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Making Games With FlashPunk: Episode 3 - Using Tilemaps and Grids

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Uploaded by on Oct 10, 2010

I cover adding setting up a Tilemap to represent the tiles your player will walk on, and creating a Grid to provide collision data. Additionally, I begin explaining how collision is handled with a Grid.

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  • For anyone that needs it, I assume it's basically this:

    public class Assets extends Entity { [Embed(source = '../assets/tiles.gif')] static public const SPRITE_TILESET:Class;

  • What is ASSETS?

    It's a variable that refers to the embedded image. (see @Kablasto comment below)

    Flashpunk version changed, methods also changed:

    setRegion -> is now setRect

    setCell -> is now setTile

    I guess it was done to maintain naming consistency across the toolkit, which I completely understand.

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  • Hey Zach. I really like your Tutorials and I appreciate them a lot. I would like to know why you changed so much code for the movement and collision update between video 2 and 3 and didn't bother to show it to us. As I tried to recreate every parts of code that were visible during the video, I ran into some errors and would like to know how to fix them. Is there any chance you will show us what exact changes you made and why? Thanks.

  • @Sonic88 and @saykharng

    Awesome! So glad I could help you!

  • @Kablasto I was roaming around web, just to understand the static thing, Your help is fuckin awesome. I love you man Muwwwhaaa  :P

  • @Kablasto

    Thanks a lot for that =), seriously...

  • Why didn't you include the part where you created the assets class? Seems like a crucial bit.

  • "Here's a face" lol that was great!!

    Thanks for the tutorial, please do more!!! :D

  • Very well done mate. 1080 almost let's me read the code clearly lol

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