Wednesday, 29 June 2011
Monday, 13 June 2011
Contribute a character texture to a free indie game! Explay's Dan Stubbs needs 100 textures for his game "Go! Commando Go!". The textures are pretty simple so even a 2D artist should find it easy. Click the download below.
Send completed images to: http://twitter.com/#!/dan_stubbs
More info on the Explay Facebook group: http://www.facebook.com/home.php?sk=group_148159575222493&id=209145229123927
Friday, 10 June 2011
- Keyboard input and control (from scratch and using Gamepad library)
- Mouse input and control
- Top down (+2D Camera)
- Side-on (+parallax)
- Zelda style (+Depth sorting)
- 3D third person (using Away3D)
- 3D first person (using Away3D)
- Mini-map / radar
- Using DisplayObjects efficiently
- Useful maths
- Vector maths
- Site-locking a game
- Time steps (basic, deltaTime, fix your timestep)
- Game loop (and pausing)
- Entity systems (inheritance-based, and component-based)
- Object pooling
Collision detection and Reaction
- Separating axis
- Using hitTestPoint
- Using bitmapdata getPixel
- Using bitmapdata hitTest
- Collision reaction for platform games (player and projectile)
- Collision reaction for top-down games (player and projectile)
- Top-down car physics
- Platform physics
- Projectile physics
- Using a 3rd party physics engine (Nape)
- Tile-based techniques
- Using Flash as a level editor - parsing etc
- Creating an in-game level-editor.
- Procedural level generation
- Bones animation
- MovieClip animations
- Creating your own simple tweening system (+ easing, springs)
- Using a 3rd party tweening engine in-game (TweenMax)
- Sprites sheet / image sequence animations
- Creating a reusable sound manager
- playing sounds and music
- mute button / volume controls
- Scoring, achievements and saving your game.
- RPG characters - inventory, stats, health, buffs/debuffs.
- Weapon management
- level select menu
- Main menu
Thursday, 2 June 2011
- level-of-detail (LOD) model-swapping, so that when objects are far away they use a simpler mesh.
- flat sprites and multi-directional sprites like you see in Doom and Duke Nukem 3D.
- splitting objects into individual layers and display objects, to solve triangle-sorting issues when a model sits on top of the ground.
- isometric camera.
- depth of field effects using sequences of sprites at different levels of blur.