Project FBG Day 7

Welcome to Project FBG Development Diary.

Day 7

I’m going to be putting all my swf’s in a dropbox YAY!

Found a way to make 8-bit music using this

It’s really simple find a .mid and drop it in then click the Authoring button, all done.

Now more news!

I made a new page for all the info and pics and the swf file of  ‘Baldie – A Platformer’  i’ll still post progress normally this is just for more like a hub for the game where I can direct traffic and they can see a synopsis of sorts with screenies, version number, description, and more.

I finished all the Game Studio Video Tutorials the last few were on platformers and gravity, which is shown in my alpha of Baldie. ^_^

 

 

Lastly.

Yes it’s pixel art and yes it’s made up of thousands of them.

 

For Flash Punk’s Tutorial goto

http://flashpunk.net/tutorials/

Fallen.

Project FBG Day 6

Welcome to Project FBG Development Diary.

Day 6

New SWF host still looking for a decent one for non-finished flash games.

 <- Baldie     He’s the main character of the game.

Backstory:

He’s a karate expert who can slide on his head, and is looking for revenge on his son who has beaten up by Hairy.

(Yet to be drawn)

Inspiration by Aang from Avatar.

Rest of the story to come…

Over the weekend I made a platformer. I still have to make the levels, all the physics are done.

http://www.swfcabin.com/swf-files/1335700347.swf

Nothing until Tuesday.

To keep you amused until then here’s an awesome site on Flash Games.

http://www.hsharma.com/tutorials/

At this site there are cool tutorials for most Flash Game Engines, really well done if you can stand the accent.   ;D

For Flash Punk’s Tutorial goto

http://flashpunk.net/tutorials/

Fallen.

Project FBG Day 5

Welcome to Project FBG Development Diary.

Day 5

Watched an hour long Game Studio Video Tutorial today it was making an entire game from scratch with Advanced OOP, the game was an Ikaruga Clone seen here.

Play it here!

(click play full screen)

The main topics of the tutorials were

  • Advanced OOP – Making a Ikaruga Clone
The reason I only got this done tonight was it went for an hour instead of the normal 15-30 mins long,
and probably took me 1.5 hours to make with mistakes and pausing to catch up 😛
It was really fun and i’m glad to get a fully functional game out even if I didn’t think of the code I still wrote the code 😀
Looking forward to tomorrow’s tutorials,
Platformer and Vartweens yay!

For Flash Punk’s Tutorial goto

http://flashpunk.net/tutorials/

Fallen.

Project FBG Day 4

Welcome to Project FBG Development Diary.

Day 4

I should finish the Game Studio Video Tutorials today because I got the XML code to work found help in forums, for anyone doing Episode 5 and it doesn’t quite work for you try this code.

Orni’s Code:

//on to load a level file made with the ogmo editor and interpet it
 private function loadLevel(xml:Class):void {

//object voodoo (search the flashpunk forums for further explanation if needed)
 var rawData:ByteArray = new xml;
 var dataString:String = rawData.readUTFBytes(rawData.length);
 var xmlData:XML = new XML(dataString);
 var dataList:XMLList;
 var dataElement:XML;

//needed since ogmo and flashpunk count tilemaps differently
 var tile_index:int;

//reads the Tiles
 dataList = xmlData.OGMOTILELAYERNAME.tile;

//reads every tile data element and does stuff
 for each (dataElement in dataList) {

//converts the coord. based tile count ogmo uses into the absolute tile count FP uses
 tile_index = int(dataElement.@ty) * TILEMAPWIDTH + int(dataElement.@tx);

//sets a tile in the tilemap according to the information of the data element
 YOURTILEMAP.setTile(int(dataElement.@x), int(dataElement.@y), tile_index);

}

//reads the level Grid
 dataList = xmlData.OGMOGRIDLAYERNAME.rect;

//reads every grid data element and does stuff
 for each (dataElement in dataList) {

//sets a grid rectandle in the grid according to the information of the data element
 YOURGRID.setRect(int(dataElement.@x) / TILESIZE, int(dataElement.@y) / TILESIZE, int(dataElement.@w) / TILESIZE, int(dataElement.@h) / TILESIZE, true);

}

}

It was such a great help, and to make collision work make a Grid (Rectangle) Layer and colour in what is solid black.

