Fluster Update, Time for Alpha 2
Hey guys it’s been a little over a week since I shared Fluster with you. So far I’ve been really pleased by the level of interest that you and others have shown. Thanks to all of you who took a chance to play and give feedback for the first alpha! With all of that in mind I’m happy to share the latest alpha with you. This build has been heavily updated and is almost beta complete. I tried to take in as much of the feedback as possible, a list of some of the key changes follows below the fold:
Profiling Flash CS4 Games
This weekend I’ve been trying to get to the bottom on some performance problems in Fluster. To do so I wanted to use a profiler to see where my game spent it’s time. Unfortunately, for Flash there’s only one profiler and getting it to work can be a nightmare. To save you from the nightmare I’ll run through the steps to get it up and running and how to use it.
Introducing Fluster
Hey guys it’s April 17th which means the original deadline for the indie game competition has passed! It’s been a little over a month since I decided to try to enter the contest, since then my friend, and talented artist, JZ and I have been hard at work to try to get something together — I think it’s time for an update! Before I show off the latest alpha for my game though let me just warn that 1) it is still rough (that’s the point after all!) and 2) the deadline has been pushed back to April 30. phew Anyway, here is my latest game, Fluster:
Making a Platformer: Physics
I’ve decided I’d chronicle some of my experiences with my latest game. Specifically I thought it might be useful to work through the different aspects of creating a platformer. To start out I’ll run through the physics of a platformer and how to implement them using the grid data structure. So let’s get started!







