My First Flash Game

ok this is my first flash game I have ever built. I developed
the whole game myself. I am actually amazed how well it came
together. There was more I would have loved to add but with
budget/timeline they got left out. Id love to hear feed back on it.
it's called Bobby Labonte's Pit Stop Challenge. I originally
developed it with a engine repair guy but the client said no engine
repair in the pit stops. So since I already programed him in I left
it as a easter egg (you gotta hit 4 then 3 on the start screen to
activate him). heres the URL
http://labonteslaw.com
Thanks for looking.

pit failed
but great, nice game...

Similar Messages

  • Finished my first Flash game on iPhone

    Hello!
    This little message to share my first game development experience with cs5.
    Codename: Boost your Brain
    http://blog.tweenpix.net/2009/11/11/boost-your-brain-flash-game-on-iphone
    That was a fun experience and I’m looking forward to start a new project now.
    Any feedback is welcome.

    I'm a pre-release customersso i have access to latest beta of Flash CS5
    but I still have problems with certificates and flash give me a UNKNOW ERROR when I try to pubblish for iPhone!!
    please help!
    I used the p12 certificate,
    the mobileprovisioning file
    and everything else
    but still get this error?
    I'm On MAC
    what can be the problem?
    it is possiible to get iphone IPA compiling with these betas?
    thank you!

  • Help with first flash game?

    Hi. My name's Rory.
    I am an artist.
    http://www.youtube.com/profile?user=PimpOfPixels
    http://roaring23.cgsociety.org/gallery/
    I am learning action script and Flash so that I can make
    games.
    I am not a complete novice in programming. I am proficient in
    Java and in MaxScript (3DSMAX embedded language).
    I have been making some progress in action script and I have
    a functional (although incomplete) game in the works. You can view
    it here:
    http://secure2.streamhoster.com/~rlu...orniverous.swf
    The idea is it's a color game
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    scissor rock.
    The idea is to change the entire circle into one color.
    The graphics are place holders BTW.
    I am using FlexBuilder 2.0 and Flash CS3, and I have come
    across a problem not covered in either of my books.
    I'd really appreciate any help that you guys can offer.
    I have gotten this far on my own.
    My #1 question (and I have many more) is:
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    MovieClip Symbol?
    Notice how the red creatures occasionally open their mouths.
    I want to have a walk, an attack, an absorb, and a bounce animation
    on the same timeline and trigger the appropriate one depending on
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    about this problem. I’ve just been trying to get the walk
    animation to loop without playing the attack animation so far.
    I've tried frame-labeling in flash, with scripts on the key
    frames of a second layer that specify when to stop or repeat the
    animation... No dice.
    I have a symbol named RedShot in the library of a flash
    project named "graphics"
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    second layer denoting two corresponding frames named "walk" and
    "attack" from the properties menu.
    On the final frames of the animations I have scripts.
    Code:
    gotoAndPlay("walk");
    and
    Code:
    gotoAndPlay("attack");
    respectively.
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    BaseClass:flash.display.MovieClip
    export of actionscript#CHECKED
    export on 1st frame#CHECKED
    on the main stage of my flash project I have actionscript for
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    function attack(){
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    Code:
    //and in my buildShot function:
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    When I build the project the characters appear, and they
    animate. The only trouble is that there are no breaks in the
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    What's weirder is that I can call
    Code:
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    without an error and it will go to and play from that point.
    The only trouble is that it will begin to loop the entire animation
    again without stopping at the gotoAndPlay events stored in the
    frames of the timeline.
    It seems like all embedded actions are ignored, add I can't
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    Any thoughts?

    After hours of searching the internet I finally got this
    blasted question figured out.
    How to you export a symbol from Flash for use in a Flex
    Builder project without destroying actionscript stored within the
    frames of the Symbol's timeline?
    That's a long winded way of saying: "In FlexBuilder, how do
    you control MovieClips from Flash". I'm trying to make games, and
    this was a particularly important question for me :).
    Here's how:
    1) You need a hotfix from Adobe.
    [HTML]http://kb.adobe.com/selfservice/viewContent.do?externalId=kb401493&sliceId=2[/HTML]
    This allows Flash CS3 to export a SWC file.
    2)You have to set the linkage properties for your various
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    a)right click on symbol in library panel
    b)choose "linkage"
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    d)"Base class:" = flash.display.MovieClip;
    e)"Export for ActionScript" = CHECKED
    f)"Export in first frame"=CEHCKED
    3)If you want to have multiple segmented animations as I
    certainly did you'll want to create frames and actionscripts within
    the symbols timeline to define where these animations are.
    a) in the symbol's timeline make a second layer. We'll name
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    b) on that layer create a new frame for each of the animation
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    of the corresponding animations.(I'm assuming that you have a
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    of all this :P?)
    c)in the properties panel name the frames in the "labels"
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    d)Define whether the various animations play once or loop by
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    [CODE]stop();[/CODE]
    if you want the animation to play once and then return to a
    different animation add
    [CODE]gotoAndPlay("name-of-a-different-animation");[/CODE]
    4) now you can export the symbols to an SWC file. Note: you
    do not get this option unless you have installed the hotfix.
    [HTML]http://kb.adobe.com/selfservice/viewContent.do?externalId=kb401493&sliceId=2[/HTML] .
    a)rightclick on a symbol in the library panel
    b)choose "exportSWCfile..."
    c)export the file to a logical place such as the root of your
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    a)Right clicking on the root of the project in the Navigator
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    c)Going to library path. (2nd tab)
    d)and pressing the "Add SWC" button
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    typical library.
    Sweet huh?
    Thanks to the countless people and internet resources I found
    on the subject. Hopefully it will be easier for anyone who finds
    this post.
    Here's an adobe video which covers the basic process.
    https://admin.adobe.acrobat.com/_a300965365/p75214263/