Here’s a picture of my current progress for Collision Handling, OGMO and Tilemaps.

The main topics of the tutorials were

  • Handling Collision
  • Using GIT as Revision Control
Didn’t get as much done as I spent alot of time with collision and the problem I had last night.
Now as an extra I had an idea and it worked great!
What if you want to make a secret entrance in a tile game?
All you do is put your solid tile on the sprite layer there but leave out the solid tile on the grid layer like so.
Make sure your collision is set to grid and not sprites!Only Zach’s Video way won’t work you have to use to code above with his collision code!
Tada Secret room!

For Flash Punk’s Tutorial goto

http://flashpunk.net/tutorials/

Fallen.

Project FBG Day 3

Welcome to Project FBG Development Diary.

Day 3

I’m Continuing with the Game Studio Video Tutorials and I changed the Logo and background, I would like feedback if you like it or think something should be changed.

I still don’t know what kind of game i’m going to make, i’m sure i’ll decide quite soon once I finish these Video Tutorials and get a hang of Flash Punk’s Engine.

The main topics of the tutorials were

  • Tilesets and Grids
  • Collision in Grids
  • XML
  • OGMO Editor
  • Handling Collision
The tilesets were a breeze and cool to learn and the grids were easy as pie BUT XML is a big pain, tring to get this OGMO editor to work from this video has been a terror! I still havn’t got the XML exporting to work, doing it as I type well not as I type but you know 😛
I’m going to go onto handling collision and watch the video but not act upon it until I go on the forums and get this problem fixed.

For Flash Punk’s Tutorial goto

http://flashpunk.net/tutorials/

Fallen.

Project FBG Day 2

Welcome to Project FBG Development Diary.

Day 2

I started with the Game Studio Video Tutorials which the first 2 are a repeat of the entire written tutorials at 15 minutes each, >,< if I had of known that I would of just watched them instead lol. They were written in a better way too!

The main topics of the tutorials were

  • Entity Spawning
  • Collision of Two Entities with Colour Change
  • Spawning a Entity without a Image File and Changing it’s Colour
  • Basic Start Up and Import Functions
So not much to write about I don’t think i’ll be posting as much coding as the first post but I will post the swf’s if they are cool enough as the tutorials go by.
I am loving learning flash game development it’s such an interesting language and fun to play with as well!
Still am brain storming on ideas for my first game, thinking maybe a Colourful Paddle Game with a mix of Asteroids.

For Flash Punk’s Tutorial goto

http://flashpunk.net/tutorials/

Fallen.

Project FBG Day 1

Welcome to Project FBG Development Diary.

Day 1

I’m going to be posting regularly on my learning progress with snippets of code that I have written and what I learnt with that snippet in such a way that people can read it and sort-of learn from my progress but not boring!

Using the method here

http://flashgamedojo.com/go/

and

I’m Starting with Flash Punk

I like Flash Punk because of the style of the website lol

I’ll move onto

Flixel after Flash Punk.

I’m going to be using the http://vimeo.com/channels/makingflashpunkgames video series after the introduction to flash punk which is fun-illy enough “Hello World!

Flash Punk likes people to be able to make their games for free so they use all their tutorials with Flash Develop which is like a free Adobe Flash CS5.5

Ok enough this is what im doing this is what im using onto the info!

FlashPunk is a free ActionScript 3 library designed for developing 2D Flash games. It provides you with a fast, clean framework to prototype and develop your games in. This means that most of the dirty work (timestep, animation, input, and collision to name a few) is already coded for you and ready to go, giving you more time and energy to concentrate on the design and testing of your game.

Straight from their about page ;D

It uses bitmap sprites instead of using vector graphics so you work with the png,jpg,etc    wait that last one isn’t a picture file…yes I know it’s a etcetera. So  i’ll be back after watching some videos and “Hello World!” intro and give you some feedback.

                                                                                          

No Joke after the “Hello World” intro which was pretty routine just made “Hello World” appear in what’s called a trace, it’s a message of sorts to test wether your Flash Player is getting the sent messages. If that makes any sense if not go and have a lookie over at FlashPunk.

