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	<title>Michael James Williams</title>
	
	<link>http://gamedev.michaeljameswilliams.com</link>
	<description>I help people make Flash games</description>
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		<title>Parallax Scrolling in Flash [AS3]</title>
		<link>http://feedproxy.google.com/~r/MichaelJamesWilliams-GameDev/~3/OFgaKx5Sfeo/</link>
		<comments>http://gamedev.michaeljameswilliams.com/2009/10/21/parallax-scrolling/#comments</comments>
		<pubDate>Wed, 21 Oct 2009 16:27:25 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
				<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[activetuts+]]></category>
		<category><![CDATA[backgrounds]]></category>
		<category><![CDATA[depth]]></category>
		<category><![CDATA[parallax]]></category>
		<category><![CDATA[scrolling]]></category>

		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=925</guid>
		<description><![CDATA[Add parallax scrolling to your 2D Flash game to give it some depth [AS3 tutorial]. Also covers how to make infinitely repeating backgrounds, and how to make your game's "camera" follow the player.]]></description>
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<small>(Please open the article to see the flash file or player.)</small> 
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<p>I wrote a tutorial for <a href="http://active.tutsplus.com/">ActiveTuts+</a> (previously known as FlashTuts+) about parallax scrolling, an effect you can use to make 2D games appear to have more depth. You can see the effect in the little demo above.</p>

<p><a href="http://active.tutsplus.com/tutorials/games/add-depth-to-your-game-with-parallax-scrolling/">Click here</a> to check the tutorial out.</p>

<p>Actually, it explains a few more things beyond the parallax effect, like how to make your game&#8217;s &#8220;camera&#8221; (or &#8220;viewport&#8221;) appear to follow the player, and how to create infinitely repeating backgrounds á la Scooby Doo <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>

<p>It&#8217;s pretty long, so I tried to lay it out in such a way that you don&#8217;t have to read the whole thing to benefit from it. For example, you only have to read the first half or so in order to understand how to make a side-scroller.</p>

<p>I&#8217;ll be following the comments there in the same way that I follow comments on my own blog, so if you have any questions, please post them over on ActiveTuts+.</p>

<p>And if you make anything cool with the effect, I would love to see it <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p><div class="tweetmeme_button" style="float: left; margin-right: 10px;"><a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fgamedev.michaeljameswilliams.com%2F2009%2F10%2F21%2Fparallax-scrolling%2F"><img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fgamedev.michaeljameswilliams.com%2F2009%2F10%2F21%2Fparallax-scrolling%2F" height="61" width="51" /></a></div><hr />
<p><small>© MichaelJW for <a href="http://gamedev.michaeljameswilliams.com">Michael James Williams</a>, 2009. |
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		<title>Spanish AS3 Avoider Game Tutorial</title>
		<link>http://feedproxy.google.com/~r/MichaelJamesWilliams-GameDev/~3/lA__9Qx5JSA/</link>
		<comments>http://gamedev.michaeljameswilliams.com/2009/10/13/spanish-as3-avoider-game-tutorial/#comments</comments>
		<pubDate>Tue, 13 Oct 2009 15:32:56 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
				<category><![CDATA[Avoider Game]]></category>
		<category><![CDATA[Guest Posts]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[espanol]]></category>
		<category><![CDATA[spanish]]></category>
		<category><![CDATA[translation]]></category>
		<category><![CDATA[Tutorial]]></category>

		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=910</guid>
		<description><![CDATA[Learn to make Flash games with this Spanish AS3 Avoider Game tutorial -- translated by Nicolás Lamolina.]]></description>
			<content:encoded><![CDATA[<p></p><p><a href="http://inzomnia-bsas.blogspot.com/">Nicolás Lamolina</a> was kind enough to offer to translate my <a href="http://gamedev.michaeljameswilliams.com/as3-avoider-game-tutorial-base/"><acronym title="ActionScript 3">AS3</acronym> Avoider Game tutorial</a> (itself based on an <acronym title="ActionScript 2">AS2</acronym> avoider game tutorial by <a href="http://frozenhaddock.co.uk/">FrozenHaddock</a>) into Spanish!</p>

<p>He&#8217;s made a few additions too &#8212; for example, his graphics are a great improvement on mine, and he&#8217;s added some extra challenges, split into easy, medium and advanced difficulties.</p>

<p><a href="http://inzomnia-bsas.blogspot.com/2009/10/parte-1-aprender-actionscript-30_7945.html">The first part</a> is up already, and Nicolás assures me that the second part will be up soon. Here&#8217;s an introduction from him:</p>

<blockquote>
Mi Nombre es Nicolás Lamolina y estoy actualmente haciendo una traducción al español del tutorial &#8220;Avoider Game&#8221; de Michael James Williams.