  • How Can I Learn To Develop Flash Games For Under $50.00 USD?

    I am completely new to anything Flash. I have never written a
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    out. I don't even know what kind of coffee they drink, or if they
    drink tea instead.
    However, I have developed games and have been thinking about
    developing some casual games and have heard rumors that Adobe is
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    latest releases. So I went to adobe.com expecting to see a link for
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    What I did find were plenty of stuff for *existing* flash
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    I have seen some open source stuff, but don't know if it can
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    complete development environments that are full-featured and
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    or cost me less than $50 for the "professional" version with all
    the bells and whistles.
    I have heard rumors and rumblings about some open source
    tools being available and Adobe maybe open sourcing some of their
    previously pay-to-play tools, but also understand that Adobe can
    probably provide a better "comprehensive" package of tools,
    documentation, tutorials, and support, *if I can find the right
    place to ask/start.*
    And, most of all, I don't know where to start my search as I
    have no personal contacts to bug about stuff like this.
    So, where can I find the big red button to push and get
    everything I want handed to me on a silver-platter.
    [please understand I have written this with some attempt at
    self-mocking humor and am not some clueless n00b]
    Thank you for taking the time to read my lengthy posting. I
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    learning path.
    --Chaim

    Just saw your post. Better late than never. You may want to
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    with each game mechanic. In short, a great way to ramp up on game
    design and build your own game without investing a lot of $
    upfront.
    BTW I am associated with GameBrix so any feedback is
    appreciated.

  • Please help me with a simple flash game problem

    I am trying to learn how to make flash games with Adobe flash 5.5. I am doing a tutorial from a book and am stuck.
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  • 2 player web-based Flash game problem

    I have a two player web-based Flash game. The Flash calls a
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    the first player. Both player's are always using IE6 or IE7.
    Does anyone have some idea(s) what could cause only the
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    be appreciated. Code specific answers are hopefully not required.
    Thank You in advance.

    Hi,
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    network addresses then it can introduce them and they can talk directly to each other.There isn't anything built in for this so you'll need to either build your own or find a third party implementation. If you are using Unity3d then check out
    http://docs.unity3d.com/Documentation/Components/net-MasterServer.html
    Also, you can use Xbox services, and I find an article below:
    https://msdn.microsoft.com/en-us/library/bb975801.aspx
    For windows Azure problem, you should go to windows Azure forum.
    Best Wishes!
    We are trying to better understand customer views on social support experience, so your participation in this interview project would be greatly appreciated if you have time. Thanks for helping make community forums a great place. <br/> Click <a
    href="http://support.microsoft.com/common/survey.aspx?showpage=1&scid=sw%3Ben%3B3559&theme=tech"> HERE</a> to participate the survey.

  • Youtube and flash games work, but other sites that use flash don't work

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  • Flash Game High Scores Board

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  • Why are flash games not working properly on Firefox, while they work perfectly on other browsers?

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  • Can I use any smart phone to play webcam flash game?

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  • Can I use any smart phone to play webcam flash games?

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  • Embedding flash games in blogs and website

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  • Help pls! Flash game problem.

    Update* 
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    Sorry for being abit stupid.