Then

I wrote 3 .as files for The Basics tutorial.

Main which was the game engine pretty basic stuff.


package
{
 import net.flashpunk.Engine;

 import net.flashpunk.FP;

 public class Main extends Engine
 {
 public function Main()
 {
 super(800, 600, 60, false);

 FP.world = new MyWorld;
 }

 override public function init():void
 {
 trace("FlashPunk has started successfully!");
 }
 }
}

MyWorld which was the screen and its settings plus what needs to happen in the screen.


package
{

 /**
 * ...
 * @author Fallen
 */
 import net.flashpunk.World;
 public class MyWorld extends World
 {
 public function MyWorld()
 {

 add(new MyEntity);

 }
 }

}

and

MyEntity which was this little baby    


package
{

 /**
 * ...
 * @author Fallen
 */
 import net.flashpunk.Entity;
 import net.flashpunk.utils.Input;
 import net.flashpunk.utils.Key;

 import net.flashpunk.graphics.Image;

 public class MyEntity extends Entity
 {

 [Embed(source = 'assets/player.png')] private const PLAYER:Class;

 public function MyEntity()
 {

 graphic = new Image(PLAYER);

 }

 }

}

that’s all that appeared! BUT

It was so worth it!

My first Flash Punk Game (SO BASIC!) but still the feeling of my first game was awesome!

Here’s a screenie below!

Decided to do some more ;D couldn’t help myself so do did the Keyboard and Mouse tutorial.

It was so easy only added

override public function update():void
{
if (Input.check(Key.LEFT)) { x -= 5; }
if (Input.check(Key.RIGHT)) { x += 5; }
if (Input.check(Key.UP)) { y -= 5; }
if (Input.check(Key.DOWN)) { y += 5; }
}

to MyEntity and it added movement to the little ship.

The mouse function was just to make the ship where my mouse was.

Gotta really into the tutorials and finished them…OOPS


package
{

 /**
 * ...
 * @author Fallen
 */

 import net.flashpunk.Entity;
 import net.flashpunk.graphics.Spritemap;
 import net.flashpunk.utils.Input
 import net.flashpunk.utils.Key

 public class Player extends Entity
 {
 [Embed(source = 'assets/swordguy.png')]
 private const SWORDGUY:Class;

 public var sprSwordGuy:Spritemap = new Spritemap(SWORDGUY, 48, 32);

 public function Player()
 {
 sprSwordGuy.add("stand", [0, 1, 2, 3, 4, 5], 20, true);
 sprSwordGuy.add("run", [6, 7, 8, 9, 10, 11], 20, true);
 graphic = sprSwordGuy;
 x = 300;
 y = 300;
 }

 override public function update():void
 {
 var b:Bullet = collide("bullet", x, y) as Bullet;

 if (b)
 {
 b.destroy();
 }

 if (Input.check(Key.LEFT)) { x -= 5, sprSwordGuy.play("run", false); }
 if (Input.check(Key.RIGHT)) { x += 5, sprSwordGuy.play("run", false); }
 if (Input.check(Key.UP)) { y -= 5, sprSwordGuy.play("run", false); }
 if (Input.check(Key.DOWN)) { y += 5, sprSwordGuy.play("run", false); }
 if (Input.released(Key.LEFT)) { x -= 5, sprSwordGuy.play("stand", false); }
 if (Input.released(Key.RIGHT)) { x += 5, sprSwordGuy.play("stand", false); }
 if (Input.released(Key.UP)) { y -= 5, sprSwordGuy.play("stand", false); }
 if (Input.released(Key.DOWN)) { y += 5, sprSwordGuy.play("stand", false); }

 }

Made a game where its a sword guy that runs around and you can collect a dice that does nothing.

Play Here

http://megaswf.com/serve/2400581

Download Source Code Here

http://81f3f85c.linkbucks.com

or

http://www.4shared.com/rar/sepWl6zo/The_Basics.html

For Flash Punk’s Tutorial goto

http://flashpunk.net/tutorials/

Fallen.