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Subjecti made a "game" in flash new Reply to this message
Posted byTi-BOne
Posted on11/21/08 11:51 AM



pretty simple, made in under 1 hour.
Just to learn some tricks and stuff on ActionScript (which i started learning this week).

If anyone can try it out :

http://www.tibone.co.nr/nanoid/


Opinions are, as always, appreciated, thanks.



one can never destroy the power of evil




SubjectRe: i made a "game" in flash new Reply to this message
Posted bySilentAce
Posted on11/21/08 04:44 PM



Biggest issue i see is that the frame rate is bad. The ball seems to jump across the screen rather then smoothly scroll. Kind of hard on the eyes

> pretty simple, made in under 1 hour.
> Just to learn some tricks and stuff on ActionScript (which i started learning
> this week).
>
> If anyone can try it out :
>
> http://www.tibone.co.nr/nanoid/
>
>
> Opinions are, as always, appreciated, thanks.
>
>
>
> one can never destroy the power of evil
>



Subjectwelcome to the club new Reply to this message
Posted bynewsdee
Posted on11/21/08 05:53 PM



If you have any questions just ask. I've been making Flash games for a while now, although I had zero time to dedicate to it recently.


First a bit of constructive criticism:

- Framerate is horrible. First thing you should do is change the default 12fps to something else.
30 or 40 is good, I sometimes set 60 if it can handle it.

- Collision detection on the squares needs to be better.
I know this is hard, I've done a game like this myself a while back.
You can for example check what side of the box is hit and then bounce the ball in that direction.

- Make it bigger, screen is too small!
I usually make games at 640x480 (SVGA) for old time's sake.



Then some tips to improve:

- Which version of Actionscript are you using?
Don't even bother with AS1. AS2.0 is much better (can do classes), but I recommend using AS3 to be future proof (but is a bit harder, more like Java/C++).

- Put all the tiles into a single movieclip, then collision detect against it before doing any check for a specific tile.
This improves performance significantly.

- Even better (but more work), you could do the tiles a single MovieClip with BitmapData.
Then you remove the overhead of having multiple MC instances (this is less of an issue with AS3 and Flash9+, but should still be faster).

- I personally always use OOP when doing Flash games, but that's a matter of preference. So I have a "Ball" class, a "Paddle class", etc.
In my game, the Paddle was a child of Wall because the collision detection was the same, but Paddle was extended to be controlled by the mouse.


Well that's all I can think of for now... hope it helps.





[download a life]


SubjectRe: i made a "game" in flash new Reply to this message
Posted byn2locarz
Posted on11/21/08 07:14 PM



Great job. Not bad for such a short time. I would agree with others - increase the FPS.

n2




Subjectnice! -nT- new Reply to this message
Posted byitchyNADZ
Posted on11/22/08 00:01 AM



> pretty simple, made in under 1 hour.
> Just to learn some tricks and stuff on ActionScript (which i started learning
> this week).
>
> If anyone can try it out :
>
> http://www.tibone.co.nr/nanoid/
>
>
> Opinions are, as always, appreciated, thanks.
>
>
>
> one can never destroy the power of evil
>







SubjectQuestion about learning to make your first game Reply to this message
Posted bySilentAce
Posted on11/22/08 04:49 AM



How did you guys get into it? I have messed around with flash but no real action scripts. Any recommendation on a good place to start or a place to go to see some good examples?



> If you have any questions just ask. I've been making Flash games for a while
> now, although I had zero time to dedicate to it recently.
>
>
> First a bit of constructive criticism:
>
> - Framerate is horrible. First thing you should do is change the default 12fps
> to something else.
> 30 or 40 is good, I sometimes set 60 if it can handle it.
>
> - Collision detection on the squares needs to be better.
> I know this is hard, I've done a game like this myself a while back.
> You can for example check what side of the box is hit and then bounce the ball
> in that direction.
>
> - Make it bigger, screen is too small!
> I usually make games at 640x480 (SVGA) for old time's sake.
>
>
>
> Then some tips to improve:
>
> - Which version of Actionscript are you using?
> Don't even bother with AS1. AS2.0 is much better (can do classes), but I
> recommend using AS3 to be future proof (but is a bit harder, more like
> Java/C++).
>
> - Put all the tiles into a single movieclip, then collision detect against it
> before doing any check for a specific tile.
> This improves performance significantly.
>
> - Even better (but more work), you could do the tiles a single MovieClip with
> BitmapData.
> Then you remove the overhead of having multiple MC instances (this is less of an
> issue with AS3 and Flash9+, but should still be faster).
>
> - I personally always use OOP when doing Flash games, but that's a matter of
> preference. So I have a "Ball" class, a "Paddle class", etc.
> In my game, the Paddle was a child of Wall because the collision detection was
> the same, but Paddle was extended to be controlled by the mouse.
>
>
> Well that's all I can think of for now... hope it helps.
>
>
>
>
>
> [download a life]
>



SubjectRe: i made a "game" in flash new Reply to this message
Posted byBryzian
Posted on11/22/08 09:19 AM



Where the ball hits the paddle doesnt seem to affect the ball and i got the ball stuck going straight up and down. :) Thats cool though, i dont know jack about flash.

