Title: Balloonatroid - A PureMVC AS2/FlashLite Demo Post by: puremvc on January 01, 2008, 01:08:44 This demo illustrates the use of PureMVC with FlashLite 2.0 to implement an complete interactive mobile game.
The demo has historically been located here: It has been moved here: https://github.com/PureMVC/puremvc-as2-demo-flashlite-balloonatroid/wiki The authors are Cliff Hall and Chandima Cumaranatunge. Title: Re: Balloonatroid - A PureMVC AS2/FlashLite Demo Post by: puremvc on January 01, 2008, 02:04:11 I began working on this shortly after being delivered an AS2 Port of the framework by Pedr Browne. After getting the game concept, assets and initial working model up, the demo went on the back burner while other ports of the framework began showing up.
Enter Chandima. Co-author of ActionScript 3.0 Design Patterns by Oreilly Media, he also teaches at Hartford University and has an interest in game design. Chandima stepped up to take over the enormous remaining hurdles, not only in gameplay, but also in communication with the primitive MovieClips of FlashLite 2.0. Here is a description of the state of the game as it was presented to Chandima: This is done in FlashLite, 2.0, specifically for the mobile platform, but I also wanted to be able to embed it in a web page so you could play it there as well. So, the softkey labels are also buttons you can click, that broadcast the same notifications that softkeys on phone. -=Cliff> Title: Re: Balloonatroid - A PureMVC AS2/FlashLite Demo Post by: chandima on March 20, 2008, 07:58:25 Just committed version 0.5. Game agent behavior is implemented using Finite State Machines (FSM). Functionality is the same as version 0.4 ( where Cliff left off ) with the addition of boss and defender balloons.
FSM implementation is based on Chapter 2 of the excellent book by Mat Buckland called "Programming Game AI by Example". Excerpts here: http://www.ai-junkie.com/books/toc_pgaibe.html (http://www.ai-junkie.com/books/toc_pgaibe.html) The game, boss, volley and defender behavior logic is encapsulated within state objects. Shield behavior is not implemented yet. Several states for the primary game agents are still not implemented. The dynamic heap memory footprint is over the 2MB max on the target phone (Nokia N95) and is currently at about 2.6MB. You must increase the heap memory to at least this value in Adobe Device Central when testing the game on the N95 device profile. Code is extensively documented. Lots left to do in terms of level design and gameplay. Ideas and suggestions are welcome. - CC Title: Re: Balloonatroid - A PureMVC AS2/FlashLite Demo Post by: Bob on April 16, 2008, 12:34:42 FLA for the Balloonatroid demo should be saved with backward compatibility in mind.
The FLA project file was saved in Flash CS3. There are still many Flash users who haven't made the jump (and spent the $$$) to CS3. Recommend saving to the lowest common denominator which is Flash 8 FLA project file. Also, I believe that Flash 8 Professional is required to develop for Flash Lite 2. It might be useful to add this in the notes. Title: Re: Balloonatroid - A PureMVC AS2/FlashLite Demo Post by: puremvc on April 16, 2008, 01:21:16 Not sure if the FLA will go backwards. We'll see.
-=Cliff> |