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About proto_typical

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  1. It's important that you think about the monetization side of things. There are far more flash game sites than unity or HTML 5 game sites. So unless you are funded upfront to make a HTML 5 or Unity based game, you might be limiting yourself a bit in terms of monetization.   If you are doing 3d, you can do it in either flash or Unity, although I'd say that Unity is probably the better choice.  So to some degree, what type of game you are making is important in deciding.
  2. I agree with Goran. Focus on the game with what you are most comfortable with at this point.    But I also might suggest you think about the monetary side of all this, as I am assuming that a primary interest in hitting multiple platforms is to maximize your income.   My point is that making a version for every platform might not result in more profit. For example... It's been said that although Android has a healthy ecosystem, iOS apps in general generate more money. So although I do understand the allure of cross-platform, it's also more work, no matter how you slice it.    Electronic Arts announced that it's made more money off of the App Store than any other retail distributor.    So... with that wrinkle. Why not focus on iOS only ? If you make money, and it's arguably more likely on that platform, then you have money to fund expanding if you choose to do so. It's possible that spending that time on a second game for iOS might be more worthwhile than expanding to other platforms.    Lets face it, when starting out the quicker you make a profit, the more flexibility you have in expanding to other platforms if that makes sense.   That being said, so long as what you want to do is doable with Corona, that's likely your fastest track to a product that can generate income.   If performance or limitations are an issue then look for the next best option to achieve what you need.
  3. There are a number of reasons why I chose Flash Develop over CS6 when I had a windows based environment. One being that FD has far more coding features as the CS6 code editor is pretty barebones. Context based code generation, jump to definition, and superior code completion are just a few features off the top of my head. I preferred Flash Develop over Flash Builder, but now that I am on OSX a majority of the time, I'm using Flash Builder as there is no Flash Develop for OSX.     CS6 just feels really clumsy when being used as a code editor. I usually just export my content as a .swc and add that to my flash builder project. But as previous poster said, you can embed also.
  4. Also should be noted that you can take the CS6 IDE out of the picture by using the flex compiler with Flash Develop, Flash Builder, or various other IDE's out there. But as explained by previous posters, you have to realize that your target is the flash player with it's graphics rendering and animation system - thus the Sprite/MovieClip requirement for the stage.
  5. C++ is not needed, however it's a very popular language for console games and if console game development is your goal, the answer is simply - YES.   Learning C++ certainly isn't going to be an irrelevant endeavor, and what you learn is highly relevant to any other Object Oriented Language.   But certainly if you decide to learn Objective C, Java, C#, there is a wealth of conceptual knowledge of both making games and programming in general that are applicable to developing games in any language.   The question for you is... What do you want to do ? If you want to make console games, start learning C++ now.   If you want to make mobile games, you might want to learn Java, C#/Unity, Objective-C or C++.   If you want to make web based games, you might look at Javascript or Flash/Actionscript.    I also agree with what one poster said, learn "programming". Once you have learned one object oriented language, picking up another is not nearly as intensive as learning the first.
  6. Keep in mind that if you want to have multiple bullets on the screen, you might want to utilize pooling.   When you are constantly creating/deleting bullets, that can be a performance issue. With pooling, you create a bunch of bullets and then just reuse them as needed.I a   I am assuming that is what you are attempting to do, and it's definitely worthwhile.
  7.   I'm looking to make computer games to share online. Also, far down the road, I would like to make mobile games as well.    Games created using ActionScript can be more easily distributed because mostly everyone has AdobeFlashPlayer installed on their computers to run the games? If that's the reason, but then don't most people also have Java installed as well? it's not just the flash player itself, it's the fact that there are tons of sites that host flash game sites and even allow you to monetize them.   More people have the flash player because many sites utilize flash for media players. I believe OSX has dropped Java support.
  8. All three languages are OOP, so in that sense they are all similar. I would suggest starting with Flash/Actionscript as it's really easy to distribute your games as any computer with a web browser can play your games pretty easily. Game development concepts are pretty much universal, so in learning to make games with any of these languages is going to be something you can utilize with your next language.    I'd say that the learning curve from easiest to hardest to learn is :   Actionscript 3 Java C++   Another consideration is what is the platform you want to make games for ?    If you are looking to make console games, maybe you should just start with C++.   If you are looking to make mobile games, maybe Objective-C or Java. 
  9. Smartfox &  ElectroServer are two options for multiplayer games, or any other socket server you can find via a google search.   It terms of a game engine, there is flixel and flashpunk among others.    When you say it needs to be cross-platform, that's the part you might need to explain a bit more. What platforms do you need to support ? 
  10. So you have no enemies spawning, and only a ship or something ? What graphical elements are active ?    Is there a scrolling background ?   here's a performance stats monitor that can possibly give you a hint as to what is going on :   https://github.com/MindScriptAct/Advanced-hi-res-stats   I'm assuming if you are experiencing lagging, you'll see the framerate drop, but take note of your memory consumption as well to see if it's fluctuating large chunks.   Also, do you have anything text based on your screen ? Large amounts of text on the screen can hurt performance.   oh.. last one.. Are you tracing any output ? If you are tracing things constantly, that can cause a lag as well.   If you have a background, is it bitmapCached ?    Something like this is really hard to troubleshoot without knowing more about what's going on in your code. I'd try to isolate it by disabling aspects until you see the problem go away.
  11. Are these enemies animated ? Removing a enemy from the stage, doesn't stop the movieclip from animating. So if you have enemies that are animated via tweens, they are likely still doing so if you haven't stopped the animation. That would explain the lagging over time.   Do the enemies have any event listeners attached to them ? That might be a reason why they are not being garbage collected.   But it's easy enough to test my theory if you have animated enemies, by just stopping the animation when you remove. We are theorizing at this point that they are not being removed. (good theory)
  12. Essential Actionscript 3.0 is a great book and Foundation Actionscript : Making things move is another. Actionscript 3.0 Cookbook is good, as it covers some of the more common tasks you might run into and the best way to do them with AS3. But I wouldn't consider it a good first book for someone completely new to programming.
  13. Flash Develop is more than you need at this point in the ballgame, and if later you want to invest in Flash Builder you can do that. But I'd focus on the learning AS3 side of things. There are several quality books from O'Reilly books, and it really depends on whether or not you are just beginning or have experience with programming with other languages already.
  14. I think it'd be helpful to have a post for each individual issue, as opposed to a "How do I design and code my inventory system and integrate it into my game? and... now lets talk about animation system after that... " in one thread. The current subject of this thread, in many ways does not resemble it's contents. In my opinion, development via this process results in frankenstein code.
  15. Not sure what you mean by a function with properties. Do you mean you are creating a class ?