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Category Archives: mochiads
Yay, new game! What, another match three? Come on, that’s going to get boring. But wait, there is something different in there.
Alright, here is my new game. Years ago, I had this on a phone and really liked it but never found anything like it in flash. So, I made it. Again with FlashDevelop and without any single graphical asset. Seems I developed an interest in computer generated graphics. With all the given filters in flash it’s pretty simple though to make something shiny.
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Posted in game development, Games, mochiads
Tagged bubble smile, bubblesmile, flash game, match three
Comments Off on Game: TripleDrop
What’s necessary for putting a flash game on facebook? Not much. I did that by putting a php file onto my server which acts as the canvas file. Into the same folder I unpacked the FB PHP SDK. FB likes developers and thus gives you an application profile page, the only thing you have to worry about is the actual canvas page.
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Posted in mochiads, monetization, Tutorial
Tagged facebook, facebook app, flash game
Comments Off on Getting your game on Facebook the easy way
The selfish creation. I like match three games, so I made one. What I don’t like in games is time pressure whatever more ‘excitement’ it may bring. So I made me a little relaxing game. When I thought about making it public I added a timed mode, because there are people who like that. The most interesting fact from the developer side of view: I did the whole game in FlashDevelop and there is not a single graphical asset included. It’s all code generated.
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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