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Submitted on
December 4, 2011
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This short interactive page shows you a few mistakes people make in Flash games. You could consider this a continuation of the ActionScript tutorials.

This tutorial mostly focuses on platform games and serious projects. If what you're making is an ordinary Flash clicking game or something simple, you don't have to worry so much about it.

This is the link to an extensive tutorial on ActionScript:
ActionScript Tutorial - Chapter 0. Algorithms
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a notable acceleration bug is when you smash into walls your 'character' retains its acceleration, making it 'stick' onto the wall.
so, wondering, would this relate to making flash animations as well?
i know nothing at all about flash, but i do want to learn some basics, like how to make animations, possibly. thought it might be worth a shot to ask you where to start, since you're kind of an expert :P
I'm not an animator, so I can't give you a lot of advice on the subject. I only focus on ActionScript. If you can get Flash, just try out the different tools.

There are probably Flash animation tutorials here on Deviantart. Maybe you can look for them.
I will use this if I encounter a problem with flash.
Thanks heaps. Helps with a few issues ive encountered over the years. :D
NewFaithEXE Dec 4, 2011  Hobbyist Digital Artist
I wish I can fave this bazillion times.
SwordSparks Dec 4, 2011  Hobbyist Traditional Artist
I'm sure this will help out Flash Game makers!
geckoguy123456789 Dec 4, 2011  Hobbyist Digital Artist
I love this tutorial, taught me a few things I would have never known, thanks for sharing! :worship:
illionore Dec 4, 2011   Traditional Artist
Really nice tutorial!

I've learned quite a bit of Flash myself already and found out some of the things 'the hard way' so to say. There's nothing really new for me in your tutorial (and would use different solutions in some cases, or purposely things you dismiss, situation depending - because not every game e.g. needs velocity handling). I think it may help quite a few people improving their works or at least giving them a little eye opener or different perspective on the game development.

I'd like to say one more thing: If you want to do a lot of hitTests (or hitTestObjects) it may be really advantageous to take a different approach, using math. It's faster and less processing power is needed. With a few objects this doesn't become obvious, but if you get into bigger undertakings it will start making difference.

Keep up the good work! Nice guide!
As you can read in some of the pages, I said "this is one way you can do it". Because there is no such thing as a specific way you have to solve a problem. And I know you don't have to handle acceleration in all games. Some of the mistakes here are almost exclusively specific to platform games.

When it comes to more serious games, I don't use the predefined hitTest at all. I always make my own. And it isn't even a single type of hitTest. I use different functions depending on what type of collision I'm detecting. For example, when I detect the collision between a character and the stage, I need to know the angle of the surfaces that are touching the character.

But the most important thing I wanted to say is in the last chapter: Just about everything I explained in previous chapters was "wrong" when it comes to serious games. Real games are done with careful planning and independent of whatever libraries Flash might have.
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