Monster Racer Rush
Select between 5 monster racers, upgrade your monster skill and win the competition!
4.23 / 5.00 3,881 ViewsBuild and Base
Build most powerful forces, unleash hordes of monster and control your soldiers!
3.93 / 5.00 4,634 ViewsAt 9/21/14 03:56 PM, MSGhero wrote: If you understand macros and can do a tut on those, that would be super helpful. Otherwise, abstract enums and abstract classes are my favorite part of haxe and deserve one.
Will do! Stay tuned :)
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Have you heard about Haxe? It's a programming language and compiler, that has been heavily influenced by AS3.
The nice thing is that with Haxe you can compile your game or program not only to Flash, but tons of other platforms too, without writing additional code.
This means that you can make a game and export it for Flash, Windows, Mac, Linux, Android, OUYA and more.
Haxe has a popular framework OpenFL, which carries over the simple Flash graphics API, as well as ports of popular Flash game frameworks - such as Flixel and Flashpunk (named HaxeFlixel and HaxePunk).
If you'd like to find out more, check out my blog where I write tutorials about this language daily.
Check it out, subscribe to the newsletter, suggest tutorials and spread the word!
At 11/14/12 01:19 PM, egg82 wrote: your keyboard classes are pretty useful, albeit a tad confusing.
You should probably include some instructions ;)
(I wound up using KeyListener directly instead of going through EasyKeyboard)
two improvement suggestions:
1. Add parameters to be passed through the event. It would be useful in some cases.
2. Move the ID parameter to the front, right after the KeyCode param. I keep having to type "code, null, function, false, false, false, 'id'" - removing the listener is much more useful than "ctrl, alt, shift" boolean params
There's a documentation in PDF format at http://kircode.com/easykeyboard/ with instructions and examples.
Thanks for the suggestions, perhaps I will release an update later this week!
At 11/13/12 06:14 PM, egg82 wrote: yeah, google brought me to your blog a few times. Good stuff :P
anyway, what does your keyboard library do that a simple class with a boolean vector can't, and why would you need a powerful keyboard library?
With my keyboard library you can add single key listeners, combination listeners, holding listeners, timed listeners and sequence listeners using just one line per listener. You can use both key codes and key names in the methods, which also speeds up the development process. The code is optimized, so there's no performance loss at all.
It is of course possible to do the same using hand written listeners and handlers, it's just that it will take more lines of code and development time.
Also, if anyone is interested in my project updates and new releases, you can follow me on Twitter (I only post development-related stuff there)!
Hey there!
My name's Kirill Poletaev, a web developer and flash game designer, owner of KirCode and author of my Code for Food blog, where I post my own written tutorials every day, and have been doing so for over 2 years!
I write both beginner and intermediate level tutorials on my blog. I cover different topics, starting from AS3 game creation, ending with desktop application development with Adobe AIR. Soon I'll be moving beyond just AS3 onto Android application development, too.
Recently I've also released 2 free open-source libraries that you might find useful.
The first is AdvAlert - a set of classes used for creating, styling and customizing alert windows using AS3.
The second is EasyKeyboard - a lightweight utility for easily and quickly adding many different types of keyboard listeners. I think you will find this particularly interesting, since this library allows you to easily add complex keyboard listeners in very little amount of lines of code.
Check out the links for demos, examples, documentation and download links to the libraries.
Hope you find this useful!
Let me know if you have any questions, feedback or requests :)
At 9/9/11 10:57 AM, PSvils wrote: Hey xKiRiLLx, do you by any chance maintain a web system for a high school in Riga?
Nope, I don't. I live in Liepaja.
Also I am writing an AS3, Flex, AIR tutorial blog:
http://kirill-poletaev.blogspot.com/
There are beginner, intermediate and advanced tutorials, I write a new tutorial for the site every day. It was up for over a year now, and there are over 400 tutorials available, and, as I said, I add a new one every day :)
Check it out, you might find it helpful.
I cover a lot of topics, so you might want to use the search bar to find something specific, or you browse through the categories.
At 8/4/11 03:32 PM, Yannickl88 wrote: I am aware that you can just hard-code that into a AS-file but that is just bad practice. What if I make a map-editor (or use an open source one) that generates XML files as output. I can indeed copy this content into an AS-file but if the XML gets big the file gets unmanageable and you move code out if and what you are left with is a wrapper which basicly gives you an XML.
I see what you mean. It makes sense if you put it that way, I guess. Dealing with code files with huge amount of lines is never good.
At 8/4/11 02:49 PM, PSvils wrote:At 8/4/11 02:23 PM, xKiRiLLx wrote:Em...wrong.At 8/4/11 06:06 AM, Yannickl88 wrote: Indeed I was talking about embedding. Ever tried to include an XML file in your flash project? Not going to happen, yet with flex I can embed it.What are you talking about? Of course it is possible to embed XML in AS3.
var myXML:XML = <root>
<something id='1'/>
<something id='2'/>
<something id='3'/>
</root>;
Anything that can be done in Flex can be done in AS3, because Flex is AS3. All the MXML tags are just for convenience, in reality, the compiler turns them into pure AS3 code before generating the final .swf file.
