So you want to start out on Flash game development and learn how to make a flash game. Good, but first, let's understand a bit more about game design. This short flash game tutorial walks you through some game design concepts and theories.
It hopes to help you frame up your game development process by providing some guiding principles. What genres of games suit Flash games most? How can I keep my players engaged throughout?
These easy-to-read short articles will share more with you.
The flash game tutorials here show you how to make a flash game from scratch. Everything is coded by you, and we do not make use of external packages.
This flash game tutorial shows you how to start your development from the basics, a blank slate. You will learn how to organise your files, where to insert your graphics, where to code your game logic and hopefully give your Flash game a nice, flexible structure to begin with.
We focus on a new topic on enhancing the graphical aesthetics here. In this flash game tutorial, you will learn to create the illusion of an endless scrolling space. This is a technique that is widely used in side scroller games, and you will see how easily it is done here.
The concept of firing missiles to kill off menacing aliens is reinforced here, and player control is enhanced to allow movement in all 4 directions. The common WASD keyboard control is presented here in totality.
This flash game tutorial is a great example of how mouse controls work for games like this. Use your mouse cursor as a hammer to whack the "moles". One new technique learnt here is to replace the boring mouse cursor with a cool looking hammer.
The frames of the snowman movieclip are exploited here as well, and you can see how Actionscript can be used to provide total control of how movieclips are animated. gotoAndPlay or gotoAndStop commands, used widely in animation and web design, are fused seamlessly into this actionscript-controlled game.
This is the first part of the two platformer tutorials, where you control a player who can jump up and walk off platforms. This will form the basis for Platformer II where you advance to write a Super Mario look alike game.
The gameplay here is more like Icy Towers. This is another big milestone in your Flash game development journey as you learn to code gravity mechanics into your game.
This flash game tutorial continues from the previous Platformer I. One new concept introduced here is a side scrollable screen. Your player can jump up and down, as well as move forward and back. The game screens scroll seaminglessly according to the player's motion.
You will also learn how to add in mobile lifts that move up and down, adding a lot more complexity into the game.
Also, this is the tutorial that will show you how to segregate design from programming. This will facilitate working in teams where you have a programmer and a designer. After the programmer codes the framework of the game in the Actionscript files, the designer can unleash his creativity within the FLA file.
Tower defense games have been all the craze ever since the first mods appeared on Warcraft. This is one of the most difficult tutorials here, and is presented in two parts.
Learn how to make a simple pathing strategy for waves of monsters with hit points, and create 3 standard towers that can attack, slow and mass kill your enemies.
You will learn to mark out areas which you can place your towers upon, and all the programming tricks required to create the slow and AOE towers. The towers are also created as external class files, again forming the basis of working in a Flash game development team.
These set of Flash game tutorials here are created slightly different from the earlier ones. They are self-contained game frameworks (1 FLA + 1 AS file) that do not make use of an additional constants file. Each game also has the common Menu, Gameplay and Results screen.
This tutorial shows you how to make a turn based game using the popular Tic Tac Toe example. 2 players take turns to play the game with simple mouse clicks.
Learn how to make a classic memory game where you flip open two cards from a randomized set of cards. The player scores if both are a match.
A carefully thought out algorithm is presented here to check for card matches, and controlling the flipping over of the cards. Before that, an algorithm is also shown whereby you can create the illusion of a random shuffle of the cards.
So far, the games have not covered any use of sounds and music. That is intended so that we do not get distracted by unnecessary codes to control sounds.
The Simon game is the perfect example to show how sound effects can be played. All playing and stopping of sounds are controlled via Actionscript. The use of a dynamic object naming convention is also presented here, and you can see how easy it can be used to control the playing of sounds.
Turn-based gameplay is also shown here as you structure the Computer phase where the sounds are played for the player to remember, and the Player phase where the player is expected to replay the sequence.
You learn to make the Frogger game here. WASD keyboard control is used to move the frog around, and clever use of collision detection creates the game mechanics of colliding with the cars, stepping on the water logs, as well as reaching your lotus leaves safely.