Cuando comence a estudiar ActionScript 3.0 no pude encontrar una buena guía que me explicase las cosas claramente hasta que llegue a este blog.

Espero que este tutorial ayude a las personas de habla hispana que no saben ingles tanto como me ayudo a mí.

Para los interesados pueden acceder a la primera parte del tutorial <a href="http://inzomnia-bsas.blogspot.com/2009/10/parte-1-aprender-actionscript-30_7945.html">aquí</a>.</blockquote>

<p>Thanks, Nicolás <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>

<p>EDIT: Parts <a href="http://inzomnia-bsas.blogspot.com/2009/10/aprender-as-30-desarrollando-un-juego.html">two</a>, <a href="http://inzomnia-bsas.blogspot.com/2009/10/aprender-as-30-desarrollando-un-juego_25.html">three</a> and <a href="http://inzomnia-bsas.blogspot.com/2009/11/aprender-as-30-desarrollando-un-juego.html">four</a> are up too.</p><div class="tweetmeme_button" style="float: left; margin-right: 10px;"><a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fgamedev.michaeljameswilliams.com%2F2009%2F10%2F13%2Fspanish-as3-avoider-game-tutorial%2F"><img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fgamedev.michaeljameswilliams.com%2F2009%2F10%2F13%2Fspanish-as3-avoider-game-tutorial%2F" height="61" width="51" /></a></div><hr />
<p><small>© MichaelJW for <a href="http://gamedev.michaeljameswilliams.com">Michael James Williams</a>, 2009. |
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		<title>Understanding Flash’s Coordinate Systems</title>
		<link>http://feedproxy.google.com/~r/MichaelJamesWilliams-GameDev/~3/ExgLrfCFpRY/</link>
		<comments>http://gamedev.michaeljameswilliams.com/2009/08/07/understanding-flashs-coordinate-systems/#comments</comments>
		<pubDate>Fri, 07 Aug 2009 13:29:40 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
				<category><![CDATA[AS3 Concepts Explained]]></category>
		<category><![CDATA[Articles]]></category>
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		<category><![CDATA[addChild]]></category>
		<category><![CDATA[coordinate systems]]></category>
		<category><![CDATA[coordinates]]></category>
		<category><![CDATA[globaltolocal]]></category>
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		<category><![CDATA[rotation]]></category>

		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=897</guid>
		<description><![CDATA[Ever traced <code>tank.turret.rotation</code> and found that it always returns zero, even when it's clearly pointing diagonally?

Maybe you've compared the <code>width</code> of two identical objects, one obviously double the size of the other, and found that Flash thinks they are the same.

Every Flash dev I know has run across one of these and sat scratching their head -- myself included!

So what's going on?

Well, it's all to do with <code>addChild()</code>...]]></description>
			<content:encoded><![CDATA[<p></p><p><a href="http://gamedev.michaeljameswilliams.com/2009/08/07/understanding-flash-coordinate-systems/"><img src="http://gamedev.michaeljameswilliams.com/structure/CoordinateSystems/Images/Snapshot_R03.png" class="frame alignnone" alt="screenshot" /></a></p>

<p>Have you ever written code like this:</p>


<div class="wp_codebox_msgheader"><span class="right"><sup><a href="http://www.ericbess.com/ericblog/2008/03/03/wp-codebox/#examples" target="_blank" title="WP-CodeBox HowTo?"><span style="color: #99cc00">?</span></a></sup></span><span class="left"><a href="javascript:;" onclick="javascript:showCodeTxt('p897code1'); return false;">View Code</a> ACTIONSCRIPT3</span><div class="codebox_clear"></div></div><div class="wp_codebox"><table width="100%" ><tr id="p8971"><td class="code" id="p897code1"><pre class="actionscript3" style="font-family:monospace;">newBullet<span style="color: #000066; font-weight: bold;">.</span><span style="color: #004993;">x</span> = hero<span style="color: #000066; font-weight: bold;">.</span>gun<span style="color: #000066; font-weight: bold;">.</span><span style="color: #004993;">x</span><span style="color: #000066; font-weight: bold;">;</span>
newBullet<span style="color: #000066; font-weight: bold;">.</span><span style="color: #004993;">y</span> = hero<span style="color: #000066; font-weight: bold;">.</span>gun<span style="color: #000066; font-weight: bold;">.</span><span style="color: #004993;">y</span><span style="color: #000066; font-weight: bold;">;</span></pre></td></tr></table></div>


