Some one doesn't know that on LorenzGames.com there is a Thumbnail Icon Generator. It can became a very useful tool if you want to create rapidly icons for your game in any possible size.
Choose
the sizes you want, then you have 2 rectangular marker on the screen,
the gray one is to localize the portion of image you want to use, the
red one is used to manage rectangular icons about what portion you want
to use, if top, center or down. The option "Scale Mode" is used to create similar scaled icon resizing the big one.
As you can see in this image, I used a Scale Mode icon generation and the red marked is moved on the top.
Then
simply click on "Done" and the application will generate PNG and GIFs
files you need. You will be able to download a ZIP file containing them
all.
Looks like finally it's possible, thanks to Flash CS5, it will be possible to create Apps for IPhone and IPod Touch with firmware 3.0 or higher.
Great news actually, I was getting tired of all that people telling me: "Hey why don't you learn some Unity, so you can make Apps for IPhone and be a millionaire in few days!!!".
The difference with Unity will be anyway visible, Flash requires more memory to run... but I guess for most of Apps and 2D games, Flash will do great. For 3D stuff there is still a lot of work to do...
One important thing that many people didn't understand is that, it's not that IPhone will build another firmware that will be able to read Flash files; Flash CS5 will support a new kind of Output that will work on IPhone. So the firmware of the Iphone is alwasy the same, Flash changes, infact this thing will be possibile only with Flash CS5. That is why the Safari Browser will not support Flash anyway... The beta should be released by the end of 2009, you can subscribe here to be notified when it will be ready.
While waiting, please read this interesting this Developer FAQ about Flash CS5 and Iphone.
Sonoflash in amazing, you can basically add sounds to your flash games just writing some code, and the sounds will be distorted and changed however you want.
You can choose from a list they provide on theire site and download, for free, the sound that you need.
Reading the MochiAds Forum I have found an interesting post
containing a bunch of useful Flash API's and Tools.
I elaborated it a lil bit and here it is, the bible for every Flash
Developer!
SmartFoxServer is probably the most used, it is the core of many
Multiplayer Games, probably the biggest one is Club Penguin. ElectroServer powers Webkinz.
Either one and the other give you the possibility to create your
game from zero, lobby included.
They cost probably too much for an independent developer.
I personally have used a lot the Nonoba, winning many contest on
their site and the 2ND place of the final contest.
It is easy to use and it is free but sometimes I found it a lil
bit slow and it didn't let me customize the lobby.
I didn't like very much to have a white and green lobby for all my
games.
BlossomServer is new and it has been created by Jiggmin, the
author of Platform Racing.
It is free and it gives you the possibility to download the
source code and change if you want.
The only problem is that it is based on a PHP socket server...
which is not stable as Java or C.Red5 is a free java server, but probably it crashes too much.
I have used all of them and honestly my favourite is Away3D.It is quite simple to use and it has a lot of functions for game designer.I
wrote an article about it few months ago, you can read it here .
This is the only 3D physics engine that I'm aware of for Flash.
From looking at a few of the tutorials, it looks like you would have
use this physics API in conjunction with a 3D API so you can render
what's actually going on. I haven't had a chance to actually use the
API, so I can't give much of an opinion. 2D physics APIs
I have used Box2D in my last game Dynamic Systems http://www.lorenzgames.com/game/dynamic-systems . They have a nice community and it is easy to find tutorials on Internet.
From what i have heard FlashDevelop is great. It has great syntax highlighting, auto completion, and
it's just overall a whole lot better to use compared to the built in
Actionscript editor in the Flash authoring tool, plus it's free!
FDT should be good too, but it's not free.
A Tweener is basically a tool that creates transactions in an object. For example if you need to move an object from point A to point B with an animation. The Caurina one is one of my favourite, probably because i have used it for so long. They have surely saved me a lot of work.
If you have alwasy wanted to make a game but you have zero clue about programming, today to help you there is PlayCrafter! This brand new site is like a huge level editor, very similiar to Splooder that has tons of objects to just drag and drop on the stage. It has the potential to make really good games. It's like the TorqueX of Flash. So in some sorts, yes, it is more like a powerful level editor...
I have recently created a new image resizer in PHP. This not only scale and resize with an amazing quality, but I created some parameters to give effects as you can see in this image. You can:
Simply resize your image the dimension you want and it will AutoCrop too.
Darken the image.
Make it brighter.
Invert the colors.
