Archive for the 'Flash Game Programming' Category
Panayoti over at Urban Squall runs a fantastic blog called Game Poetry, there he posts great advice on all things for Flash gaming. One of his posts found here is about improving performance with animated bitmaps. In a nutshell it describes a code project that he has started up to create and manage […]
Posted in Flash Game Programming, AS 3 | 1 Comment »
I consider myself an “alright” programmer. So when something that is supposed to be simple in programming frustrates me, I feel like a complete moron. Enter the Kongregate API, chances are if you are reading this post you have dealt with it in some fashion. Now if the documentation was all over […]
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In a previous post I talked about having world objects be described in numbers and bitmap data. Then if this object (in memory) is within a viewable rectangle render it to the screen. The code of this post is a simple example of such a class. Also, when building such a class […]
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Having a simple way to keep track of world objects in a game is paramount. I have a simple system that I often use in my games that I presented on at MN.swf camp this last week. It’s by no means a standard and it can be added on to at great lengths. […]
Posted in Flash Game Programming, Caching, AS 3 | No Comments »
Often in game programming you will have a large world but you only want to render a certain viewable area of it. By doing a simple check of where an object is in the world you can render only the objects wanted to the screen. This will help out performance dramatically. The […]
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Next is simple example of blitting to a bitmap in Flash. The idea is to have one bitmap used for the screen and lock and unlock it every frame and draw any objects wanted to the bitmap. But don’t forget to fill the bitmap first else you will have pixels leftover from the […]
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I have always been curious about this and was happy to cook this up for my talk at MN.swf camp this past week. The example is simple; I am caching bitmap data into an array (like the last example) and putting it side by side to a vector animation. Sure you can tell […]
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In this the second post in Flash Player rendering techniques I am going to look at converting vector animations to bitmap data on the fly. This is not a hard and fast way of pulling this off; it’s just a way that I have done it in the past. Feel free to take […]
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Recently I was invited to speak at MN.swf camp during which I spoke about Vectors, Bitmap Data and Game Object Management. It was a great experience and I thank everyone involved for the opportunity. Since I have all these files sitting around and I haven’t posted in about 3 months it might be […]
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When you get down and think about it Swarming behavior is everywhere in video games. Really it’s the basis of any targeting system, since in the end all an enemy wants to do is kill you. Luckily basic swarming movement is quite easy.
You have two points, a player and an AI controlled player. […]
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