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Category Archives: as3
Circular text can be useful in several designs, so here is a little class that produces the following:
What the swf shows is first the ‘debug-version’ which changes after a click to the naked text version. Consecutive clicks will produce the same for randomized values.
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Posted in as3, flash, Snippet
Tagged AS3, circular text
Comments Off on Probably useful snippets: Circle Text
Click the movie to give focus to the keyboard.
With the code derived from the last post I wanted to try to get multiple (partly moving) objects into an environment that moves. Done. There are two “racers” on a plane. One of the racers is moving while the “camera” is panning around the plane.
Good Morning!
It took a while to write that. Why the rum? Long story as a link: I saw that and liked it. Copy, paste, trace out all compile fails and rewrite and present!
Alright, while I already wrote about putting the concepts of this series to a use, here are two examples:
- The implementation of a minimap and
- The concept of a bouncing map
Posted in as3, flash, grids, mochiads, Terrain Modification
Tagged comet, flash populous, minimap
2 Comments
The following dialogue came up in the comments of Part 1 of this tutorial.
JJ: Could you show me a way to fill each tile of the map with a bitmap or some other graphic type? Is a solution possible based on using beginBitmapFill() ?
Me: What exactly do you want to achieve? Do you want to use graphics (imported or drawn in flash) for tiles? Or do you really want to fill the tile like texturing it?
JJ: I meant filling the tiles like texturing it.
What do you think?
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Posted in as3, flash, grids, Intermediate, mochiads, Terrain Modification
Tagged bitmap texture, isometric landscape
2 Comments
Alright, giving the landscape some natural feeling by applying colors to the tiles. This simply fits into the dynamic drawing of tiles by using a fill. The shading here will be done with static colors instead of shadow calculation.
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Posted in as3, flash, game development, grids, mochiads, Terrain Modification, Tutorial
Tagged grid, isometric landscape, isometric map, populous, shading, sim city
5 Comments
This part deals with the implementation of the moving nodes method (Part 2) from one dimension to the pseudo 3D landscape and begins with the movie itself for you to test what it does.
Just hover through the landscape and lift single nodes with a mouse click. Neither am I gone further by implementing lowering nodes nor did I hide the mouse cursor and the green pointer. The first one would have (additionally) increased the number of code lines in this post without adding relevant information. Hiding the cursor would have brought the movie closer to a final state but at the moment it is the method that counts.
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Posted in as3, flash, game development, grids, mochiads, Terrain Modification, Tutorial
Tagged populous flash engine
Comments Off on Terrain Modification in Grid Based Games – Part 3: Active Landscaping