Archive for the ‘Actionscript’ Category

Dungeon Generation: Introducing regions!

Saturday, June 21st, 2008

For a couple of different reasons, it became a really good idea to break dungeons apart into regions. So I did.

Building a Bigger Dungeon

The first of those reasons is efficiency. By breaking the dungeon apart into regions, and placing rooms via those regions rather than seeking a great spot in the entire dungeon, it becomes a much more streamlined process. Not pictured here (unfortunately), I've successfully generated dungeons roughly 6 times larger than are supported with the build here on the site. Unfortunately, the process is still really unstable for large dungeon sizes. I've got a couple ideas for ways to fix that, but they're all massive pains, and I've decided to push them back for now as honestly, do I even need dungeons that big... ever? I see little advantage to it, honestly.

On to some better news, however...

DC251: Actionscript Tip – flickering custom mouse cursor

Friday, May 30th, 2008

Several of the projects in the Casual Games class feature a replacement for the mouse cursor. Depending on how you implemented this, you might run into the dreaded "flickering mouse cursor" problem. It was a bit of a puzzler at first, but here's a quick walkthrough on how to solve the problem...


Dungeon Generation: Multi-Tile Spanning Art Support

Monday, May 19th, 2008

I spent all day Sunday making some improvements to the random dungeon generator (for great justice). I had wanted to release a new demo build for you to play with, but it's not really there just yet, so I've captured a screen shot:


Dungeon Generation: Planning Requirements

Sunday, May 11th, 2008

Today I'm going to talk a little bit about how I got started on the dungeon generator. The first step in any programming process is establishing your project's requirements. That is where I began as well. Here are some of the capabilities I required of my dungeon generator.

DC251: Getting Keyboard Input

Saturday, May 10th, 2008

I've had a couple of students ask me what the easiest way to figure out which key the user pressed is. So I wrote a quick and simple sample program that does that very thing.

I've added it to the sample code page.

Hopefully it explains everything thoroughly, but if any questions remain, please let me know!

Dungeon Generation Fun

Monday, April 28th, 2008

Well, the dungeon generator is finally far enough along that I'm comfortable unveiling it here for you folks. In the coming weeks, I'll be sharing some interesting details that have gone into its development so far. As new features get added in, I'll share those as well.

Quick summary, as well as a link to see it in action below.


DC251: Homework Details

Saturday, April 12th, 2008

Here are the promised details on the homework assignment:

Take the "" file and modify it. Instead of outputting the stats as numbered stats, each stat should be given a name. There are six stats, and we've been using the D&D example quite a bit in class, so let's just stick with those stats. Thus, in order, your code should output: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Should be relatively simple.

Extra Credit:

Update this program to use a more update stat generation system: roll four six sided die, and add the three highest together to reach the stat. This makes it more likely that your character won't suck.

Also note: The course page has been updated with a link to the sample code from class