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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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Compudemon Featured By Owner Dec 6, 2011
a notable acceleration bug is when you smash into walls your 'character' retains its acceleration, making it 'stick' onto the wall.
kerrybelly Featured By Owner Dec 6, 2011
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
Doom-the-wolf Featured By Owner Dec 6, 2011
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.
Veiwtiful Featured By Owner Dec 5, 2011
I will use this if I encounter a problem with flash.
AlejandroDTX Featured By Owner Dec 5, 2011
Thanks heaps. Helps with a few issues ive encountered over the years. :D
NewFaithEXE Featured By Owner Dec 4, 2011  Hobbyist Digital Artist
I wish I can fave this bazillion times.
SwordSparks Featured By Owner Dec 4, 2011  Hobbyist Traditional Artist
I'm sure this will help out Flash Game makers!
geckoguy123456789 Featured By Owner 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 Featured By Owner 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!
Doom-the-wolf Featured By Owner Dec 4, 2011
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.
illionore Featured By Owner Dec 5, 2011   Traditional Artist
Very right. ^^

Programming itself is almost an 'art' in its own right. And as you said, you can't solve every problem with the same solution. When I make games, quite often they're very different from other games I've made before, so indeed I design the way I'm going to DO them for each game specifically as well.

I never said this, but I think your 'pregnancy' animations always work out really well and while this has nothing to do with platform games, you really found a great way to code the dynamics in that! ^^
Doom-the-wolf Featured By Owner Dec 5, 2011
Have you ever used object oriented programming? If you like making video games, it's a good way to organize the code. I couldn't live without it these days.

I don't really consider my animations real games. In those cases I use a whole lot of loosely patched up solutions. Things I wouldn't recommend to anyone.
illionore Featured By Owner Dec 5, 2011   Traditional Artist
I never really learnt object oriented programming 'officially', but I think I'm using it - for some part. I have seen how powerful it can be, but I try to keep a good balance between 'simple' vs 'complex'. Losing the overview (not to mention control) over your project is a big no-no. ^^
mckinnal Featured By Owner Dec 4, 2011
i dont know what most of this is but my loder bro saysthat ths s freakishly good/accurate/helpful. :)
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