This tutorial will go through all the basics of FlashPunk. After following it, you’ll be ready to make a simple game with this amazing library!. Browse FlashPunk tutorial direct from indie game developers. Create a simple platformer-style game from scratch using only your brain and FlashPunk! – zachwlewis/FlashPunk-Platform-Tutorial.

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You are commenting using your WordPress. You are commenting using your Facebook account. This time, instead of putting collide in the statement, we just assign its return value to a variable. Now we move on to implement the player into the game world! Both ways work the same, so you can do it whichever way you prefer. Good tutorial, but I think it would be more useful for beginners if you put a link with the codes with the. This allows for customizable control schemes. Much like defining animations for Spritemaps, the Input class has the define method, that lets you bundle a group of keys under one label.

World is an organizational class in Dlashpunk There are already plenty of resources available to learn how to do the latter.

Handling Collision

For example, a simple Player Entity might move around in its update step, draw a sprite to the screen in its render step, and die when he collides with a Spike Entity. To find out more, including how to control cookies, see here: Glad you liked it! These tutorials serve to teach you how to make games using FlashPunk, but do not teach you the basics of ActionScript3 and how to use it.


Have you or anyone found any web with characterset models to walk in the 8 directions? But FlashPunk also supports more specific collision behavior as well. Entity ; import net. With this knowledge, we can then use that assigned variable in the if-statement, since the statement will only evaluate true for a non-null value.

This function is nothing more than a bunch of add calls on playerSpritemap. The player character uses a so-called sprite sheet.

Implicit coercion of a value of type Class to an unrelated type net. But one of the most useful things to be able to do in a game is make Entities interact with each other in different ways, and FlashPunk has a set of useful collision functions for this purpose that will be explained in this tutorial.

We then define a speed limit and the curAnimation variable of type String. The first line embeds the file found at the specified location relative to this classand the second line assigns that embedded file to a property.

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The same procedure is tutoral for vertical movement. I recommend doing a few primers and learning some basics such as Classes, Objects, variables, variable scope, and basic AS3 operators before diving into FlashPunk. We set the FP. But for now leave it as false, different timesteps will be discussed in more detail in later tutorials.


The update function is overridden and gets called each new frame of the general game loop. You get the idea now, yes? We create the playerSpritemap instance of type SpriteMap, which is used to store the entire Spritemap of the player character, and to become the graphic property of the Entity superclass. I would like to make a character moving also in diagonals. Sprite sheets are images that contain single frames laid out in sequence, which are to be read by the game engine.

If it is pressed, we want to increase the x coordinate by the players speed property for moving left, we just substract speed from the x property, and so on.

Entity ; import net. More complex games, such as a level-based platformer, might have a menu World and then a separate World for each level of the game. So the next step is to work with the most common class you will be working with in FlashPunk, the Entity class. Our message tracing at 60 FPS.

FlashPunk Tutorial: FlashPunk Basics

FlashPunk has several types of Graphic classes available for different purposes. An Entity represents any game object that can:. I hope you enjoyed the first part of the tutorial. I have a problem with a couple of errors: