Aug 30, 2007
Miniclip CEO talks to Gamasutra on their Social and Advergaming approach...Flash Lite and Wii
So when the Gamasutra News Portal interviewed Robert Small, Ceo of Miniclip Games, I read through the complete page in utmost reverence.
The interview begins with a history of Miniclip followed by their strategies to stand out amongst the rest and their future plans....all related to Flash gaming. For those who have played their games, will know that a majority of their games stand unique in concept and game-play thus leading to millions of game-clicks. It is also important to observe their evolution of developing games with Flash 4 through Flash 9 and AS 3.0
A note to be made during the interview is their expansion plan, i.e. taking their online games beyond the web to the Nintendo Wii and mobiles with Flash Lite.
This story is a great read for anybody interested in Flash gaming...because it only reads success for those who don't treat it as a profession but a passion they want to realize.
You can catch the complete interview here
Aug 28, 2007
Flash Lite article - Packing Lite: A mobile media interface design primer
The article has an indepth explaination of testing and tranferring Flash Lite content on Nokia S60 handsets. It is extensively written to cover content testing in Flash 8 and Flash CS3 for management on both the Mac and the Windows platform.
The article also explains best methods for adapting your content to the 4 way directional pad on mobiles with a quick 4-way menu example.
You can read the article here.
Aug 16, 2007
Creating a Flash Lite Game : A detailed tutorial for game developers
The tutorial is very informative and talks of various steps involved in Flash Lite gaming.
Aug 6, 2007
Flash Lite Gaming Tutorial : Continuous KeyPress for Moving Characters in Side-Scrollers
Thus, when you try to move a character with a keypress, you will observe a slight pause before the character starts moving. A solution that I mostly use is, making the keypress event interact with a loaded Movieclip.
The Key Events
var keyList:Object = new Object();
var dir:Number = 0;
var keyDownState:Boolean = false;
We begin by declaring 3 variables –
keyList of Object type to receive the KeyDown and KeyUp notifications,
dir of type Number to store the direction of the character based on the keys pressed
keyDownState of type Boolean to check whether the key is pressed down or up.
keyList.onKeyDown = function(){
if(not keyDownState){
var keyCode = Key.getCode();
if(keyCode == 37){
dir = -1;
}else if(keyCode == 39){
dir = 1;
}
keyMover.gotoAndPlay(2);
char.gotoAndPlay(2);
char._xscale = 100*dir;
keyDownState = true;
}
}
keyList.onKeyUp = function(){
dir = 0;
keyDownState = false;
char.gotoAndStop(1);
keyMover.gotoAndPlay(1);
}
The code above declares 2 events – The KeyDown event and the KeyUp event.
var keyCode = Key.getCode(); The getCode() method return the key code value of the last key pressed. Based on the value returned, the direction of the character is set. This code checks for only 2 keys – the Left key and the Right key. Any other key pressed is ignored.
keyMover.gotoAndPlay(2);
char.gotoAndPlay(2);
char._xscale = 100*dir;
If you look at the script above, in the first line keyMover refers to a loaded MovieClip on the stage that contains the script to move the character.
The second line refers to the character MovieClip. This MC initially has the character in a standing posture on frame 1. When a key is pressed the character moves to the next frame which has it animating.
Lastly, we need to flip the character based on the key pressed. So we use the _xscale property to flip the character based on the key pressed.
KeyMover Movie Clip
The KeyMover MovieClip consists of 3 frames
Frame 1
var mc:MovieClip = _root.char;
var dir:Number = 0;
var speed:Number = 3;
stop();The first frame sets the necessary variables and also sets a reference to the character MovieClip on stage.
Frame 2
dir = _root.dir;
if(mc._x < mc._width/2 and dir < 0){
dir = 0;
}else if(mc._x > (Stage.width – mc._width/2) and dir > 0){
dir = 0;
}
mc._x += speed*dir;
The second frame sets a condition to check to see if the character is moving outside the screen area. If the condition is met to true then the direction is set to 0
Finally the character moves at a value which is direction X velocity
Frame 3
gotoAndPlay(2);
The third frame loops the Movieclip between frame 2 and 3.
Now when you play this in the emulator or the device the character will respond immediately to the keypressed without any pause.