It was about time I wrote these tutorials. I’ve been talking about them long enough, for sure… It shouldn’t be something incredibly new to you. In fact, I imagine this is all old news. But line collision logic can be so ominipresent, you could practically write any sort of collision with it. And I do mean ANY one; and never use any other logic for collision detection for the rest of your life as a game programmer.
I promised earlier on in these series, that I would show how to build a game like the GameCube version of Lode Runner, or the old classic: Congo Bongo. Those games involve the use of Isometric platforms, and I will teach you here how to use the method of altering the Y value of a sprite’s internal display list to change its altitude and use that with platforms. And I will also add the extra bit of complexity: The Isometric Archway.
One thing I decided to skip in the previous tutorial on isometric projection was the handling of the Z axis and the way it combines with the two dimensional Y axis to create the isometric Y. Huh? Yeah, I know.
I will tell you, right off the bat, I am not going to waste time on definitions and too much theory on isometric projection. So nothing on angles, and no crap about “well, it should not be called isometric at all!”
Tiled games are just about the most common sort of games around. Well, no, I should rephrase that: Two dimensional Arcade games benefit with the use of a tile engine in such a way that you’d be hardpressed to find a well developed 2D arcade game that does not use some sort of tile logic. And I should stress the words “some sort.” In the past few years the term Grid Collision has been kicked around, probably as an attempt to separate the terrain building part of the tile engine from the collision managing part. But it is true you don’t have to use a tile engine for both purposes at the same time.
Moving on to the second game tutorial based on old atari games. This one covers many important points in game development. H.E.R.O is my favorite Atari game, and it translated very well into Flash. It is a platform game, with a screen based game play (meaning the screens change as the sprite moves across the obstacles, refreshing itself instead of scrolling.) This screen mode simplifies some things and make others more complicated. I certainly prefer the scrolling type of game but I wanted to be as faithful to the original as I could.
Developers in general have a love or hate kind of relationship with design patterns. I am suspicious of anyone who say they just loooove such and such design pattern. Mainly because patterns should appear in your life and immediately be followed by “f****, why didn’t I do things like this before!” So there should be some shame attached to discovering it, a sense of regret I guess. Otherwise you are doing it wrong.
I wanted to write a PureMVC tutorial for some time and then I remembered this old application I’d seen somewhere online, a long time ago, done in Flash 5 or 6. It used masks, since Actionscript at that time had little or no support for Bitmaps. Then I remembered the main changes in the player 10, especially FileReference, and thought it would be fun to remake that old application with the new stuff.