#8230;</p>
<p>if (hud.s_hits&gt;10 &amp;&amp; !lose) {<br />
   ourShip.die();<br />
   lose=true;<br />
}<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
this removes the ourShip object from the screen, but&#8230;<br />
  *the enemy ships can still find the ourShip object and fire a stinger bullet<br />
  *all of the hitTests still work as if the ship is just standing still at the place that it died&#8230; </p>
<p>___________________________________________<br />
can anyone explain why this is happening?</p>
<p>basically&#8230;<br />
even though I remove the ship&#8230; everything acts as if the ship were still there&#8230;</p>
<p>Thanks</p>
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	</item>
	<item>
		<title>Comment on AS3 Flash Games for Beginners: Scores, HUDS, and User Interface by Thomas</title>
		<link>http://asgamer.com/2009/as3-flash-games-for-beginners-scores-huds-and-user-interface/comment-page-2#comment-6277</link>
		<dc:creator>Thomas</dc:creator>
		<pubDate>Mon, 12 Dec 2011 07:39:29 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=269#comment-6277</guid>
		<description>I added a new function called die() to my ourShip class... as shown,

public function die():void {
if(stageRef.contains(this)) {
				//
				removeEventListener(Event.ENTER_FRAME, loop);
				//
				var explosion:Explosion=new Explosion(stageRef,1,x,y);
				stageRef.addChild(explosion);
				stageRef.removeChild(this);
			}
		}</description>
		<content:encoded><![CDATA[<p>I added a new function called die() to my ourShip class&#8230; as shown,</p>
<p>public function die():void {<br />
if(stageRef.contains(this)) {<br />
				//<br />
				removeEventListener(Event.ENTER_FRAME, loop);<br />
				//<br />
				var explosion:Explosion=new Explosion(stageRef,1,x,y);<br />
				stageRef.addChild(explosion);<br />
				stageRef.removeChild(this);<br />
			}<br />
		}</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Graphic Design &#8211; Making Smoke in Flash by Stevie steve</title>
		<link>http://asgamer.com/2009/game-graphic-design-smoke-flash/comment-page-1#comment-6272</link>
		<dc:creator>Stevie steve</dc:creator>
		<pubDate>Sat, 03 Dec 2011 15:22:52 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=474#comment-6272</guid>
		<description>Thanks! was looking for this for 2 days! Thank you very much!</description>
		<content:encoded><![CDATA[<p>Thanks! was looking for this for 2 days! Thank you very much!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Graphic Design &#8211; Making Smoke in Flash by APepIT</title>
		<link>http://asgamer.com/2009/game-graphic-design-smoke-flash/comment-page-1#comment-6267</link>
		<dc:creator>APepIT</dc:creator>
		<pubDate>Mon, 28 Nov 2011 12:52:01 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=474#comment-6267</guid>
		<description>Hi there,

I&#039;m a complete novice when it comes to AS3, how would I duplicate the smoke so I could have to smoke trails?</description>
		<content:encoded><![CDATA[<p>Hi there,</p>
<p>I&#8217;m a complete novice when it comes to AS3, how would I duplicate the smoke so I could have to smoke trails?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on AS3 Flash Games for Beginners: Adding Library Objects to Stage with AS3 by I would prefer my name not published</title>
		<link>http://asgamer.com/2009/flash-game-design-basics-adding-library-objects-to-stage-with-as3/comment-page-2#comment-6265</link>
		<dc:creator>I would prefer my name not published</dc:creator>
		<pubDate>Sat, 26 Nov 2011 19:53:08 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=32#comment-6265</guid>
		<description>When I what first reading this I was confused and did not get it at all. After reading the explanations of the code it was very clear and easy to understand. Thanks a lot! Oh, and just wondering; why put the ActionScript files in a com folder, is it just standards? Why even make an external ActionScript file? Why not just put in right inside the .fla document?</description>
		<content:encoded><![CDATA[<p>When I what first reading this I was confused and did not get it at all. After reading the explanations of the code it was very clear and easy to understand. Thanks a lot! Oh, and just wondering; why put the ActionScript files in a com folder, is it just standards? Why even make an external ActionScript file? Why not just put in right inside the .fla document?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Making a Complete Flash Game: Menus, UI, Screens, or Windows by JRF</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-menus-ui-screens-or-windows/comment-page-1#comment-6244</link>
		<dc:creator>JRF</dc:creator>
		<pubDate>Wed, 23 Nov 2011 03:03:50 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=429#comment-6244</guid>
		<description>I got it!
Just follow this tutorial just as if your game didn&#039;t exist yet.
Make sure you get each of the 3 parts working and your game loading before you get to the next part.
Also I used the Stage document background color set to black,instead of using the rectangle in the very beginning.Since I could not change my games document without breaking it.
Then I just set it up using Pete says:
February 7, 2010 at 9:56 am-
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…
myPerson = new Person(stage);
myPerson.x = stage.stageWidth / 2;
myPerson.y = stage.stageHeight / 2;
stage.addChild(myPerson);
			
scoreHUD = new ScoreHUD(stage); //create our HUD
stage.addChild(scoreHUD); //and display it.
 			
