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> 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] > > >
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