Tags: Game Development

3 Lessons Learned in Noob Collaborative Game Development

I’m currently working on a 2D RPG Game Engine ( think Zelda or FinalFantasyII/IV ) in AS3. At the start of this project, as typical projects with friends go, it seems like a completely easy task. “Hey you know AS3… can you write us a quick game engine for this idea we have?” Sure… I’ve finished a simple little game before, I can totally do that. Take 1: From previous (limited) game dev experience I know I’ll need to set up a heirarchy of classes to handle Player Characters, Enemies, Scenes, Buttons, etc. So, thinking things out logically (read: noobishly (?) ) the first thing the team will want to see is going to be a the big-picture, visual framework. I sit down and start hammering out a SceneManager to handle scene changes easily. I’ve created an IZFScene interface to standardize the methods of all of my Scene objects for the SceneManager to manipulate. I’ve got my placeholder backgrounds that I tossed into the Flash Library from photoshop ( or MSPaint ) and I’m off and running creating smooth fade-in/fade-out transitions between scenes. The engine process looks like:

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Preloader to Game Transition with Stop Propagation

This will be a quick post on some gotcha’s to keep an eye out for when loading your ActionScript 3 game swf from a preloader swf. Nothing revolutionary here, back in mid-December, I had posted a blog on ActionScript 3′s Event Handling and the stopPropagation method and just the other day working on the code for a new game project, I ran into a situation where I should’ve used the method, didn’t, and ran into some issues. Note: If you’re here looking for code on how to write a flash preloader, Lee Brimlow’s video tutorial on Preloading in AS3 gives a beautiful example. When I was originally learning how to code a preloader, that tutorial, and a couple of other tutorials around the net that escape my memory at the moment, were absolutely perfect.

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