FlashPunk Tutorial 10: The Inventory UI – Part 2

Posted by dolgion on Friday Feb 18, 2011 Under Flashpunk

Hey and good to have you back! In part 2 of the inventory ui tutorial, I’m going to be explaining cursor movement, equipping armor and weapons and also consumption of potions. As usual, the demo can be played here and the full source code including the assets can be gotten here. So without further ado, let’s continue the tutorial! Read More

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FlashPunk Tutorial 09: The Inventory UI – Part 1

Posted by dolgion on Wednesday Feb 16, 2011 Under Flashpunk

Hello and welcome back once again as we delve deeper into the inner machinations of the FlashPunk JRPG Engine! Today’s topic is as annouced the implementation of the player’s inventory screen, which was a pain in the ass to code to be honest. I’ll explain in detail how the inventory screen works, how equipment modifies the player’s stats and also an explanation on how the first basic types of effect of consumables were coded. Blah blah blah full source code as blah is available blah here, and blah blah also play the latest build here. Read More

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FlashPunk Tutorial 08: Stuff! I want more stuff!

Posted by dolgion on Saturday Feb 12, 2011 Under Flashpunk

Welcome back! As always, you can download the entire source code of the engine here, and also play around with the demo here.

So, last time I showed you how I’ve added character stats to the game while also displaying them in a separate character stats screen. In this tutorial, I’m going to explain how I’ve implemented game items, such as swords or health potions. Since I haven’t yet implemented actual combat nor have exactly decided on the finer details of combat mechanics, we won’t see the real effect these weapons and armors have there. Right now, all I’m going to talk about is how I added items in the first place, and also the datastructures used to represent inventories, and also talk about item containers (treasure chests).

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FlashPunk Tutorial 07: Character Stats and Screen

Posted by dolgion on Friday Feb 11, 2011 Under Flashpunk
BOO! Hah, thought I’d never write another tutorial huh? Yeah, to be honest, for a while I thought so too. Taking a “break” of 2 months from a fairly big project like this can be a problem, because you have to get to know your code again. It’s like meeting an old aquaintance again, and it’s awkward at the beginning because you lost your comfortable familiarity for that aquaintance/source code. Even now, I’ve not completely re-figured out all the subsystems in the code, but that won’t be a problem for this tutorial.
As always, you can download the full source code with assets here, and also just try to play the game here.
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Hello and welcome back! It’s been silent around here for the last 2 weeks, because I’ve been bedridden with fever and stuff like that. But no more! I’m back on the keyboard and wrote up a tutorial on making Multiple-Choice Dialog in FlashPunk. This feature is of course implemented right into my JRPG Engine, that shouldn’t be a surprise to you. It’s pretty basic. The dialog texts are written and stored in XML files as assets. The engine allows for multiple dialog options and can make NPCs answer to the chosen line of the player. You’ll find out more in great detail throughout the article. The source code can be gotten from here. You can play the demo here. Read More
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FlashPunk Tutorial 05: A* Pathfinding for NPCs

Posted by dolgion on Thursday Sep 30, 2010 Under Flashpunk

What’s up? The Pathfinding tutorial is! After a bunch of stuff keeping me from finishing it, I’ve finally made it. As announced in the previous post, the code is onGitHub from now on. You can get the entire source code in a nice zip or tar archive over here. I’ve tried to make the code as easy to understand as possible, because I simply don’t have the time nor nerve to explain every single line there is. Instead, I’ll focus on explaining the logic of the code as easily to understand as possible, and only refer to actual code when it’s really important. You are really going to need to get the code, Alt+Tab between this tutorial and the code I’m referring to pretty much all the time. The screenshots of code I’m showing here are only telling you part of the story. Apart from the pathfinding code, there are several other bigger changes made to the code ever since tutorial number 4. Major additions are:

  • NPCs and their pathfinding code
  • A clock that continuously ticks and a display for the time
  • A text area that displays the current location of the player
  • Map data, player data and NPC data is loaded from xml in contrast to hardcoded data

You can try the SWF directly here. Read More

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FlashPunk Tutorial 04: Roaming Around The World

Posted by dolgion on Wednesday Sep 29, 2010 Under Flashpunk

Greetings to No.4 of my FlashPunk tutorial series! As announced in the previous ones, I’m going to show you this time how to have your avatar moving from one map to another, and also how to finally enter that house we placed in tutorial 2. your avatar current is. The complete code for the previous tutorial is here, and the one for this tutorial is available here. Read More

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FlashPunk Tutorial 03: Camera Movement

Posted by dolgion on Wednesday Sep 29, 2010 Under Flashpunk

Bonjour and a warm welcome to the FlashPunk Tutorial 03!
Here I’m going to show how to implement some camera movement. It’s a short one, so you shouldn’t have to spend too much time on it. It’s the logical continuation of the previous tutorial. As always, you can get the source code for the previous tutorial here, and the final code of this tutorial here. Without further ado, let’s just get started, shall we? Read More
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Hello and welcome to the second iteration of my FlashPunk Tutorial! If you haven’t read the previous tutorial, I suggest you do so, because this code is going to build up on it. You can just download the FlashDevelop project with the entire code here. This time I’ll show how to load OGMO oel files into your code and create Tilemaps out of them.

First of course, if you don’t know how to use OGMO, please go to the OGMO homepage and check out their tutorial.
Done? Got your 4 cups of coffee ready? Okay, so….our goal this time is to load and read OGMO oels so that we can create Tilemaps. As always, the following techniques aren’t necessarily the “right” ones. It’s just what worked for me. I also don’t claim to have come up with all of them by myself. Loading OGMO oels for example, I learned by going through ChevyRay’s Pink game code.
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FlashPunk Tutorial 01: How To Make Your Avatar Move

Posted by dolgion on Wednesday Sep 29, 2010 Under Flashpunk
This tutorial series will be about creating a very basic JRPG engine using FlashPunk. At the end of it all, you’ll be able to have an animated player sprite walking around a tilemap, much similar to old Zelda games, or Final Fantasy games.

I myself haven’t finished my engine yet, so please be patient for follow up tutorials. I don’t claim that this is the “right” way of implementing a JRPG engine, it’s just the way I came up with. Also, I recommend that you follow the series in order, because the posts build up on each other. Read More

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