Use less colors.
the usage is very simple: upImg($_FILE, or "http://url", Size Width, Size Height, "output name ex:temp/name", "darker", "brighter", "colors", Invert: 0 or 1)
Here is th code, enjoy!
upImg('','ds.jpg',80,80,'namefile',0,0,256,0);function upImg($file,$urlfile,$sizew,$sizeh,$uploadfile,$squared=0,$squared2=0,$pal=256,$inv=0){$uploadfile.=".gif";if($urlfile!=""){$file=array("size"=>0,"type"=>"");$file["size"]=strlen(file_get_contents($urlfile));$file["type"]=strtolower(str_ireplace(".","",substr($urlfile,-4)));}if($file["size"]>200 &&($file["size"]/1024)<3000){$ft=str_ireplace("image/","",$file["type"]);if($ft=="gif"||$ft=="png"||$ft=="jpeg"||$ft=="pjpeg"||$ft=="jpg"){if($urlfile==""){move_uploaded_file($file["tmp_name"],$uploadfile);}else{file_put_contents($uploadfile,file_get_contents($urlfile));}if($ft=="gif"){$simg=ImageCreateFromGIF($uploadfile);}if($ft=="png"){$simg=ImageCreateFromPNG($uploadfile);}if($ft=="jpeg"||$ft=="pjpeg"||$ft=="jpg"){$simg=ImageCreateFromJPEG($uploadfile);}$swdt=imagesx($simg);$shgt=imagesy($simg);if($swdt<$sizew){$sizew=$swdt;}if($shgt<$sizeh){$sizeh=$shgt;}$dimg=ImageCreate($sizew,$sizeh);$rX=$swdt/$sizew;$rY=$shgt/$sizeh;if($sizeh>$shgt*($sizew/$swdt)){$rX=$swdt/($swdt*($sizeh/$shgt));$Rx=((($swdt*($sizeh/$shgt))-$sizew)/2)*$rX;}if($sizeh<$shgt*($sizew/$swdt)){$rY=$shgt/($shgt*($sizew/$swdt));$Ry=((($shgt*($sizew/$swdt))-$sizeh)/2)*$rY;}imagetruecolortopalette($simg,false,$pal);ImagePaletteCopy($dimg,$simg);$w=0;for($y=0;$y<$sizeh;$y++){$ow=$w;$w=round(($y+ 1)*$rY+$Ry);$t=0;for($x=0;$x<$sizew;$x++){$r=$g=$b=$squared2;$a=$squared;$ot=$t;$t=round(($x+ 1)*$rX+$Rx);for($u=0;$u<($w-$ow);$u++){for($p=0;$p<($t-$ot);$p++){$c=ImageColorsForIndex($simg,ImageColorAt($simg,$ot+$p,$ow+$u));$r+=$c['red'];$g+=$c['green'];$b+=$c['blue'];$a++;}}ImageSetPixel($dimg,$x,$y,ImageColorClosest($dimg,abs(($inv*256)-($r/$a)),abs(($inv*256)-($g/$a)),abs(($inv*256)-($b/$a))));}}imageGif($dimg,$uploadfile);imagedestroy($simg);imagedestroy($dimg);return$uploadfile;}else{echo"Error: The file must be a GIF, PNG, or JPG!";}}else{echo"Error: File Size incorrect!";}}
As many of you know it, Mochiads as improved a lot in the past 2 years. One of its competitors, GameJacket, failed last week. Many developers are doing good money with the Mochi Advertising right now. Are you doing it? Probably you should give it a try!
Mochiads Version Control not only works as advertising but also protect the code of your game. Here I am going to explain you how to add it to one of your games in ActionScript 3.
First important thing to do is, if you don't have an account, click here to Sign-Up MochiAds Developers Program. Login in the dashboard and click on the yellow button Setup New Game. Now it will ask you:
The Title of your game.
The dimensions of you game, write it how big it is, like 640x480 for example (The game must be not smaller than 300x300).
Version Controll click Yes.
Create Game.
In the Version Controll version you dont need to download the Include files from MochiAds. Now it will ask you to Authenticate your game, write that string of code on the first frame of the time line, or in the document class. The string will be something like this:
If you are using a Document Class remember to clear everything from the Main Function. For example let's pretend your Document Class is named MyGame.As inside you need to be sure it will look something like this:
package{//...importspublic dynamic class MyGame extendsMovieClip{//...declarations of variablespublicfunction MyGame (){//Here nothing!}//... other functions.}}
Now select the colors of you preloader, you can even upload a custom image if you want, make a custom JPG the same size of your game and upload it to make it appear under the preloader line. It will look more fancy!
Then upload your SWF, give it a version number, like "1.0" or" 0.5alpha"... as you want... And eneter a little description only for you, like "First upload".
OK, now continue, download the file they just created for you, it contains the SWF you will have to distribute. It's almost over . You need to fill out the game profile.
In Game URL write the Link of a page where people will be able to see your game and then upload the swf you just got there.
Add Description, an icon of 100x100 (I suggest you to make a very cute icon becouse it is the first thing people will see), Catoegories, Keywords and Save. Great, now you are DONE!
Last thing to do if you want is to enable your game for distribution so that Mochiads will help you to spread it on internet.
This tutorial will teach you the basics to add bones to an object and move them using ActionScript 3.
It is quite simple, those are the steps to do:
Design something ( to test i designed something like a snake ).
Click on the button Bone Tool (X).
Draw a bunch of bones on the object making sure they are attached.
OK, now you should have something like this: Make sure the last bone on the head is called: ikBoneName6
As you can see in the TimeLine now you have a new layer called Armature_(Number), rename it to Armature_1 if it has another number.