> Biggest issue i see is that the frame rate is bad. The ball seems to jump across
> the screen rather then smoothly scroll. Kind of hard on the eyes
>
> > pretty simple, made in under 1 hour.
> > Just to learn some tricks and stuff on ActionScript (which i started learning
> > this week).
> >
> > If anyone can try it out :
> >
> > http://www.tibone.co.nr/nanoid/
> >
> >
> > Opinions are, as always, appreciated, thanks.
> >
> >
> >
> > one can never destroy the power of evil
> >
>





Subjectreplied in wrong spot :( -nt- stuipd tired new Reply to this message
Posted byBryzian
Posted on11/22/08 09:20 AM



> Where the ball hits the paddle doesnt seem to affect the ball and i got the ball
> stuck going straight up and down. :) Thats cool though, i dont know jack about
> flash.
>
> > Biggest issue i see is that the frame rate is bad. The ball seems to jump
> across
> > the screen rather then smoothly scroll. Kind of hard on the eyes
> >
> > > pretty simple, made in under 1 hour.
> > > Just to learn some tricks and stuff on ActionScript (which i started
> learning
> > > this week).
> > >
> > > If anyone can try it out :
> > >
> > > http://www.tibone.co.nr/nanoid/
> > >
> > >
> > > Opinions are, as always, appreciated, thanks.
> > >
> > >
> > >
> > > one can never destroy the power of evil
> > >
> >
>





SubjectRe: i made a "game" in flash new Reply to this message
Posted byVmprHntrD
Posted on11/22/08 04:29 PM



Concept is fine, but...
- frame rate needs help
- hit detection seems off
- was it intentional to not have the impact physics make any sense when the ball ricochets?

Otherwise it works, though as some said I'd go up in size as it's a small area.


http://www.prizerebel.com/index.php?r=409255 <-Click to win points for gaming prizes.


SubjectRe: welcome to the club new Reply to this message
Posted byTi-BOne
Posted on11/22/08 05:54 PM



> If you have any questions just ask. I've been making Flash games for a while
> now, alhough I had zero time to dedicate to it recently.

cool, thanks. except some pm from me, soon

>
> First a bit of constructive criticism:
>
> - Framerate is horrible. First thing you should do is change the default 12fps
> to something else.
> 30 or 40 is good, I sometimes set 60 if it can handle it.
>
> - Collision detection on the squares needs to be better.
> I know this is hard, I've done a game like this myself a while back.
> You can for example check what side of the box is hit and then bounce the ball
> in that direction.
>
> - Make it bigger, screen is too small!
> I usually make games at 640x480 (SVGA) for old time's sake.

frame rate is slow indeed, but i just wanted to get something going, stuff like this will some later.
i didnt used pixel detection, i just use the hit test function to check for collision detection.
i wanted to make something really small, but, yeah, if it was a full project it would be at least 640x480.


> Then some tips to improve:
>
> - Which version of Actionscript are you using?
> Don't even bother with AS1. AS2.0 is much better (can do classes), but I
> recommend using AS3 to be future proof (but is a bit harder, more like
> Java/C++).
>
> - Put all the tiles into a single movieclip, then collision detect against it
> before doing any check for a specific tile.
> This improves performance significantly.
>
> - Even better (but more work), you could do the tiles a single MovieClip with
> BitmapData.
> Then you remove the overhead of having multiple MC instances (this is less of an
> issue with AS3 and Flash9+, but should still be faster).
>
> - I personally always use OOP when doing Flash games, but that's a matter of
> preference. So I have a "Ball" class, a "Paddle class", etc.
> In my game, the Paddle was a child of Wall because the collision detection was
> the same, but Paddle was extended to be controlled by the mouse.
>
>
> Well that's all I can think of for now... hope it helps.
>
it does. sure does.
i did made in AS2. i didnt find any material for AS3. So i went with what i got.
But i did using OOP. The tiles arent all in the same MC, but i did use groups of 4 blocks per MC, so i check hittest them, and then i hittest each one individually.
i still havent learned bitmap data, like i said, i just got into AS, and flash as whole, this week.
but i will look into it. thanks.
>
>
>
> [download a life]
>



SubjectRe: Question about learning to make your first game new Reply to this message
Posted byTi-BOne
Posted on11/22/08 05:55 PM



> How did you guys get into it? I have messed around with flash but no real action
> scripts. Any recommendation on a good place to start or a place to go to see
> some good examples?

flashkit.com has some good sources to get started, as far as i heard. but i had the bg to understand the basics, before getting into it.
do you code already?
if so, it`s not a big deal.
if not, i would recommend into getting into the basics of coding (logic) beforehand.

>
>
>
> > If you have any questions just ask. I've been making Flash games for a while
> > now, although I had zero time to dedicate to it recently.
> >
> >
> > First a bit of constructive criticism:
> >
> > - Framerate is horrible. First thing you should do is change the default 12fps
> > to something else.
> > 30 or 40 is good, I sometimes set 60 if it can handle it.
> >
> > - Collision detection on the squares needs to be better.
> > I know this is hard, I've done a game like this myself a while back.
> > You can for example check what side of the box is hit and then bounce the ball
> > in that direction.
> >
> > - Make it bigger, screen is too small!
> > I usually make games at 640x480 (SVGA) for old time's sake.
> >
> >
> >
> > Then some tips to improve:
> >
> > - Which version of Actionscript are you using?
> > Don't even bother with AS1. AS2.0 is much better (can do classes), but I
> > recommend using AS3 to be future proof (but is a bit harder, more like
> > Java/C++).
> >
> > - Put all the tiles into a single movieclip, then collision detect against it
> > before doing any check for a specific tile.
> > This improves performance significantly.
> >
> > - Even better (but more work), you could do the tiles a single MovieClip with
> > BitmapData.
> > Then you remove the overhead of having multiple MC instances (this is less of
> an
> > issue with AS3 and Flash9+, but should still be faster).
> >
> > - I personally always use OOP when doing Flash games, but that's a matter of
> > preference. So I have a "Ball" class, a "Paddle class", etc.
> > In my game, the Paddle was a child of Wall because the collision detection was
> > the same, but Paddle was extended to be controlled by the mouse.
> >
> >
> > Well that's all I can think of for now... hope it helps.
> >
> >
> >
> >
> >
> > [download a life]
> >
>



SubjectRe: i made a "game" in flash new Reply to this message
Posted byTi-BOne
Posted on11/22/08 06:01 PM



> Concept is fine, but...
> - frame rate needs help
yeah, like i said, that was a cosmetic effect i didnt cared too much about it. first i just wanted to get something working.
> - hit detection seems off
i used the most basic form of hit detection, i will build upon it, for sure.
> - was it intentional to not have the impact physics make any sense when the ball
> ricochets?
yeah, i had short time, so i did the most basic form. not advanced physhics. but again, i will improve on it as soon.

> Otherwise it works, though as some said I'd go up in size as it's a small area.

yeah, but than i couldnt call it NANOid, could i?



Subjectthanks for trying it out. -nt- new Reply to this message
Posted byTi-BOne
Posted on11/22/08 06:01 PM



> pretty simple, made in under 1 hour.
> Just to learn some tricks and stuff on ActionScript (which i started learning
> this week).
>
> If anyone can try it out :
>
> http://www.tibone.co.nr/nanoid/
>
>
> Opinions are, as always, appreciated, thanks.
>
>
>
> one can never destroy the power of evil
>



SubjectRe: Question about learning to make your first game new Reply to this message
Posted bySilentAce
Posted on11/22/08 06:04 PM



I took a course on programming logic in college about 4 years ago. I also learned BASIC around the same time. I did some minor work in VB4 a long time ago, i understand a lot when reading php but as for major programming i have no experience.

About to go down to the sand box for like 4 months here soon with noting to do... so will have tons of time to work on this.