<p>&#8230;and found that the bullet appears in a seemingly random place compared to the hero&#8217;s gun?</p>

<p>Or have you ever traced <code>tank.turret.rotation</code> and found that it always returns zero, even when it&#8217;s clearly pointing diagonally?</p>

<p>Maybe you&#8217;ve compared the <code>width</code> of two identical objects, one obviously double the size of the other, and found that Flash thinks they are the same.</p>

<p>Every Flash dev I know has run across one of these and sat scratching their head &#8212; myself included!</p>

<p>So what&#8217;s going on?</p>

<p>Well, it&#8217;s all to do with <code>addChild()</code>&#8230;</p>

<p>(...)<br/>Read the rest of <a href="http://gamedev.michaeljameswilliams.com/2009/08/07/understanding-flashs-coordinate-systems/">Understanding Flash&#8217;s Coordinate Systems</a></p>
<hr />
<p><small>© MichaelJW for <a href="http://gamedev.michaeljameswilliams.com">Michael James Williams</a>, 2009. |
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		<title>Avoider Game: The SoundObject Class and a New Game</title>
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		<comments>http://gamedev.michaeljameswilliams.com/2009/08/03/avoider-game-soundobject-robot-escape/#comments</comments>
		<pubDate>Sun, 02 Aug 2009 23:22:20 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
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		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=890</guid>
		<description><![CDATA[[AvoiderGame.com Round-Up] Matthew Ammann shows us his new game, Robot Saga: Escape, and a tutorial on creating a new SoundObject class for managing music and sound effects in Flash with AS3.]]></description>
			<content:encoded><![CDATA[<p></p><p><a href="http://avoidergame.com/2009/08/02/robot-saga-escape-as3-game/"><img src="http://avoidergame.com/wp-content/uploads/2009/08/snapshot.png" class="frame alignnone" alt="Robot Saga: Escape" /></a></p>

<p>This week, <a href="http://matthewammann.com/">Matthew Ammann</a> has provided two subjects for <a href="http://avoidergame.com">avoidergame.com</a>.</p>

<p>First up is his <a href="http://matthewammann.com/2009/07/24/soundobject-class-tutorial-as3/">tutorial</a> for building a <code>SoundObject</code> class. This class makes it easy to manage switching and muting music and other sounds within your game.</p>

<p><a href="http://matthewammann.com/2009/07/24/soundobject-class-tutorial-as3/">Click here</a> to read all about it.</p>

<p>Second is a new game he&#8217;s made, <a href="http://www.kongregate.com/games/musicdemon/robot-saga-escape">Robot Saga: Escape</a>. Aside from the game itself, Matthew&#8217;s put up posts on <a href="http://en.wordpress.com/tag/robot-saga-escape/">his blog</a> explaining the process of making it. I love reading that kind of thing!</p>

<p>Cheers, Matthew <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p><div class="tweetmeme_button" style="float: left; margin-right: 10px;"><a href="http://api.tweetmeme.com/share?url=http%3A%2F%2Fgamedev.michaeljameswilliams.com%2F2009%2F08%2F03%2Favoider-game-soundobject-robot-escape%2F"><img src="http://api.tweetmeme.com/imagebutton.gif?url=http%3A%2F%2Fgamedev.michaeljameswilliams.com%2F2009%2F08%2F03%2Favoider-game-soundobject-robot-escape%2F" height="61" width="51" /></a></div><hr />
<p><small>© MichaelJW for <a href="http://gamedev.michaeljameswilliams.com">Michael James Williams</a>, 2009. |
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		<title>Why Your API Fails</title>
		<link>http://feedproxy.google.com/~r/MichaelJamesWilliams-GameDev/~3/C9w9KBdvE8Q/</link>
		<comments>http://gamedev.michaeljameswilliams.com/2009/07/29/why-your-api-fails/#comments</comments>
		<pubDate>Wed, 29 Jul 2009 16:53:59 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
				<category><![CDATA[Articles]]></category>
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		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=878</guid>
		<description><![CDATA[Your API fails when you focus on making it simple to use the <em>second</em> time, rather than the first.]]></description>
			<content:encoded><![CDATA[<p></p><p>Your <acronym title="Application Programming Interface">API</acronym> fails when you focus on making it simple to use the <em>second</em> time, rather than the first.</p>

