Data can be numbers, words strings , objects, and more. Variables are defined by the code var and must be one word. Create an object. ActionScript is used to affect objects in Flash. In order to make a game, you will need to create objects that the player will interact with. Depending on the guides you are reading, objects may be referred to as sprites, actors, or movie clips.
For this simple game, you will be creating a rectangle. Open Flash Professional if you haven't already. Create a new ActionScript 3 project. This panel may be in different locations depending on the configuration of Flash Professional. Draw a rectangle in your Scene window.
Select the rectangle using the Selection tool. Assign properties to the object. With your newly-created rectangle selected, open the Modify menu and select "Convert to Symbol". You can also press F8 as a shortcut. In the "Convert to Symbol" window, give the object an easily recognizable name, such as "enemy".
Find the Properties window. At the top of the window, there will be a blank text field labeled "Instance name" when you hover over it.
Name it the same as you did when you converted it to a symbol "enemy". This creates a unique name that can be interacted with through AS3 code. Each "instance" is a separate object that can be affected by code. You can copy the already created instance multiple times by clicking the Library tab and dragging the instance onto the scene.
Each time you add one, the name will be changed to designate that it's a separate object "enemy", "enemy1", "enemy2", etc. When you refer to the objects in the code, you simply need to use the instance name, in this case "enemy".
Learn how you can change the properties of an instance. Once you have an instance made, you can adjust the properties through AS3. This can let you move the object around the screen, resize it, and so on. You can adjust properties by typing the instance, followed by a period ". The Y-axis is calculated from the top of the scene. A - number will flip the object. Examine the trace command. This command will return the current values for specific objects, and is useful for determining if everything is running as it should.
You may not want to include the Trace command in your final code, but it is useful for debugging. Build a basic game using the above information. Now that you have a basic understanding of the core functions, you can create a game where the enemy changes size every time you click on it, until it runs out of health. This occurs when the game starts. Try it out. Once you've created the code, you can test your new game.
Click the Control menu and select Test Movie. Your game will begin, and you can click the enemy object to change its size. Once you have your keyframes and trajectory established, you can transform your object so that it changes as it moves through the motion tween trajectory.
You can change the shape, color, rotation, size, and any other property of the object. Open the object's Properties panel. Change any values in the Properties window to affect the object. For example, you can change the hue or color, add filters, or change the scale. You can also use the Free Transform tool to freely change the shape however you'd like. Make finishing touches to your tween. Ensure that the transformations look good and that the animation is moving at the correct speed.
If your animation is moving too fast, you can either lower the FPS of the scene or increase the tween span. By default, the FPS is 24, so try lowering it to To do so, click outside the scene and then change the FPS in the Properties panel.
Changing it to 12 will double the length of your animation, but may make it more "jerky". To change your tween span, select the layer that contains the tween and use the slider to pull it out. If you want the tween to be twice as long, extend it to 48 frames. Make sure to insert blank frames in your background layer so that the background doesn't disappear halfway through the animation. To extend the background, select the layer, click the last frame of the animation in the timeline, and then press F5.
Part 3. Record or find your sound effects and music. You can add sound effects to actions that occur in your animation to help make it stand out and give it some personality. Music makes your animation more immersive, and can make a good animation into an incredible one. Choose the on that gives you the best quality for the lowest file size. MP3 will typically give you perfectly acceptable sound quality while keeping the file size to a minimum.
Avoid WAV files if possible, as these are often quite large. Import the sound files to your Library. Before you can add sounds to your project, they need to be added to Flash's Library. This will allow you to quickly add them to your project later.
Browse for the sound file on your computer. Make sure that the sound file has an easy to remember name, so you can quickly find it from the menu later.
Create a new layer for each sound file. This is not strictly necessary, as you can add sound to existing layers, but putting each file on its own layer will give you much more control over fading in and out, when to start and stop, and it is easier to move sounds around.
Create a keyframe where the sound will start. On the sound's layer, select the frame in the animation that you want the sound to start at. Press F7 to insert a blank keyframe. For example, if you want to include a music file that plays for the duration of the animation, select the first frame on the music file's layer. If you are adding dialog for a character, select the frame where the character begins talking.
Add the sound or music file. In the Properties frame, you will see a Sound section. You may need to expand it to see the options. Click the "Name" menu and select the file you want from your Library.
Configure the sound file. Once you've selected a file, you can configure how it will play. What you select will be based on what you need the sound to accomplish in the animation. You can change the Effect, the Sync, and the Repeat settings of each sound using the menu underneath the Name menu in the Properties frame.
Effect - This lets add effects to the sound, such as fading in and out or adding echo. You can select from preset settings in the drop-down menu, or you can click the pencil icon next to the menu to create your own custom settings. Sync - This determines how the song is played in the animation. Event will play the sound until it is finished. If the same sound is triggered again before the first one ends, the the original will keep playing until it finishes.
Start works like Event, but stops if the sound plays again. Stop stops the sound in that frame. If you want to use this in conjunction with other sound properties, create a new keyframe where you want the sound to stop and use this option. Stream will attempt to match the sound that is playing with the number of frames on other layers. This is best used for dialogue. Repeat - This setting allows you to set how long the sound repeats.
You can set it to play only once, or have it loop as many times as you want. If your animation is a looping animation, you should set your music to loop infinitely. Finish your project. When you are finally finished with your project, save it as an SWF file. This is the format used to play the movie.
You can play it in virtually any web browser, or use a dedicated Flash player to watch it. There are also a variety of sites that you can upload it to for others to see, such as Newgrounds, Albino Blacksheep and Kongregate. Take your future projects further. In game development, this is called the "minimum viable product. You can learn a lot about your game by actually playing it. The prototype will let you experience what aspects of the game are engaging and what is not.
This lets you create a solid foundation to build the rest of your game upon. For example, if you are making a first-person shooter, your prototype doesn't need to be a huge level with a plethora of enemies, multiple customizable weapons, and killer graphics. Your prototype would just be a single room with 1 enemy type and 1 weapon that you can shoot. Create the assets of the game. Once you have an idea of what the final product of the game is going to be, it's time to start creating all the game assets.
The assets are everything the game is made of. All of this will need to be constructed individually and then imported into the game engine. If there are game assets that you don't know how to make or don't have time to make, many game engines have an assets store where you can purchase game assets made by other people and import them into your own game.
Some games are made entirely of assets purchased from the assets store. Test your game. You can learn a lot by playing a game that you made.
You can also learn a lot by watching others play your game. Playtesting should be done at all stages of game development from the early prototype stages to crunch-time just before launch.
Don't just used skill gamers unless that is the niche you are going for. Don't explain too much about the game at first. Just let the Playtester have a crack at it. If they get stuck or get confused, then you can go ahead and give a little bit of an explanation. Pay attention to what playtesters do on their own in the game. See where they get stuck and where they need instruction.
Figure out where they spent most of their time looking in the game. Pay attention to the playtesters reactions during the game. See what makes them gasp, sigh, or make other audible noises Write down any feedback you get. Pay attention to what order they give their feedback in. This explains what is most important to them. Don't get defensive or feel the need to explain anything when you receive negative feedback. Don't force playtesters to continue to play your game.
Allow them to quit and walk away. When they decide to give up on your game is an important data point in and of itself. Have a test survey for your playtesters to fill out. Be sure to include rating questions that can be turned into data and include a section for comments at the end. The worst playtester for a game is yourself. The second worst playtester for a game is friends and family.
They are biased. Make adjustments to your game. After you receive feedback from playtesting, make the necessary corrections to your game. Check the data points from the surveys to make sure the numbers are trending upwards. Make sure you are correcting the issues that need to be corrected. Be flexible with your ideas. During playtesting, you may find out that you are wrong about your game. What you thought would be the most engaging may not be what others thought was engaging.
Polish and optimize your game. When your game is nearing completion, then you can add some bells and whistles to the game. Feel free to enhance the graphics and add additional effects and sounds, but be aware of how these additions affect the game's performance. Make sure the framerate stays consistent through the majority of the gameplay. If you find that adding a particular effect is slowing down the game, consider if the effect is needed or if it can be implemented in a way that isn't as hardware-intensive.
If you are planning on selling your game to a wider audience, your goal should be to make a game that can play on as many PCs as possible. Create options that allow players with lower-end PCs to be able to turn off the more hardware-intensive features. Publish and distribute your game.
Unless this is your first game and you are doing it just for the learning experience, you'll probably want to sell your game and earn some money for your hard work.
Luckily Windows is an open platform that allows anybody to develop software for it. Many game engines have the ability to publish a working version of the game for you to ship. Once your game is finished, you'll need a way to distribute the game. Luckily, there are plenty of online distribution platforms you can turn to. Look for a digital distribution website that will carry your game. Today, it's easier than ever to get your game on a platform like Steam or a more independent platform like Itch.
Whichever platform you choose, make sure you understand the quality control process for that platform. Before your game launches, start building up some buzz. Create a website and a promo trailer. The Flash Game Archive is also tiny in size, and you fill your library by downloading games from its archive. The development team is constantly working to ensure the archive allows people to enjoy their favorite Flash games.
You can get plenty of games from the website, but you can also get your own from the internet as well. The games are divided into categories so that you can find what you want. The Flash Player Projector Content Debugger is a rather well-hidden secret, and Adobe still lets it work on your computer.
You only have the right to download the Flash Player Projector Content Debugger for personal use , and distributing it is prohibited. Since this is a debugging tool, Adobe has no plans to discontinue this software.
You can always download it from the appropriate website. Just ensure you have some Flash games to run on it. The Internet Archive announced back in that it will also start preserving Flash games, animations, and more. If you manage to find your favorite Flash game there, you have the option of playing it online or downloading it.
Other than the existing games in The Internet Archive, you can upload your own Flash creations. There are plenty of games to keep you occupied, and since more of them are always getting added, you can always come back and see if your favorite one is finally uploaded.
Games like Hatoful Boyfriend and Super Meat Boy are currently making profits for their original creators. You can still find the old versions in archives, but the remakes are inherently superior in many ways.
0コメント