> > How did you guys get into it? I have messed around with flash but no real
> action
> > scripts. Any recommendation on a good place to start or a place to go to see
> > some good examples?
>
> flashkit.com has some good sources to get started, as far as i heard. but i had
> the bg to understand the basics, before getting into it.
> do you code already?
> if so, it`s not a big deal.
> if not, i would recommend into getting into the basics of coding (logic)
> beforehand.
>
> >
> >
> >
> > > If you have any questions just ask. I've been making Flash games for a while
> > > now, although I had zero time to dedicate to it recently.
> > >
> > >
> > > First a bit of constructive criticism:
> > >
> > > - Framerate is horrible. First thing you should do is change the default
> 12fps
> > > to something else.
> > > 30 or 40 is good, I sometimes set 60 if it can handle it.
> > >
> > > - Collision detection on the squares needs to be better.
> > > I know this is hard, I've done a game like this myself a while back.
> > > You can for example check what side of the box is hit and then bounce the
> ball
> > > in that direction.
> > >
> > > - Make it bigger, screen is too small!
> > > I usually make games at 640x480 (SVGA) for old time's sake.
> > >
> > >
> > >
> > > Then some tips to improve:
> > >
> > > - Which version of Actionscript are you using?
> > > Don't even bother with AS1. AS2.0 is much better (can do classes), but I
> > > recommend using AS3 to be future proof (but is a bit harder, more like
> > > Java/C++).
> > >
> > > - Put all the tiles into a single movieclip, then collision detect against
> it
> > > before doing any check for a specific tile.
> > > This improves performance significantly.
> > >
> > > - Even better (but more work), you could do the tiles a single MovieClip
> with
> > > BitmapData.
> > > Then you remove the overhead of having multiple MC instances (this is less
> of
> > an
> > > issue with AS3 and Flash9+, but should still be faster).
> > >
> > > - I personally always use OOP when doing Flash games, but that's a matter of
> > > preference. So I have a "Ball" class, a "Paddle class", etc.
> > > In my game, the Paddle was a child of Wall because the collision detection
> was
> > > the same, but Paddle was extended to be controlled by the mouse.
> > >
> > >
> > > Well that's all I can think of for now... hope it helps.
> > >
> > >
> > >
> > >
> > >
> > > [download a life]
> > >
> >
>



SubjectOOP + some books help new Reply to this message
Posted bynewsdee
Posted on11/22/08 07:01 PM



Knowing object-oriented programming helps. The concepts are not specific to a language although probably most books out there are c++ or Java.

The first thing to realize in Flash is that there are two sides to it: the "design" part (creating graphics, composing sound, etc) and the "scripting" part. The way you approach these can be different, although being able to work on them at the same time is part of the fun.

In terms of books, there are very good books by Colin Moock (Actionscript 2 and 3 reference from O'Reilly). There are many game design books, I've liked "FLash MX 2004 Game Design Demystified" by Jobe Makar which has a lot of good tips and good ideas. There used to be a series of books called "Training from the Source" edited by Macromedia which were OK (I've liked the Flash graphics one better than the programming ne, though).

Another thing you need to know about Flash is that each version has a different approach to programming. Up to Flash 5 it was mostly animations with some very limited scripting (and this is what most ppl think of Flash). Flash MX (6) was better but the programming was very tied to the graphical interface. MX2004 (Flash 7) introduced AS2.0 which is more like a real programming language, an is great although it has some performance issues. Flash 8 (my favorite version so far) introduced the BitmapData objects which solved a lot of problems. It still has some performance gotchas but you can do most things with it. And then there is Flash 9 (and now 10).... which are very different beasts and much closer to C++ or Java (the way you program in those separates content from code).

As to which version to pick, it depends what you want to do with it. If you want to use it in your resume you will need to know the latest (so go for 9 or 10). If it's just something to play around it then Flash 8 is more than enough (at the risk of learning some "bad" habits you'll have to unlearn when going to 9/10). If you want to do something very complex (e.g. 3D) then 9/10 are more performant.




[download a life]


Subjectupdate. new Reply to this message
Posted byTi-BOne
Posted on11/27/08 11:52 AM



changed the framerate.
made some very small changes to the collision detection.
nothing major.

same link :

http://www.tibone.co.nr/nanoid/


> pretty simple, made in under 1 hour.
> Just to learn some tricks and stuff on ActionScript (which i started learning
> this week).
>
> If anyone can try it out :
>
> http://www.tibone.co.nr/nanoid/
>
>
> Opinions are, as always, appreciated, thanks.
>
>
>
> one can never destroy the power of evil
>



one can never destroy the power of evil




SubjectRe: update. new Reply to this message
Posted byVmprHntrD
Posted on11/27/08 08:50 PM



> changed the framerate.
> made some very small changes to the collision detection.
> nothing major.
>
Smoother I'll give ya that. Still tricky at times when starting since the ball begins heading down, but that's not a huge deal. I find it interesting it's points for both paddle reflection and the block busting, and that it's the same amount too.


http://www.prizerebel.com/index.php?r=409255 <-Click to win points for gaming prizes.


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