Consider a simple platform game, which requires inter alia a shift (scroll) from the bottom as the character moves across the stage, an ability to detect collisions, physical applications (speed, acceleration, friction, gravity) sound management of events, background music and all kinds of visual effects. And this in the simplest of cases. We could talk about a game of "advanced", which employ panoramic sound, generation of real-time environments, music to respond to certain events, or complex artificial intelligence algorithms Riger the enemy behavior.
Decades ago, the pioneer in video game programming must use their wits to make credible and dynamic games could run on systems with low memory and processing power. The limitations were enormous and required a rigorous and austere, focused primarily on a specific objective: the gameplay. Currently, Flash is presented as an ideal platform for developing all kinds of games, due inter alia to a perfectly symbiotic integration of design and programming. Free Flash Games has brought the average user, the world of game development, a privilege that few years ago was reserved for programmers with a high level and experience in languages such as Java or C.
Bases and references
There are numerous examples in the network and tutorials about developing games based on tiles (mosaics). Basically it is harnessing the power of Actionscript to generate all the visual components of a game based on small blocks that can be iterated in a matrix, with corresponding savings in memory and processing involved. The technique is not new to anyone, because more than once we have used a small box format bitmap to fill an entire screen, in the case of the web page background or not go further, in wallpaper of our operating system.
Today, thanks to the possibility of using techniques true OOP in Actionscript 2.0 version, it is possible to structure a game in different classes, getting codes more flexible and easy to modify. Inheritance, one of the main features of OOP allows the programmer to save huge amounts of code in the time that the behavior and properties of the different components of a game. Returning to the example of a platform game, it could create for itself a generic class called "character" and then create subclasses "hero" and "enemy", each with its own characteristics, but that also inherit properties common class. Just edit the class "character", the programmer can modify and set these common behaviors without having to edit each of the classes.
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