<p><a href="http://xkcd.com/293/"><img src="http://gamedev.michaeljameswilliams.com/structure/WhyYourApiFails/Images/xkcd-rtfm.png" class="frame aligncenter" alt="Life is too short for man pages, but occasionally much too short without them." /></a></p>

<p>I&#8217;ve been getting emails asking for help with implementing various APIs. <a href="http://www.mochimedia.com">Mochi</a> and <a href="http://developers.facebook.com/">Facebook</a> are the most requested, unsurprisingly.</p>

<p>One issue that keeps coming up regards both the MochiAds preloader and the Mochi leaderboards widget. By default, each of these run <code>play()</code> on their container window when they&#8217;re finished; if they&#8217;ve been added directly to the stage this can lead to some very strange behaviour.</p>

<p>It&#8217;s not a difficult issue to solve; you can simply override the default <code>play()</code> call with an empty function. This solution is in the <a href="http://www.mochimedia.com/support/dev_docs">DevDocs</a> too &#8212; and yet, the question keeps appearing over and over again.</p>

<p>(...)<br/>Read the rest of <a href="http://gamedev.michaeljameswilliams.com/2009/07/29/why-your-api-fails/">Why Your API Fails</a></p>
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<p><small>© MichaelJW for <a href="http://gamedev.michaeljameswilliams.com">Michael James Williams</a>, 2009. |
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		<title>Avoider Game: Two Tutorials, One Discussion (and a New Game!)</title>
		<link>http://feedproxy.google.com/~r/MichaelJamesWilliams-GameDev/~3/I1nVKW2btEU/</link>
		<comments>http://gamedev.michaeljameswilliams.com/2009/07/27/avoider-game-updates-july-09/#comments</comments>
		<pubDate>Mon, 27 Jul 2009 00:34:17 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
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		<category><![CDATA[DanielSidhion]]></category>
		<category><![CDATA[mouse follow]]></category>
		<category><![CDATA[nested loops]]></category>
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		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=870</guid>
		<description><![CDATA[[AvoiderGame.com Round-Up] A game about a man fighting rhinos, a tutorial on mouse follow, a modification to the Counter class, and a discussion about nested loops.]]></description>
			<content:encoded><![CDATA[<p></p><p>I had a nice month off, but I&#8217;m back now. In my absence, a few awesome readers provided some guest posts over on <a href="http://avoidergame.com/">avoidergame.com</a>! Here&#8217;s a round-up&#8230;</p>

<p><a href="http://avoidergame.com/2009/07/26/wesley-by-bram-van-damme/"><img src="http://avoidergame.com/wp-content/uploads/2009/07/WesleyPreview.png" class="frame aligncenter" alt="screenshot" /></a></p>

<p>First up is Bram Van Damme&#8217;s game, Wesley (with code based on the <a href="http://gamedev.michaeljameswilliams.com/as3-avoider-game-tutorial-base/">avoider game tutorial</a>). It&#8217;s about a man trying to protect his pizza from rhinos using cola. Same old story. You can read more about it <a href="http://avoidergame.com/2009/07/26/wesley-by-bram-van-damme/">here</a>, or just <a href="http://www.humo.be/tws/kabouter-wesley/computerspel.html">click here</a> to go play it.</p>

<p>Next, a tutorial by DanielSidhion on a feature that&#8217;s been demanded for a long time: mouse follow.</p>

<p>(...)<br/>Read the rest of <a href="http://gamedev.michaeljameswilliams.com/2009/07/27/avoider-game-updates-july-09/">Avoider Game: Two Tutorials, One Discussion (and a New Game!)</a></p>
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<p><small>© MichaelJW for <a href="http://gamedev.michaeljameswilliams.com">Michael James Williams</a>, 2009. |
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		<title>Move with the Keyboard, Aim with the Mouse</title>
		<link>http://feedproxy.google.com/~r/MichaelJamesWilliams-GameDev/~3/cZcB4Cr7qgE/</link>
		<comments>http://gamedev.michaeljameswilliams.com/2009/06/25/move-keyboard-aim-mouse/#comments</comments>
		<pubDate>Thu, 25 Jun 2009 01:59:21 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
				<category><![CDATA[Avoider Game]]></category>
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		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=850</guid>
		<description><![CDATA[Would you rather have more freedom of movement or shooting?


