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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There are already plenty of resources available to learn how to do the latter.

For this example, I will open up our MyEntity class and embed it like so:. Implicit coercion of a value of type entities: I was wondering is anyone could please me with those? The starting point in all Flash games is the Main class, and so it will also be the starting point in your FlashPunk projects.

If you save that and then run your game, your Entity will render uttorial assigned Graphic at its current location, which is 0, 0 by default top-left corner of the screen.

FlashPunk Tutorial How to make your avatar move | The Doglion

We define input labels. In the constructor, we immediately call the setupSpritesheet function. Both ways work the same, so you can do it whichever way you prefer. Whew, this is a lot to read and think about, but the biggest chunk of the Player class is done now. Usually, your Main class extends the Flash Sprite class, and might look like this:. You are commenting using your Twitter account. Leave a Reply Cancel reply Enter your comment here So to initiate your FlashPunk game, your Main class will look something like this:.

FlashPunk has several types of Graphic classes available for different purposes. You get the idea now, yes?

By continuing to use this website, you agree to their use. 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. After that we set the initial position of the player or rather the coordinates of the upper left corner using the Point instance we obtain as a parameter.


Email required Address never made public. Also, I recommend that you follow the series in order, because the posts build up on each other. This time, instead of putting collide in the statement, we just assign its return value to a variable. Each frame has an index, and they start with 0, so the first frame has index 0, and so on.

Our message tracing at 60 FPS. But FlashPunk also supports more specific collision behavior as well. This allows for customizable control schemes. This is the place where we handle our input for the player. Entity types must be a string value, and do not have to share a name with their corresponding object. 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.

The function call Input. So that later, when you do your input checks, you just have to check for the label, and the underlying class does the work of looking up exactly which keys are to be checked.

We RTFM for you.

Have you or anyone found any web with characterset models to walk in the 8 directions? Those frames are then played at a certain frequency so as to simulate motion. But the FlashPunk framework has a bunch of operations it does in the background, so it already has a specialized Sprite class which your Main class will extend.

The add call is used to define an animation by saying a what name is should have, b what frames should be played, c the framerate of playing the animation and d if the animation should loop or just play once.

Conversely, you can remove an object from a World with the remove function. Good tutorial, but I think it would be more useful for beginners if you put a link with the codes with the.


Much like defining animations for Spritemaps, the Input class has the define method, that lets you bundle a group of keys under one label. So now, when our World is created and set active, it will tell this Entity to update and render.

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.

Thanks for this blow mind read! Glad you liked it!

Currently working on reformatting the tutorial. But one tutorual 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.

FlashPunk Basics

Sprite sheets are images that contain single frames laid out in sequence, which are to be read by the game engine. I have a problem with a couple of errors:. And I put it in a flasphunk called assets.

So if we have an Entity called Playerin it we can define hitbox parameters like this:. In the end of the whole thing, we check if both vertical and horizontal movement are set to true. An Entity represents any game object that can:. When FlashPunk starts ticking, the game loop updates a specific World. The last parameter is important, because it decides what type of timestep we want to use for our game.

Flashpynk this example, since our graphic is just a single, non-animated plane sprite, we will use the Image class, like so:. I set the hitbox values two different ways here. This function is nothing more than a bunch of add calls on playerSpritemap.

Immediately after this function is called, the game loop will start ticking and your game will run.

Look at the dimensions of the spritesheet.