Now click on the Armature_1 layer and you should see in the properties something like this: Make sure to change the Type in Runtime.
Now create an empty layer where to place the ActionScript on the TimeLine (to keep the tutorial short i placed everithing on the timeline).
import fl.ik.*;var tree:IKArmature = IKManager.getArmatureByName("Armature_1");var bone:IKBone = tree.getBoneByName("ikBoneName6");// tailJoint will manage the point of your bone, if you want to manage the head of your bone you need to use headJointvar tJ:IKJoint = bone.tailJoint;var posT<img src='http://www.lorenzgames.com/smiles/P.gif' alt='Emoticon'width='14'height='14'/>oint=tJ.position;var ikMover:IKMover = new IKMover(tJ, posT);addEventListener(Event.ENTER_FRAME, onFrame);function onFrame(event:Event){
posT.x=mouseX;
posT.y=mouseY;
ikMover.moveTo(posT);}
Now you are set, Test the movie and you should get something like this:
To start to make Flash Games is actually not that complicated, anyone with a lil bit of passion and time can have a try! I suggest you to download Adobe Flash CS4 from Adobe, they will give you for free the 30 days trial version, so you can evaluate it. OnLine you can even find some free programs that compile ActionScript, like FlashDevelop.
Kirupa is a good forum where you can register and ask any question you want about ActionScript 3 (Shortly AS3).
On LorenzGames you can have an idea of the best flash games made by the best game designers on the world. I organized few super best game on another site ILikeToGame, you can check them.
In this industry they pay those games from $3k to $10k for the cool ones or more for awesomeness, or you can just put your own advertising like MochiAds, there are so many ways of monetization with this kind of games, you just need to start and give a try!
While I was searching for an available domain name to buy for a friend of mine, looking around I just understood that the 99.99% of all the .COM logic sense domain names including the words: "Games", "Game" or "Play" are taken. Funny thing is that most of them are just sitting there in "PARKING" pages probably for years. I guess some of them make a couple of dollars a year for that Spam, some other little bit more.
I recently contacted one of this parked domains freeflashgames.com, right now you can see it's just a Spam page. I was thinking: "Well, OK, usually I would pay 9 dollars for a COM domain, but I really like this name i would offer 50 dollars!" for a moment I thought it was too much, anyway, now 50 dollars for me was like, I am giving you way more than enough for a Spam page that probably has been banned by some search engine.
A very nice person answered to my email saying that the price i wanted to pay was too low, they where starting the bids from a price of $400.000, yes, Four Hundred THOUSANDS of dollars!Now honestly what is the point? In a market saturated like this, who is the insane mind that is going to spend that money? And what is the point to buy a domain that contains the word "Game" when the ruler domains of this industry don't even mention it: Newgrounds, Kongregate, MochiAds, Nonoba, Whirled or a more recent Fupa that has an Alexa ranking that looks like the profile of a mountain.
Of course is all about SEO (Search Engine Optimization) today, but does it really work?
After a consultation with some other developers on MochiAds, this is what came out:If you look at Alexa's top ten sites by traffic, most of them have domain names that really aren't helpful at showing what the site's about. Having words like "Games" or "Flash" helps your SEO work. But if you are going to build something larger and put a lot of effort into it, those words are less important.I would say a original name is good, and you can build a brand of it.Of course, if you would happen to have Games.com, that would be a winner.
You shouldn't use "-" in the domain name. Not necessary, but having a domain name that is easy to remember and hard to misspell is an advantage.
Toys.com was recently sold for 5.1 million USD. ToysRus was the buyer.
Don't mention that your games are addictive in your domain name, that word is so overused that is pretty much useless right now.It's important to plan ahead and map out how you want to develop your website before you go shopping around for a domain. Different domains serve different purposes.
Some factors to consider:
Branding
A domain like "Free-Online-Games.biz" might do well from an SEO perspective but it's a nightmare to try and brand. If you ever consider selling casual games or other services it would be very hard to gain consumer trust with such names.
Community-Building
Similar to branding, but community tends to build around non-generic names. Games.com is brandable, but it has no personality (talking about the domain, not the site). Would you be proud to be a community member of Games.com? Maybe, but it sounds very generic.
Attracting advertisers
If you get big, you'd want to attract ad dollars from big companies with big brands. But having a lot of impressions isn't going to get you the big brands by itself. The big boys want their brands associated with other quality brands. It will be hard to convince advertisers that "Free-Arcade-Games.net" is a premium brand.
Good SEO domain names are impossibly hard to come by, all good.com keywords are taken. And if you force a keyword in your domain, you're just making it longer than it needs to be. If you throw in the word 'games' 'online games' or 'free games' in your domain, don't expect to rank for any of those terms in search engines. If you want to try it out, nothing is stopping you from creating a generic site and sending traffic to your main website. But for your main website I would suggest creating a Memorable domain/branding. To get search engine traffic, you have to work for it over a dedicated length of time, so don't expect there to be a shortcut.