Game Development Reference
In-Depth Information
obstaclePool.push(tempObstacle);
obstacles.splice(ctr,1);
}
var exhaustCount:int = exhaustParticles.length - 1;
for (ctr = exhaustCount; ctr >= 0; ctr--) {
tempExhaustParticle = exhaustParticles[ctr];
//dirty rect blit erase
blitPoint.x = tempExhaustParticle.x;
blitPoint.y = tempExhaustParticle.y;
canvasBitmapData.copyPixels(backgroundBitmapData,
tempExhaustParticle.bitmapData.rect, blitPoint);
tempExhaustParticle.frame = 0;
exhaustPool.push(tempExhaustParticle);
exhaustParticles.splice(ctr,1);
}
trace("disposed");
}
We are not using the setRendering function in this game, so it is merely a placeholder in the
preceding code.
Test it!
When you test this game, you will probably not see the preloader sequence, as the game does
not have much content to preload. What you should see is a Mochi Services ad and the title
screen for the game. The game play is very simple: simply press the space bar key to fly up, and
avoid hitting anything, even the walls. When the game is complete, you should be able to submit
your score to the Mochi Leader Board that we set up for this game.
Summary
Do you think that making viral Flash games is for you? It's a very competitive business, but the
barriers to entry are low, so it's also accessible to almost anyone who wants to take a crack it.
We've showed you many different ways to market and make money from your viral Flash games.
We also showed you ways to take a game (Tunnel Panic) and prepare it for the viral Flash world
with a preloader and Mochi services. The next step is up to you. Will you take what you have
learned from this chapter, and by extension, the rest of this topic and use it to make something
you are proud of?
So now you have really been through it haven't you? If you have made it this far, you deserve to
pat yourself on the back. Do you recall the first chapter, where we discussed our theory about
making your second game? Does that make more sense now? Do you see that only by making
games can you get good at making games? That's really what the second game theory is all
about. In reality, the theory has little to do with what number your game is—second, third, fourth,
thirtieth, or whatever. The ideas are still the same. Everything we tried to show you in this topic
boils down to two points:
Planning: The best way that we have found to be successful when making games (or
any kind of application) is planning. We are not talking about making flowcharts or reams
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