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Showing posts with the label Starling

Bejeweled, Candy crush like Match-3 game clone source code jam

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Today I had to make an assignment for this company I had applied for. After passing round 1, the second round was an assignment. The task was to make a clone of Bejeweled which auto-plays itself, until no more matches can be made. The game can be stopped using a button or when no more matches are available. When it is stopped either way the user can click on any 3 gems to convert it to a wildcard gem. So the game can be played forever without any end. The whole thing took about 5 hours, with about 40 mins break in between and few other miniature breaks. I have always wanted to participate in game jams and make a time lapse video, so I took this opportunity and made one. Also I am giving away the source code on Github. It is made with Starling framework using AS3, so it should be portable to iOS, Android, Mac, Windows and Web without any hassles. Screenshot Play online Click here to play the game online (hosted on my Dropbox) https://dl.dropboxusercontent.com/u/1389278/...

Porting my AS3 game (engine) to Starling

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I started working on my first Indie game really long ago. Probably even before Stage3d was announced. But my day job kept me busy and the development happened only on and off. Here are a few details about it - Has a resolution of 720 x 480 (3:2 aspect ratio, had old iPhone screens in mind) - Not based on Blitting like Flixel does. I used the display list. - A lot of procedural artwork with AS3 filters, but with cacheAsBitmap enabled. - Heavy usage of  'Graphics' class, to create the elements via code. - Also has usual PNG frame animated graphics. Having worked on Robokill for the iOS, I got to read a lot of the original AS3 code. But little did I realize that even though that game had a resolution of 800 x 600, had lot of graphics and still ran smoothly, that game was designed in such a way that not the entire screen needed to be redrawn each frame. It never had parallax scrolling backgrounds, or full screen effects. It was written with a home-grown AS3 game engine a...