By popular demand, AsGamer is ready to start a new series dedicated to developing a flash game from the ground up. We’re talking everything: the preloader, the menus, the game, game over, highscore, all that. Now of course, we may take advantage of some already developed systems. For example, we’ll probably use MochiAds LeaderBoard to setup our highscores. However, by the time this series is complete you’ll be able to go through all the steps to create and spread your flash game around the web.
If you have been around flash for any time whatsoever you’ve probably made a custom cursor. If not this tutorial is definitely for you. However, if you have made a custom cursor then the great thing about this tutorial is that we are going to learn to make an object oriented mouse cursor. What’s the benefits? Well we are going to create a class called cursor that we can use in all our future projects, you’ll never have to write a mouse cursor script again. Well, as long as you don’t want to get crazy and add cool effects that is. This tutorial will work great for your games when you want a new mouse that fits the style of gameplay you are developing. So let’s start the tutorial.
Have you ever wanted to use a string variable to call a function? Or combine two completely different strings together to form a function name then call it. Okay, that last bit probably not so much. But if you ever do decide to do it, this tutorial will show you how. It’s all about making strings call functions.
Well if we are going to discuss character movement… one of the most important has got to be 360 movement based on rotation. I don’t know if there’s a special name for it, I’ve heard it called everything from 360 degree movement, rotational movement, directional movement, to asteroid style movement. Anyway you want to look at it, it’s a movement style that dates back to arcade games and is definitely a usable option in today’s flash game industry. So how hard is making this angle based movement going to be? Not hard at all.
So what’s the point of having a flash game if there isn’t some way to keep score. Whether it be as simple as an incrementing number or as complex as graphics flying all over the place and icons flashing… your game (if it’s a game) has to track score. Ever since I’ve worked with games (particularly FPS games) we’ve called this our HUD. HUD stands for Heads Up Display and originated in combat air crafts . In our case, the HUD will keep track of our score in our game but it could be used to keep up with ammo, health, lives, awards, names…. anything. So let’s get started making a heads up display to display our scores