(Please open the article to see the flash file or player.) 

Click to play. Arrows to move, mouse to aim/shoot.


This is the complement to Move with the Mouse, Aim with the Keyboard, not surprisingly, which in turn is part of my mini-series on creating a shoot-&#8217;em-up. [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>Would you rather have more freedom of movement or shooting?</p>

<div class="flash_center">
<small>(Please open the article to see the flash file or player.)</small> 
<br />
Click to play. Arrows to move, mouse to aim/shoot.
</div>

<p>This is the complement to <a href="http://gamedev.michaeljameswilliams.com/2009/05/28/move-with-the-mouse-aim-with-the-keyboard">Move with the Mouse, Aim with the Keyboard</a>, not surprisingly, which in turn is part of my mini-series on <a href="http://gamedev.michaeljameswilliams.com/2009/05/20/avoider-game-shmup/">creating a shoot-&#8217;em-up</a>. It&#8217;ll probably be easier to follow this if you&#8217;ve read the rest of the series already, but if you want to jump right in here and try anyway, you can download all the files you need <a href="http://gamedev.michaeljameswilliams.com/structure/AgtShooting2/Downloads/AvoiderGame-Shooting2.zip">here</a>.</p>

<p>(...)<br/>Read the rest of <a href="http://gamedev.michaeljameswilliams.com/2009/06/25/move-keyboard-aim-mouse/">Move with the Keyboard, Aim with the Mouse</a></p>
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<p><small>© MichaelJW for <a href="http://gamedev.michaeljameswilliams.com">Michael James Williams</a>, 2009. |
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		<title>Handling Basic Animation with State MovieClips</title>
		<link>http://feedproxy.google.com/~r/MichaelJamesWilliams-GameDev/~3/1MDn-J3ToEw/</link>
		<comments>http://gamedev.michaeljameswilliams.com/2009/06/18/basic-animation-as3-state-movieclips/#comments</comments>
		<pubDate>Thu, 18 Jun 2009 03:20:50 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
				<category><![CDATA[Avoider Game]]></category>
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		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=841</guid>
		<description><![CDATA[Beginner's guide to animating your Flash game's characters. Part two of a mini-series.]]></description>
			<content:encoded><![CDATA[<p></p><p>In <a href="http://gamedev.michaeljameswilliams.com/2009/06/03/basic-animation-as3-divided-timeline/">Handling Basic Animation with a Divided Timeline</a> we added animation states to a game&#8217;s characters by splitting each of their timelines up.</p>

<p>Now let&#8217;s take a look at the second method for handling animation in Flash games: using one MovieClip for each animation state.</p>

<p>If you didn&#8217;t follow the divided timeline tutorial, I recommend reading through it to get some idea of what that method involves. That goes double if you&#8217;re a little unclear on how to deal with animation in the first place; I&#8217;ll just skim over those basics in this post.</p>

<p>Just as in the last tutorial, I&#8217;ll start from a game that has no animation &#8212; so if you&#8217;ve already added animation using a divided timeline, you might want to revert to an earlier version of your <acronym title="Flash source document">FLA</acronym> for this. The game I&#8217;m going to use is (as usual) the one from my <a href="http://gamedev.michaeljameswilliams.com/as3-avoider-game-tutorial-base/"><acronym title="ActionScript 3">AS3</acronym> avoider game tutorial</a>, and you can download all the files I&#8217;ll be using from <a href="http://gamedev.michaeljameswilliams.com/downloads/tutorials/AvoiderGame/part12/AvoiderGame-part12.zip">this link</a>.</p>

<p>Here&#8217;s what it&#8217;ll look like when we&#8217;re done:</p>

<div class="flash_center">
<small>(Please open the article to see the flash file or player.)</small> 
<br />
Click to play
</div>

