danwolfe.net

Category Archive: Programming

How To: Build Android Apps with FlashDevelop

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 »

Post to Twitter Twitter Post to Delicious Delicious Post to Digg Digg Post to Facebook Facebook Post to StumbleUpon StumbleUpon

Hell Invades Mars for ANDROID Phones Coming Soon

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!

hellan2

Post to Twitter Twitter Post to Delicious Delicious Post to Digg Digg Post to Facebook Facebook Post to StumbleUpon StumbleUpon

Flixel 2.0 Released

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:

Post to Twitter Twitter Post to Delicious Delicious Post to Digg Digg Post to Facebook Facebook Post to StumbleUpon StumbleUpon

RHR Teaser 2

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!

run_teaser2

Post to Twitter Twitter Post to Delicious Delicious Post to Digg Digg Post to Facebook Facebook Post to StumbleUpon StumbleUpon

Inspirational Links 4: Actionscript 3.0 APIs

Want to extend your Flash/Flex game to include social media content? Check out these Actionscript 3.0 APIs:

Post to Twitter Twitter Post to Delicious Delicious Post to Digg Digg Post to Facebook Facebook Post to StumbleUpon StumbleUpon

Random Thought on Random Levels

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).

Post to Twitter Twitter Post to Delicious Delicious Post to Digg Digg Post to Facebook Facebook Post to StumbleUpon StumbleUpon

Development Evolution

I always think its interesting to see how a game progresses through the development process. Here are a couple of developmental snapshots of the Flex version of my thesis game.

Post to Twitter Twitter Post to Delicious Delicious Post to Digg Digg Post to Facebook Facebook Post to StumbleUpon StumbleUpon