Projects tagged ‘flash’ and ‘game’


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Projects tagged ‘flash’ and ‘game’

Filtered by Project Tags flash game

Refine results Project Tags actionscript (56) as3 (39) flex (25) engine (20) framework (11) java (8) actionscript3 (8) php (7) physics (6) cs3 (6) 3d (6) games (5)

[158 total ]

4 Users

PushButton Engine is a free framework for building Flash games. There are lots of great libraries for Flash game development. PushButton Engine makes it easy to bring those libraries together to build ... [More] your game. Please see the official PushButton Engine web site for more information. [Less]
Created 8 months ago.

2 Users

libNUI is a hardware accelerated GUI framework that makes it possible to build rich multi-platform applications based on 3D rendered dynamic layouts. Interfaces are built as a composition of widgets ... [More] and behaviors, and the framework handles positioning, resizing, anchoring, and texture stretching. Objects are connected with synchronous events and delegates for mono-threaded communication, or asynchronous notifications and message queues are used for multi-threaded applications. It also supports strings (including Unicode), paths, files, data streams, fonts, threads, critical sections, audio buffer rendering, and more. [Less]
Created 7 months ago.

1 Users

A game and physics engine for Flash including: Rigid Body Dynamics Scene management Line of sight User Input Scrolling AI Core parts of the physics solver and collision system are based on the C ... [More] physics engine Chipmunk DevelopmentApart from the conversion from C to AS3 and OOP, many adaption have be made to tune the engine for the performance characteristics of the AVM2. In summary: The original relies heavily on memory operations & copy/update arrays for many things - especially contact lists. Array operations (splicing, adding/removing elements) is expensive in this situation. AVM2 Optimization All these arrays were replaced with linked lists [Less]
Created about 1 year ago.

0 Users

DescriptionThis project aims to replicate the look and feel of the Wii Play "Tanks." No additional features or upgrades from the console version are planned at this time. DevelopersSt. John ... [More] Johnson Patrick Griffith Important NoteWe, the current developers, do not plan to continue this project. Both of us have moved on to separate jobs and do not have the spare time to continue this. That is why we put it on Google Code so others could learn and hopefully finish it. Project PhasesPhase 1Modular prototype Easy to add additional levels, AI, graphics, etc. Phase 2Graphics emulation Sound emulation Level design emulation Phase 3AI emulation Phase 4Highscores implementation [Less]
Created about 1 year ago.

0 Users

A multi player version of Tower Defense in actionscript
Created about 1 month ago.

0 Users

webgame
Created 12 months ago.

0 Users

Library of useful gaming classes for game development on the actionscript/flash platform
Created about 1 year ago.

0 Users

Everything should be made as simple as possible, but no simpler. Albert Einstein IntroductionThere must be a gazillion Tetris clones out there... Why another one?. Because I couldn't find a clone ... [More] like this with a liberal open source license and programmed with code legibility in mind. There are other projects like this but many have GPL licenses that make troublesome their use in commercial projects or console development. ObjectivesThis clone must be simple to understand and because that, easy to tweak (if you want to use it for your own projects). Changing rendering and input layers must be a breeze and even the core gameplay functions should be easy to port to another platforms or languages. Ultimately, it must serve as an educational reference for novice game programmers. The good thing about Tetris is that it has a very well known gameplay mechanic and it is relatively simple to implement but challenging enough for not being trivial. FeaturesThe core logic is programmed in simple ANSI C. The core gameplay logic is separated from the layers in charge of presenting the game to the player. Those layers would be responsible for drawing sprites on screen, handling input devices, returning timer values, or even playing sounds and music, so the game must be platform agnostic. The trunk implementation uses the awesome cross-platform SDL library for graphics and input. This is the list of expected features I'm aiming: A simple Tetris experience. The user must easily recognize the game and spent some time with it. Full separation between the core gameplay implementation and the graphic, input, sound, or font libraries that could be used by the game. No global neither static variables in the core game implementation (because global things are bad things). Good code standards and formatting (because code is poetry). The ambition of this little project is to become the default implementation whenever you need a simple clone and don't want to rewrite your own from zero. LimitationsBecause the trunk for this project must be simple (and I'm lazy) some limitations are imposed: No Wall Kick No Game Menu Screens No Effects No Sound Branches are encouraged to implement the missing parts or even create gameplay variations. BranchesThis is the list of currently implemented and possible future branches: Flash AS3. You can test it here. Playground. This version nicely supports localization: J2ME Canvas Qt IPhone PIC MaintainersLaurens Rodriguez Oscanoa ReferencesThe gameplay mechanics reference can be found here: http://tetris.wikia.com/wiki/Gameplay_overview The original Tetris that can be found here: http://vadim.oversigma.com/Tetris.htm [Less]
Created about 1 year ago.

0 Users

IntroductionWell, FaceMonger24 originally brought the idea up on the suggestions forum, On this thread. We talked about it on the chat a little bit, and i thought, what the heck lets get this party ... [More] started. This is an Un-Official FGL project, maybe when the FGL guys give the okay it will be official. Dominant EngineThe Dominant engine in use at the moment would be the one developed by Mcgrew. You can find a link to the download on the Engine Samples Page. So, what do I need to enter?You need intelligence, programming skills, and the ability to take a beating from Mcgrew (just kidding, really!) You also and most importantly need to download Template.as which is a template specially constructed for your use. After downloading this, you must sign up to the competition - by posting in this thread. Now halt! First things first: rename Template.as to YourBotName.as (e.g Mcgrew.as.) Now, open up this file and replace the word Template with YourBotName. (Needs to be replaced at line 3 and line 5.) Also, change the name of your bot (by modifying robotName on line 8.) And change loadIcon("images/icon.png") to loadIcon("images/youriconname.png"). The icons will be stored in an image folder on this webserver (send the icons to me.) How do I submit my bot?Send a PM to one of the listed comilers on the Compilers Page, with a link to your icon and a link to your class. It's that simple! What bout' da benjamins(money)?This is a non-profit project and is for the fun and pleasure of FGL members. However since this is an FGL related project we might try to promote, in some way users' accounts and/or games. What about little ole AS2?The project is gonna be as3 of course. But we cant leave out the as2 community, sooooo, if anyone wants to be AS2 - AS3 converter, put your name and a link to your fgl account on the AS2 Converters Page [Less]
Created 11 months ago.

0 Users

Questrian is a simple for creating MMORPG games using ActionScript 3.0 and the Adobe Flash or Flex/Air Platforms. Ultimately the idea is to create a rich architecture that has all the specific ... [More] hallmarks of a multi-user online role-playing game including nuanced player created characters, quests, battles, rewards, maps, dungeons, and items that enhance player capabilities. [Less]
Created 4 months ago.