STEP-BY-STEP GAME AUTHORING

In the "Intro to Games" segment, the various properties of games are discussed. The tutorials listed at right roughly follow this road. You will find almost a one-to-one correspondence between the principals and the skill learned in the tutorial.

blue world ship Meet bob: he's a Flash object, a movie clip. In this series of tutorials, we'll be using him to illustrate ActionScript for game authoring.

Basic Game Authoring in Flash MX 2004

   
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Intro to Games

An overview of what games are and how we will learn how to make them.


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Autonomous Motion

Project focuses on setting an object (bob) in motion using code alone — and the enterFrame event. You could call it "behavior."

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Variable as Trigger

Make bob move again, but this time, use a variable of the global type to trigger his flight.

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Setting Boundaries

Games have to have boundaries, or you'd never get anything done.

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Using Boundaries to add Behavior

Once you set up code, you can build on it to make more things happen.

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Detecting Collisions

Here's the biggie … element interaction is the key to many kinds of games.

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Switching Out Objects on Collision

This completes the "Detecting Collisions" tutorial above

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User Input on Keypad

Get the user into the game.

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Scoring on Collision Detection

Completes the thrill of detecting collisions: now you get credit for it!

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"Randomizing" Behavior

Using local variables and Flash's "randomizing" functions, make give the bob's some individuality.

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Add a Sense of Direction

Often, you'll want to "point" an object in a certain direction.

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Using a Timer for Assessing Win/Loss

How to construct a "mechanical" timer to add drama to a game.
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duplicateMovieClip: Send in the Clones

The Swiss Army knife of methods when it comes to games, duplicateMovieClip allows an mc to be copied and displayed many times over.
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