<p>(...)<br/>Read the rest of <a href="http://gamedev.michaeljameswilliams.com/2009/06/18/basic-animation-as3-state-movieclips/">Handling Basic Animation with State MovieClips</a></p>
<hr />
<p><small>© MichaelJW for <a href="http://gamedev.michaeljameswilliams.com">Michael James Williams</a>, 2009. |
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		<title>Avoider Game: Boundaries, Diagonal Movement and a Forum</title>
		<link>http://feedproxy.google.com/~r/MichaelJamesWilliams-GameDev/~3/SCVDaU9jnOM/</link>
		<comments>http://gamedev.michaeljameswilliams.com/2009/06/10/avoider-game-boundaries-diagonal-movement-and-a-forum/#comments</comments>
		<pubDate>Tue, 09 Jun 2009 23:32:51 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
				<category><![CDATA[Avoider Game]]></category>
		<category><![CDATA[boundaries]]></category>
		<category><![CDATA[diagonal movement]]></category>
		<category><![CDATA[forum]]></category>
		<category><![CDATA[frozenhaddock]]></category>
		<category><![CDATA[rasmuswriedtlarsen]]></category>

		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=823</guid>
		<description><![CDATA[[AvoiderGame] Stopping the avatar leaving the screen, letting the avatar move diagonally, and the Avoider Game forum.]]></description>
			<content:encoded><![CDATA[<p></p><p>Back in February I wrote <a href="http://gamedev.michaeljameswilliams.com/2009/02/17/avoider-game-tutorial-7/">Part 7</a> of my avoider game tutorial, which introduced keyboard control. I made a pretty big mistake without realising, accidentally allowing the player&#8217;s avatar to move outside the screen and thus avoid all of the enemies with no effort at all.</p>

<p>Once this was pointed out I figured it was no big deal; I could add it in as a &#8220;challenge&#8221; with a few hints, and let readers figure it out themselves. Maybe later I could write another tutorial explaining how to correct this.</p>

<p>This was another big mistake <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>

<p>(...)<br/>Read the rest of <a href="http://gamedev.michaeljameswilliams.com/2009/06/10/avoider-game-boundaries-diagonal-movement-and-a-forum/">Avoider Game: Boundaries, Diagonal Movement and a Forum</a></p>
<hr />
<p><small>© MichaelJW for <a href="http://gamedev.michaeljameswilliams.com">Michael James Williams</a>, 2009. |
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		<title>Separating a Level’s Layout from its Appearance</title>
		<link>http://feedproxy.google.com/~r/MichaelJamesWilliams-GameDev/~3/19bpjFmqwmE/</link>
		<comments>http://gamedev.michaeljameswilliams.com/2009/06/08/separating-level-layout-from-appearance/#comments</comments>
		<pubDate>Mon, 08 Jun 2009 02:43:55 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Flash IDE]]></category>
		<category><![CDATA[flash]]></category>
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		<category><![CDATA[IDE]]></category>
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		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=810</guid>
		<description><![CDATA[Now that our code can detect the layout of symbols we've positioned using the IDE, we can separate levels' layout from their appearance.]]></description>
			<content:encoded><![CDATA[<p></p><p><em>This is a follow-up post to <a href="http://gamedev.michaeljameswilliams.com/2009/06/01/use-flash-ide-as-level-editor/">How to Use the Flash IDE as a Level Editor</a>. If you haven&#8217;t read that yet, check it out first!</em></p>

<p>Now that our code can detect the layout of symbols we&#8217;ve positioned using the IDE, we can separate levels&#8217; layout from their appearance.</p>

<p>Why bother? Here&#8217;s a few reasons:</p>

<ul>
<li>We&#8217;ve designed level layouts, but not the artwork to go with them.</li>
<li>There may be different people handling the art and the level design.</li>
<li>We might want to keep the same game but alter the appearance for different websites</li>
</ul>

<p>Plus, once we&#8217;ve put the work in, other benefits will appear; I&#8217;ll show you some of these in this post.</p>

<p>First, let&#8217;s look at using this to experiment with different &#8220;themes&#8221;.</p>

<p>(...)<br/>Read the rest of <a href="http://gamedev.michaeljameswilliams.com/2009/06/08/separating-level-layout-from-appearance/">Separating a Level&#8217;s Layout from its Appearance</a></p>
<hr />
<p><small>© MichaelJW for <a href="http://gamedev.michaeljameswilliams.com">Michael James Williams</a>, 2009. |
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