Game Design, the sounds.

Posted August 4, 2008 by antoarts
Categories: Game Design

Tags: , , , , ,

Sounds are an important thing to think about in games. Well, some things to remember is (and yes, this will be a list too, like my other game design tutorial):

  1. BACKGROUND MUSIC: Well, what must the background music do? Well, it can’t be to uncompressed, ‘cuz people don’t like long waits. It shouldn’t be too compressed either, ‘cuz then it will sound dirty, and then none wants to listen to it, they will usually quit the game.
  2. MUTE BUTTON: Sometimes, people don’t want to listen to your background music. In those cases, a mute button would be good. Think about that!
  3. EFFECTS: Effects, they do give the game a feeling, or what would a shooting game be without gun sounds? But the effects shouldn’t be too loud, and what they SHOULD do is to be matching the thing that happens. And yes, for gun sounds, I’ve heard a lot of critic for a lot of peoples games were people have said they should use different gun sounds for different guns. Now, you can’t put the sound of a AK47 on a SPAS12, you must also use the correct, or something very close. Flashkit can be a good site to look for sound effects.
  4. BACKGROUND MUSIC CAN’T BE REPETITIVE: You know, while people are playing your game, they are gonna listen to the background music trough the whole game! It should absolutely not be repetitive, or you’ll get angry comments. Listen to a song in about 10 minutes, will it make you mad? Probably if it’s a 10 second loop…
  5. VOICES: Now, every game doesn’t need voices, but in some games it can be good, and I’m sure you agree with me that voices can be a lot more entertaining than some text. Don’t use the MS Sam voice, it DOES sound dirty, and that’s not what we want. We want real voices, so you need someone to do the voice acting. You can’t have the same voice on everyone either, and if you don’t get any voice actors, try to at least manipulate your voice to make it sound different on everyone. Do this on the computer, ‘cuz if you do it in the microphone, it will sound plain stupid. And yeah, you should have a quality microphone.

That was the five steps for now. Use the comments section if something isn’t as you think it is or that I’ve missed something.

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FUN: Playing around with variables

Posted August 4, 2008 by antoarts
Categories: ActionScript 2.0, Basic

Tags: , , , ,

Now, I’ll show you some cool things you can do with variables. To start up, create a new DYNAMIC text box and give it the variable main. This will be the variable that will bounce around.

STEP 1:

So, let’s start this. read the explanations in the codes, so you’ll understand them! Yeah, by the way, make a new MC and put it off stage! Well, now to the first code part, a whole line, yay!

main=1;//The main variable will be a 1

So, test your movie (CTRL+ENTER) and you’ll see the number one.

STEP 2:

It’s easy to make the variable bounce, and it’s easy to modify the code. But no copy/paste! Put the code on the MC which is off stage.

onClipEvent(enterFrame){//When you enter the frame, the code will run itself over and over again
if(_root.main<10){//If the variable main is less than 10
_root.main+=1;//Variable will go higher
}else{//If it's more than that
_root.main=1;//Main will be reset.
}
}

So, if you want it to count to 100 before it will restart, change “10” to “100” and so on. If you want it to start from something else, change the ones to where you want it to start from. You can also put it to count backwards, I’m sure you’ll figure out how 😉

So, now you do probably know variables a bit better, and that’s good, because variables is very important when you go more advanced! It’s almost all about variables and math, lol…. It might sound complicated but it isn’t, it’s kinda fun too 🙂

Click Counter and 1time…. 2times script

Posted August 3, 2008 by antoarts
Categories: ActionScript 2.0, Basic

Tags: , , , ,

Hello. In this tutorial, we will make something as simple as a click counter. Yes, what it does is to count how many times you’ve clicked the mouse. It will also check that there’s no grammatical errors such as 1 timeS.

What we will be making

STEP 1:

Make a new MC and put it off stage. You should also add a static text field (on the stage) with the text: “You’ve clicked the mouse:”. Then to finish this step, add two dynamic text fields, one should have the variable “clicks”. The other one should have the variable “textbox”. When you’re finished with that, go on to the next step.

STEP 2:

Now to some script, in this step, we’ll explain TWO WHOLE LINES OF CODE!! This code should be put on the frame:

clicks=0;//mouse clicks
textbox="times";//This will fix grammatical errors like 1 timeS

So, study the code too, so you know what it is for!

