Hey, gang! Welcome to my first set of Box2D Tutorials for Flash! Enjoy...
Chapter 2: Making our totally original game of... uh... "Puggle" |
| Lesson 1 |
Making a real application -- an Introduction to Chapter 2 |
| Lesson 2 |
Everything we did in Chapter 1 in about six minutes |
| Lesson 3 |
Getting a Sprite to move like a Body |
| Lesson 4 |
Introducing the Actor Class! |
| Lesson 5 |
Creating our first Actor class |
| Lesson 6 |
Creating the BallActor class |
| Lesson 7 |
Creating the PegActor, Part 1 |
| Lesson 8 |
Creating the PegActor, Part 2 |
| Lesson 9 |
Adding all those pegs to the world |
| Lesson 10 |
The ArbitraryStaticActor... as exciting as it sounds! |
| Lesson 11 |
Finishing the ArbiStaticActor, and adding some walls |
| Lesson 12 |
Adding some ramps! Yay! |
| Lesson 13 |
Discussion Questions, like "Why isn't Todd a better coder?" |
| Lesson 14 |
More Discussion Questions that you probably weren't wondering about |
| Lesson 15 |
Getting to know the b2ContactListener |
| Lesson 16 |
Figuring out who bumped into who |
| Lesson 17 |
Making a peg light up! And some warnings... |
| Lesson 18 |
How to remove an Actor (insert Hollywood-themed joke here) |
| Lesson 19 |
Finishing that Actor's destroy() function |
| Lesson 20 |
Removing our ball and creating a custom event |
| Lesson 21 |
Removing those PegActors we took so long to make (sigh) |
| Lesson 22 |
Our game's got a lotta balls. |
| Lesson 23 |
Creating the BonusChuteActor class |
| Lesson 24 |
Adding a sensor to our BonusChute |
| Lesson 25 |
Getting a platform to move -- the wrong way |
| Lesson 26 |
Getting a platform to move -- the right way |
| Lesson 27 |
Fixing bugs in our platform and using bullets |
| Lesson 28 |
Introducing the camera! |
| Lesson 29 |
Making our camera dumbly zoom in |
| Lesson 30 |
Tracking our ball and Goal Peg |
| Lesson 31 |
Zooming in, the smart way |
| Lesson 32 |
How to control time! (Katana not required) |
| Lesson 33 |
Cleaning up, part 1: Removing the flicker |
| Lesson 34 |
Cleaning up, part 2: Allowing multiple goal pegs |
| Lesson 35 |
Creating the aiming line, part 1 |
| Lesson 36 |
Creating the aiming line, part 2 |
| Lesson 37 |
Tweaking the settings |
| Lesson 38 |
Making a rotating shooter turret thing |
| Lesson 39 |
Oops! Fixing one bug with the shooter |
| Lesson 40 |
Making a smooth camera zoom through TweenLite |
| Lesson 41 |
Smoothing the zoom out and slow down moments |
| Lesson 42 |
Making the pegs fade out |
| Lesson 43 |
How to NOT make Peggle |
| Lesson 44 |
Turning our static pegs to moving pegs |
| Lesson 45 |
REALLY turning our static pegs into moving ones |
| Lesson 46 |
Getting our chute to follow our mouse |
| Lesson 47 |
Making our pegs react more realistically, part 1 |
| Lesson 48 |
Even more realistic pegs, ApplyForce and ApplyImpulse |
| Lesson 49 |
Normals and crazy mathy stuff |
| Lesson 50 |
Final to-do list and conclusion |
(Once I get a little more time, I'll turn this into some cool Flex-y thing. But for now, you get a plain ol' table of contents.)
Hey, this screen recording software cost me an arm and a leg. If you found these tutorials useful, how's about donating a few bucks? I'd sure appreciate it...