myGerm = new Germ(stage, myPerson);
stage.addChild(myGerm);
			
trace(GermRemoved );
if (GermRemoved == 0)	
{
addEventListener(Event.ENTER_FRAME, loop, false, 0, true);
trace(&quot;Yesloop&quot;);
//GermRemoved = 1;
trace(GermRemoved );
}
else
{
trace(&quot;Noloop&quot;);
}

}
Basically I waited to add anything to stage form my game until I was ready to press the play button.
Finally to get rid of the Main Menu I just added:
unload();
to
private function playGame(e:MouseEvent) : void
		{
 		unload();
		this.stageRef.dispatchEvent(new Event(&quot;gameSTART&quot;));
		}
  And now to continue with my game development!
Hope this helps someone.</description>
		<content:encoded><![CDATA[<p>I got it!<br />
Just follow this tutorial just as if your game didn&#8217;t exist yet.<br />
Make sure you get each of the 3 parts working and your game loading before you get to the next part.<br />
Also I used the Stage document background color set to black,instead of using the rectangle in the very beginning.Since I could not change my games document without breaking it.<br />
Then I just set it up using Pete says:<br />
February 7, 2010 at 9:56 am-<br />
in the play game function:<br />
private function playGame(e:MouseEvent) : void<br />
{<br />
this.stageRef.dispatchEvent(new Event(”gameSTART”));</p>
<p>}<br />
and in the Engine.as, under the preLoader.addEventListener…stuff, add the following:<br />
stage.addEventListener(”gameSTART”, 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…<br />
myPerson = new Person(stage);<br />
myPerson.x = stage.stageWidth / 2;<br />
myPerson.y = stage.stageHeight / 2;<br />
stage.addChild(myPerson);</p>
<p>scoreHUD = new ScoreHUD(stage); //create our HUD<br />
stage.addChild(scoreHUD); //and display it.</p>
<p>myGerm = new Germ(stage, myPerson);<br />
stage.addChild(myGerm);</p>
<p>trace(GermRemoved );<br />
if (GermRemoved == 0)<br />
{<br />
addEventListener(Event.ENTER_FRAME, loop, false, 0, true);<br />
trace(&#8220;Yesloop&#8221;);<br />
//GermRemoved = 1;<br />
trace(GermRemoved );<br />
}<br />
else<br />
{<br />
trace(&#8220;Noloop&#8221;);<br />
}</p>
<p>}<br />
Basically I waited to add anything to stage form my game until I was ready to press the play button.<br />
Finally to get rid of the Main Menu I just added:<br />
unload();<br />
to<br />
private function playGame(e:MouseEvent) : void<br />
		{<br />
 		unload();<br />
		this.stageRef.dispatchEvent(new Event(&#8220;gameSTART&#8221;));<br />
		}<br />
  And now to continue with my game development!<br />
Hope this helps someone.</p>
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	</item>
	<item>
		<title>Comment on Inspirational Game: Globetrotter XL by hwee</title>
		<link>http://asgamer.com/2009/inspirational-game-globetrotter-xl/comment-page-1#comment-6242</link>
		<dc:creator>hwee</dc:creator>
		<pubDate>Tue, 22 Nov 2011 11:54:17 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=279#comment-6242</guid>
		<description>After playing the game, I just want to make another game that you have to pick a place where a famous history event occured.</description>
		<content:encoded><![CDATA[<p>After playing the game, I just want to make another game that you have to pick a place where a famous history event occured.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Making a Complete Flash Game: Menus, UI, Screens, or Windows by JRF</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-menus-ui-screens-or-windows/comment-page-1#comment-6235</link>
		<dc:creator>JRF</dc:creator>
		<pubDate>Mon, 21 Nov 2011 15:01:40 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=429#comment-6235</guid>
		<description>Same question as rob-If any one got this to work with their game please post your code. So we have some idea of how it is done-please!</description>
		<content:encoded><![CDATA[<p>Same question as rob-If any one got this to work with their game please post your code. So we have some idea of how it is done-please!</p>
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