STEP 3:

Now, this is the final step, where you should add code to the MC which should be off stage. The code is shown and explained below:

onClipEvent(mouseDown){//When you click
_root.clicks++; //The number will go up
//fix grammar errors
if(_root.clicks===1){//If the amount of clicks is one
_root.textbox="time"; //Then it should be time
}else{ //But if not....
_root.textbox="times"; //It should be times
}
}

FUN: Making MC’s do some fun stuff (Part 2)

Posted August 3, 2008 by antoarts
Categories: ActionScript 2.0, Basic, Intermediate

Tags: , , , , , ,

I’m just bored. That’s why I’ve been writting so much today. I’m already posting the 6th tutorial today. The blogs first day, lol. Anyway, this is the sequel to my previous FUN stuff post. Here, I’ll teach you some more fun stuff you can do!

PROJECT NUMBER 3: Making a MC fade out, and fade in, once, using script.

This was a cool experiment I did, try it out! You must first create a new MC of course. And then read trough this code, until you understand it, and THEN you’re allowed to copy/paste it. But not before you’ve finished that task. Here’s the code:

onClipEvent (load) {//When the MC loads
speed = 5;//Set the desired speed.
number = 0;//Number will go to 0
}
onClipEvent (enterFrame) {//When you enter the frame, this code will run itself over and over again.
if (number<100) {//If the number is less than 100
_alpha -= speed;//Alpha will go lower
number += speed;//Number will go higher
} else if (number>=100) {//But what if the number is 100 or more?
number = 200;//Sets "number" to 200
_alpha += speed;//Alpha will go up
number -= speed;//Number will go down
}
}

It’s really cool, try it out!

PROJECT NUMBER 4: Making something like an animation with script.

So, now I’ve added a few new commands onto the code. This do now acctually look like an animation, but it’s all made out of script!

onClipEvent (load) {//When the MC loads
speed = 5;//Set the desired speed for changing the alpha.
rot_speed= 15; //Set the desired speed for rotating
sca_speed= 0.5; //Set the desired speed for scaling the MC
number = 0;//Number will go to 0
}
onClipEvent (enterFrame) {//When you enter the frame, this code will run itself over and over again.
if (number<100) {//If the number is less than 100
_alpha -= speed;//Alpha will go lower
number += speed;//Number will go higher
} else if (number>=100) {//But what if the number is 100 or more?
number = 200;//Sets "number" to 200
_alpha += speed;//Alpha will go up
number -= speed;//Number will go down
}
this._rotation+=rot_speed;//This will make the MC rotate
this._xscale+=sca_speed;//This MC will get a higher x scale
this._yscale-=sca_speed;//This MC will get a higher y scale
}

BTW guys, if you like these “fun” tutorials, tell me and I’ll make more!

Designing Flash Games – Part 1

Posted August 3, 2008 by antoarts
Categories: Game Design

Tags: , ,

I’m gonna post some tutorials about designing flash games. There’s several things you should remember, and there’s several things that you shouldn’t have in your game. To begin, I’m gonna post some tips.

  1. You must have a good and original idea. The big fact. And basically, the most important thing. No game will be good if it don’t have a good idea, and the best games are original. I could tell you many things about this part, but all I would say would basically mean the same things, so I say: Make an original game, and don’t make the idea stupid or pointless.
  2. ART! If you can’t draw, then practice. If you’re lazy, then get a drawer (remember to give him credit) or use sprites. I do still recommend you to practice. And remember, no game can be good without good art.
  3. Bugs, it’s definitely not a good thing! Yeah, so, put your game for beta testing, take time to fix bugs, because…. it will pay of! None will enjoy a game filled with bugs, so that’s basically why you should make sure that your game is as bug-free as possible.
  4. Make a storyline. This might be optional, but most games are a lot more interesting if they do have a good story, with a red line. The story can be made using some text that says what’s going on, in game story where characters do talk to each other with a, lets say, radio. Or the probably the best option, some animations!
  5. Instructions. You want us to hate your game, or do you want us to love it? There’s a really simple thing that can change the score of your game A LOT! Put instructions into your game, it’s worth it!
  6. Smart controls. Smart, not stupid. Many games have been ruined because of stupid controls, that are hard to learn, hard to reach, too long from each other, going away from standards (such as WASD) and so on. We don’t want to focus on the controls, we want to focus on the game!
  7. Have several options. Well, what can add a replay value? Maybe a little thing that allows you to customize your character? Doesn’t that sound good? Well, it can add a replay value. And there’s also other ways of raising the replay value, of course. Maybe a lot of free missions or something like that?
  8. No lag, it’s not good. Lagging, what a sad thing to ruin a game with. People want to play a game that is smooth, not a game that is lagging, and slow. And if you have a fast computer, remember that everyone doesn’t have to have one. In case you don’t have a slower test computer, why not ask a friend to try it out?
  9. Highscores. Yey! Highscores! That’s a plus, it does of course raise the replay value of your game, because of the little fact that you can fight against the rest of the world and try to be the best. That’s fun!

That was all for this part, and I hope to be able to post another part as soon as possible!

The simple dress-up code, explained, and improved

Posted August 3, 2008 by antoarts
Categories: ActionScript 2.0, Basic

Tags: , , , ,

So, you’ve surely heard about dress-up games. Many of them are of low quality, but there’s still some good ones, that I could make a list of, but let’s focus on this tutorial.

It’s really simple to make a dress-up game, one of the reasons many choose to let their first game be a dress-up game. Sadly, they don’t put much of effort into those games, which is the reason dress-up games have a bad reputation.

STEP 1:

Let’s have a look at the classic dress-up game code. It’s really simple, and I’m now gonna explain it.

on(press){//when this MC gets clicked
startDrag("");//This starts the dragging
}
on(release){//when you release the mouse
stopDrag();//This stops the dragging
}

Now, that’s simple. And not a good code either. One of the flaws is the on(release){
code part. It’s bad, because sometimes, your cursor maybe won’t be above the MC. Especially if it’s animated, but also if it’s a small object (still not recommended to use small objects, even if I’m gonna show you a better code). The code have now been improved a little bit:

on(press){//when this MC gets clicked
startDrag("");//This starts the dragging
}
onClipEvent(mouseUp){//when you release the mouse, no difference if the cursor is above the MC or not.
stopDrag();//This stops the dragging
}

So, that’s a small fix, which still is a good fix.

STEP 2:

Now, this is a fun thing we did to the code. we modified what thing gets dragged. Remove your script from your current MC and give it the instance “thing”. Now, make another MC, which will have the following simple code:

on(press){//when this MC gets clicked
startDrag(_root.thing);//This starts the dragging, at the MC with the instance name "thing"
}
onClipEvent(mouseUp){//when you release the mouse, regardless the cursor is above the MC or not.
stopDrag();//This stops the dragging
}

Yeah, that was it, soon, I will post some a bit more advanced tutorials.

The simpliest AI you can make.

Posted August 3, 2008 by antoarts
Categories: ActionScript 2.0, Basic

Tags: , , ,

I’m almost sure this is absolutely to simpliest AI you can make in a flash game using AS 2.0. Anyway, it’s extremely simple, and I don’t recommend you to use it, because it seriously isn’t any good. Eitherway, as you know, I like to say that you shouldn’t just copy/paste, and that’s true, you really shouldn’t.

STEP 1:

You should now make a character. Create a new MC and give it the instance name “hero”. If you want to know how to make it controllable, check out my tutorial for that.

STEP 2:

Now you need an “enemy” MC. Create one. It will use our simple AI code, that almost can’t be called AI, but it’s still a good start.


onClipEvent(load){ //When the MC have loaded
speed=5; //The speed of the enemy
}
onClipEvent (enterFrame) { //When you enter the frame, it will run the code over and over again.
if (_root.hero._x>_x) { //The enemy tries to identify to hero position
_x += speed; //It tries to get the player
}
if (_root.hero._x_y) {//The enemy tries to identify to hero position
_y += speed; //It tries to get the player
}
if (_root.hero._y<_y) { //The enemy tries to identify to hero position
_y -= speed; //It tries to get the player
}
}

So that was it, nothing really proffesional, but I will post another post where I will make a more advanced AI.