Posts Tagged: ‘Book Conversion Project’

Hey, Its The First Full Game In Beginning Game Programming!

September 22, 2021 Posted by zachary

Before we get into the first full game made in my current project, I wanted to share a few things from Chapter 5. Chapter 5 introduced the developer to player input with the keyboard. In this chapter, we made a little “game” that lets the player fly a flying saucer around a night sky. Fun, but not super interesting. But with what we learned about player input, we can start making real games.

Chapter 6: Memory Game

With the introduction of player input, Chapter 6 gives us an example that uses mouse input. This memory game is a pretty simple concept going back decades or more. You take a deck of cards and lay them face down and try to find all the matches.

I actually created one of these a long time ago when I was still working with Flash and Actionscript, called HexMatch. That SWF is no longer playable and I doubt you would be able to get the code to compile. So I thought it a great time to create a new matching game. Introducing BGP: Memory.

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Chapter 4’s Slideshow Was No Problem

September 12, 2021 Posted by zachary

Just finished up Chapter 4 of Beginning Game Programming by Michael Morrison. This chapter taught new game developers about bitmaps and how to use them in their games. Since HaxeFlixel handles all those details, I didn’t need to write up a class to read and display them. So I jumped right to the example at the end, A Slideshow.

For this, I used it as an introduction to HaxeFlixel’s sprite animation functionality. The FlxSprite class has some built in animation functionality that you can use to to create a slideshow effect.

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Beginning Game Programming: Two Chapters Down

September 10, 2021 Posted by zachary

As of today, I have completed the first two code examples from Beginning Game Programming by Michael Morrison. So far, this project has started off fun and even slightly challenging. I am really enjoying it. Here are some of the things I have learned.

Chapter 2: Blizzard Example

This chapter was not too challenging. In the book, this chapter had the reader create a basic game engine in C++. Since we are working with HaxeFlixel, I didn’t need to worry about that. But you do need to know how HaxeFlixel structures its projects. In a barebones HaxeFlixel project you have an assets folder (where all the game’s sprites, sounds etc live), a source folder (where all your source code goes), and a project xml file. The source file starts off with the AssetPaths, Main, and PlayState Haxe files.

The AssetPaths file is a class that scans the assets directory and creates pointer objects that you can use for your games. The Main file Loads in your game and sends the player to the PlayState. The PlayState file is where the core of your game is going to run from. In this file you have the create function, which is where you do all your initialization for your game, and the update function which is where all your game’s core logic will execute from.

In the Blizzard example, I also created a SnowFlake class file which is a basic class file that extends the HaxeFlixel FlxSprite class. The “game” doesn’t have a lot happening other than a timer and counter that controls how many and when to add snowflakes to the game screen.

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New Game Development Training Program

September 3, 2021 Posted by zachary

Hey Game Development Fans,

My name is Zachary Knight, I am one of the Co-Founders of Divine Knight Gaming. A long while back, we found and fell in love with Flixel, an Actionscript engine for creating 2d sprite based games for Flash. When that engine got ported to the cross platform language Haxe, becoming HaxeFlixel, we couldn’t be more excited about the possibilities. While I have made a lot of progress in learning this engine, there is still much more to learn. That is why I am taking up this new challenge.

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