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Some pics, some tracks **Lots of new stuff** How are you gentlemen. Some tracks first:DiscontinuityEveryoneKnowsItHuntedLogjumpingRainTomb Two versions of this one - maybe two boss states or something:HopeYouBroughtHelp1HopeYouBroughtHelp2 Here are some backgrounds. Each of the layers is independently horizontally loopable, as seen in this demo jpg: The idea is that not all the layers necessarily need to be used at the same time, but any of them can be used together, hopefully for some sweet parallax effects.

The full PSDs are available under the jpegs. I give you Futurecop: Sprite Sheet: Enemy drone and some more FX: Hunter and some scaffolding tiles: The Independent Gaming Source's Assemblee Competition: Part One. Artwork and Music by The TIGForums Community Compiled by Derek Yu January 20th, 2010 The artwork and music on this page was created for part one of TIGSource's Assemblee Competition. The goal of this part of the competition was to provide assets for people to make games with in part two. These assets are now provided to the public through the generosity of these talented creators. You may use them for your own non-commercial projects, so long as you credit the creators.

All of the assets contained on this page are licensed under this Creative Commons license. Not all of the assets created are displayed on this page - if you like a particular artist and/or musician, go to their entry thread for the full monty. If you use anything from here, please send a note to the creator whose work you're using. Vote for your favorite creators here! Flint Particles. What is an entity framework for game development? Last week I released Ash, an entity system framework for Actionscript game development, and a number of people have asked me the question “What is an entity system framework?”. This is my rather long answer.

Entity systems are growing in popularity, with well-known examples like Unity, and lesser known frameworks like Actionscript frameworks Ember2, Xember and my own Ash. There’s a very good reason for this; they simplify game architecture, encourage clean separation of responsibilities in your code, and are fun to use. In this post I will walk you through how an entity based architecture evolves from the old fashioned game loop.

This may take a while. The examples will be in Actionscript because that happens to be what I’m using at the moment, but the architecture applies to all programming language. This is based on a presentation I gave at try{harder} in 2011. The examples The game loop To understand why we use entity systems, you really need to understand the old-fashioned game loop. AS3 101. Detecting Key Combos, the Easy Way. Have you ever been amazed at the variety of attacks in fighting games like Mortal Kombat, Super Smash Bros, Soul Calibur and others? Now you can learn how to create an engine to detect key combinations and build your own fighting game as well!

Final Result Preview Let's take a look at the final result we will be working towards: The combos in this demo are: ASDF, AAA, and SSS. Type them! Step 1: Introduction Ever wanted to build a fighting game (or any other genre) with lots of combos? Step 2: Starting a New Project For this tutorial, we will use FlashDevelop's pure AS3 project with preloader.

With that, we can begin working on our classes. In order to use the graphics we'll create in Flash Pro within our AS3 project, we need to export our images from the .fla file to a .swc format. If you don't have Flash Professional, don't worry. Step 3: The Basic Shape of the Button We will first create all the graphical part and worry only with the code later. Step 4: Up and Down Images Import this: