Even though things have been crazy the last several days, I found a couple hours to mess with Flixel some more in the last couple days. Rather than go right on ahead and start work on the final goal, the Zelda style shooter, I decided to just do some experiments with pausing, states, and handling different groups. Below is what the final product was-- it's not really a game and has graphics I threw together in Paint.NET in about 5 minutes, but was a pretty useful learning experience. I feel like I know enough of the way Flixel likes you to organize things to start doing a bit of preliminary work on the shooter, and I'll do some more updates after that.
Also, I'll be at the East Coast Game Conference this week, meeting people and networking.
Zach McAnally's Game Development
Tuesday, April 24, 2012
Tuesday, April 10, 2012
In the last couple days I've been working on learning flash, specifically with the Flixel plugin. Flixel is an open source library written in Actionscript 3, and seems perfect for 2d graphical games. I looked at several tutorials and didn't really like any of them until I found this one, which was really nice. Below is the completed tutorial.
Overall I'm surprised at how much extending from the Flixel classes makes building it. I'm really interested in digging into the Flixel source, however, to get a better understanding of what it's doing under the covers.
Overall I'm surprised at how much extending from the Flixel classes makes building it. I'm really interested in digging into the Flixel source, however, to get a better understanding of what it's doing under the covers.
Friday, April 6, 2012
Who is this guy?
Hello! I'm Zach McAnally, a developer in Nashville who's begun to move into game development. I've begun learning Flash this week, using a plugin called Flixel, which looks like it'll allow me to focus more on the design aspects of the ideas I have rather than getting bogged down in Flash. Fair warning though-- I'm a programmer, developer, and designer; artist is nowhere in my skill-set.
For starters, here's something I was part of last weekend-- the MolyJam 2012. The goal was to build a game in 48 hours, based on one of the tweets of @PeterMolydeux (by the way, if you have twitter and don't follow @PeterMolydeux, you're missing out). I drove up to Lexington, the nearest MolyJam location, and joined Run Jump Dev's team. We built the whole thing out of Unity, which was an engine I'd never worked in, but was surprisingly easy to work around. I'm pretty comfortable with C# too, so component writing was a snap.
Enjoy: http://www.whatwouldmolydeux.com/display.php?GameID=150
For starters, here's something I was part of last weekend-- the MolyJam 2012. The goal was to build a game in 48 hours, based on one of the tweets of @PeterMolydeux (by the way, if you have twitter and don't follow @PeterMolydeux, you're missing out). I drove up to Lexington, the nearest MolyJam location, and joined Run Jump Dev's team. We built the whole thing out of Unity, which was an engine I'd never worked in, but was surprisingly easy to work around. I'm pretty comfortable with C# too, so component writing was a snap.
Enjoy: http://www.whatwouldmolydeux.com/display.php?GameID=150
Labels:
Development,
Flash,
Free,
MolyJam,
Peter Molydeux,
Run Jump Dev,
Unity,
Welcome
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