  • Building complex flash game in Flash Builder 4 - Workflow/Best Practices

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    -Set the primary source file to match the original project's source file and location
    -Set my main FLA as "export to SWC", and added "SWC PATH" to my flash builder 4 project.
    -Compile and run.. received many errors due to references to stage instance. I changed these to GetChildByName("stagename").  Instead, should I declare them as members of the main class?  (this would mimic what flash CS4 does).
    -My project already streams in several external SWF's.  I set these to "Export SWC" to get compile-time access to classes and varaibles. This works fine in cs4, the loaded SWF's behave as if they were in the native project.  Is the same recommended with FB4?
    -Should I also be setting the primary FLA as "export to swc"?  If not, how do I reference it from flex, and how does flex know which fla it should construct the main stage with?
    Problems:
    -I'm getting a crash inside a class that is compiled in one of the external SWF's (with SWC).  I cannot see source code for the stack inside this class at all.  I CAN see member variables of the class, so symbol information exists.  And I do see the stack with correct function names.  I even see local variables and function parameters in the watch window! But no source.  Is this a known bug, or "by design"? Is there a workaround?  The class is compiled into the main project, but I still cannot see source.  If FLEX doesn't support source level debugging of SWC's, then it's pretty useless to me.   The project cannot live as a single SWF.  It needs to be streaming and modular for performance and also work flow. I can see source just fine when debugging the exact same SWC/SWF through CS4.
    -What is the expected workflow with artists/designers working on the project?  Currently they just have access to all the latest source, and to test changes they run right through flash.  Will they be required to license Flash Builder as well so they can test changes?  Or should I be distributing the main "engine" as a SWF, and having it reference other SWF files that artists can work on?  They they compile their SWF in CS4, and to test the game, they can load the SWF I distribute.
    A whitepaper on this would be awesome, since I think a lot of folks are trying to go this direction.  I spent a long time searching the web and there is quite a bit of confusion on this issue, and various hacks/tricks to make things work.  Most of the information is stale from old releases (AS2!).
    If a clean workflow I would happily adopt Flash Builder 4 as the new development tool for all the programmers.  It's a really impressive IDE with solid performance, functional intellisense, a rich and configurable interface, a responsive debugger..I could go on and on.  One request is shipping with "visual studio keyboard layout" for us C++ nerds.
    Thanks very much for reading this novel!

    Flash builder debugging is a go!  Boy, I feel a bit stupid, you nailed the problem Jason - I didn't have "Permit Debugging set".  I didn't catch it because debugging worked fine in CS4 because, well, CS4 doesn't obey this flag, even for externally loaded SWF files (I think as long as it has direct access to the SWC). Ugh.
    I can now run my entire, multi SWF, complex project through FB with minimal changes.  One question I do have:
    In order to instantiate stage instances and call the constructor of the document class, I currently load the SWF file with LoaderContext.  I'm not even exporting an SWC for the main FLA (though I may, to get better intellisense).  Is this the correct way of doing it?  Or should I be using , or some other method to pull it into flex?  They seem to do the same thing.
    The one awful part about this workflow is that since almost all of my code is currently tied to symbols, and lives in the SWF, any change i make to code must first be recompiled in CS4, then I have to switch back to FB.  I'm going to over time restructure the whole code base to remove the dependency of having library symbols derive from my own custom classes.  It's just a terrible work flow for both programmers and artists alike.  CS5 will make this better, but still not great.  Having a clean code base and abstracted away assets that hold no dependencies on the code  seems like the way to go with flash.  Realistically, in a complex project, artists/designers don't know how to correctly set up symbols to drive from classes anyway, it must be done by a programmer.  This will allow for tighter error checking and less guess work.  Any thoughts on this?
    Would love to beta test CS5 FYI seeing as it solves some of these issues.
    Date: Thu, 21 Jan 2010 15:06:07 -0700
    From: [email protected]
    To: [email protected]
    Subject: Building complex flash game in Flash Builder 4 - Workflow/Best Practices
    How are you launching the debug session from Flash Builder? Which SWF are you pointing to?
    Here's what I did:
    1) I imported your project (File > Import > General > Existing project...)
    2) Create a launch configuration (Run > Debug Configuration) as a Web Application pointing to the FlexSwcBug project
    3) In the launch config, under "URL or path to launch" I unchecked "use default" and selected the SWF you built (I assume from Flash Pro C:\Users\labuser\Documents\FLAs\FlexSwcBug\FlexSwcBugCopy\src\AdobeBugExample_M ain.swf)
    4) Running that SWF, I get a warning "SWF Not Compiled for Debugging"
    5) No problem here. I opened Flash Professional to re-publish the SWF with "Permit debugging" on
    6) Back In Flash Builder, I re-ran my launch configuration and I hit the breakpoint just fine
    It's possible that you launched the wrong SWF here. It looks like you setup DocumentClass as a runnable application. This creates a DocumentClass.swf in the bin-debug folder and by default, that's what Flash Builder will create a run config for. That's not the SWF you want.
    In AdobeBugExample_Main.swc, I don't see where classCrashExternal is defined. I see that classCrashMainExample is the class and symbol name for the blue pentagon. Flash Builder reads the SWC fine for me. I'm able to get code hinting for both classes in the SWC.
    Jason San Jose
    Quality Engineer, Flash Builder
    >

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