WARNING!!! THIS IS NOT A FULL STEP-BY-STEP TUTORIAL!
I assume that you already know how to compile a swf with Flash Develop, but I’ll try to go over the basic steps as a quick review. There are quite a few steps along the way to get everything working, so since I don’t want to reinvent the wheel with this how-to so I’ll instead direct you to the original sources I followed where it makes sense:
What you need:
Install and configure FlashDevelop if you haven’t already. FlashGamesDojo also has a nice install/configure tutorial. Click here to read more »
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Adobe and Google have made porting Flash games to the Android platform painfully easy. I’ve reworked Hell Invades Mars to run on Air for Android. Here are a couple of updated screenshots:
UPDATE:
I was having problems getting the original version to run on the Android Emulator, so the entire game has been ported to Flixel!
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Adam Atomic has just released Flixel 2.0!
Flixel is an Actionscript 3 library designed to simplify Flash game creation. I’ve used Flixel on Gunpei Mania and Run, Humanoid, Run! and think that it is really a great tool. The new version breaks backwards compatibility, but it has some exciting new features, a number of bug fixes, and many general improvements.
Here are the important links:
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Here’s a quick update on the status of Run, Humanoid, Run!
I’ve got bombs that explode when you touch them, turrets that rotate and shoot in 8 directions, keys that unlock electrified doors, electrified doors that will fry your ass if you touch them, and robots that… well the robots just stand there for the moment because I haven’t written any AI for them yet.
I’m working without a design doc or an exact game that I want to emulate so I’m not sure of the final direction. I’m just playing with pixels, Flixel, and FlashDevelop!
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var randomThought:int = Math.floor(Math.random() * thoughtsInHead);
I recently rewrote the random level generation code for my current game project, Hell Invades Mars. In addition to the levels being generated much faster, they now feel a lot more random. In my last Flash game project, I had to write a separate application to do level design. While designing a level editor was fun, it was also a good bit of extra work. Thinking about the differences in the development experiences between my current and previous project, I remembered this blog post by Adam “Atomic” Saltsman.
Long story short: a little bit of randomness in your games can be a good thing for the developer (less work) and the player (more variety and replayability).
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