The Flex compiler can actually embed any file you want inside the .swf, which I'm not sure the Flash compiler can do, because no, it doesn't convert EVERYTHING to pure AS3 code. And using the Flex SDK doesn't mean using mxml...
What you demonstrated wasn't embedding an XML file, it was just typing XML in an actionscript file...
I just understood what you meant by embedding, you meant including external XML files using the 'source' property. It doesn't matter, because when the final file is compiled, the compiler just takes the data from that file and pastes it into the source code.
What I wrote was also embedding, because it is an XML object that is embedded into the final file. That's the exactly same thing Flex does when you embed XML there.
Flex, when being compiled, is converted into AS3, which is then used to generate final XML file. If you disagree, prove it.
Using Flex SDK doesn't mean using MXML, but using Flex means using MXML.
I'm sorry but I get the expression that you are saying that Flex is better than Flash, which confuses me, because it is basically the same thing, only that Flex is a wrapper that's meant to be used for creating application more easily, with all the pre-built controls.
Maybe you'll find this useful: http://kirill-poletaev.blogspot.com/
At 8/4/11 06:06 AM, Yannickl88 wrote: Indeed I was talking about embedding. Ever tried to include an XML file in your flash project? Not going to happen, yet with flex I can embed it.
What are you talking about? Of course it is possible to embed XML in AS3.
var myXML:XML = <root>
<something id='1'/>
<something id='2'/>
<something id='3'/>
</root>;
Anything that can be done in Flex can be done in AS3, because Flex is AS3. All the MXML tags are just for convenience, in reality, the compiler turns them into pure AS3 code before generating the final .swf file.
App of the year
At 8/3/11 04:24 PM, lime-light wrote:At 8/3/11 04:20 PM, xKiRiLLx wrote: One more thing I forgot to say is that the ideal option would be combining FlashDevelop with Flash IDE when working on a project: draw and animate stuff in Flash, code in FlashDevelop.I'm not that artistically oriented anymore. Most of the time bitmap-art gets the job done for me with spritesheets and such.
Just my 2 cents though.
Not all people use bitmap sprites though, vector graphics are used a lot. Although it is possible to import vector graphics and animations (namely .swf files) for use in FlashDevelop, it is a bit of a hassle, and you would still need some kind of an IDE to actually create those animations.
If you are using bitmap sprites, though, then sure - go ahead and use FlashDevelop, might be even easier. Might as well use a framework like Flixel.
One more thing I forgot to say is that the ideal option would be combining FlashDevelop with Flash IDE when working on a project: draw and animate stuff in Flash, code in FlashDevelop.
Just my 2 cents though.
I'm going to point out a little misunderstanding people might have - Flex is a MXML based SDK that is used to create FlashPlayer based applications with ease. It has a lot of application related controls and features implemented, it is not meant to be used for games.
You can still write pure AS3 projects with FlashDevelop, though, which makes it OK for games, but might require a little bit more body movements to get stuff done (mainly graphics and animation). In this field Flash IDE wins, because it is easier to add/edit graphics and animations for your projects. FlashDevelop has great code editing tools that Flash IDE lacks, though.
In short:
FlashDevelop has better code editing toold and is free.
Flash IDE has library.
At 8/3/11 11:20 AM, Yannickl88 wrote:At 8/3/11 10:43 AM, 1Kingfire1 wrote: I used Flash and Flash Develop together. There's a lot of Flex users; so what do you think makes it better then flash?more control over your resources, better editor support and, for me mainly, because it is free.
I agree with the "better editor" and "free" parts, but more control over resources? How?
How does one make Andriod applications in Flash? Are there any specific requirements, or things that the application/game has to support? In other words, how is an Andriod flash application different from a flash application on the computer? Thanks in advance.
How would you detect the point where they collide using this method?
Congratulations to the winners!
I enjoyed the Slipknot & Bieber mashup... I think it made the song bearable :)
http://kirill-poletaev.blogspot.com/2010 /08/loop-statements-in-as3.html
RWJ read a polish comment without knowing what it is in his video, people think its automatically funny and keep using it. Noone knows what it means, though.
scaleX and scaleY are measured like this: 1 is 100%, 0.5 is 50%, -1 is -100% (flip) etc. Your character might have become fat because you did something like scaleX = 50
Create a flag variable that gets toggled on mouse click (or whatever you want). Create an Event.ENTER_FRAME event that increases the alpha when the variable is true and decreases when its false.
At 1/24/11 07:15 PM, multiple wrote: try the audio forum.
Have you even read the OP?
Anyway, if you're looking to collaborate with people to make a music video for your audio, you could try asking in the Collaboration forums...
Good luck with your project.
At 1/23/11 03:09 PM, TacoFreak wrote:At 1/23/11 03:08 PM, hiddeninthecrowd wrote: You have to recite everything from the Carmina Burana backwards.You're not funny dipshit
It worked for me though.
I think its nothing more than some trigonometry and masks.
Easier said than done, though... If I ever get around to doing this I'll write a tutorial. Don't think that's gonna happen anytime soon though.
watch out, big corporations, I will make you bankrupt with my free tuts