Blazing Games - One of those Weeks - Day 1
While not all of the episodes in this game have yet been released as open source, Blazing Games Inc. is slowly going to release all the games in this series as Open Source. Our current policy is to hold on to all the rights to new episodes for at least a year before releasing them under a GPL License (click here to open a popup with the text of the license). Releasing the games as Open Source allows other people to post the episodes on their sites and to make changes to the episode as long as any changes are also released to the open source community. To better understand what open source is visit www.opensource.org/docs/osd.
For descriptions, I am assuming that the person downloading the episodes is just getting into Flash game programming and am providing a description of what they could learn by downloading and studying the source code. Obviously, if you want the games for playing offline or for your site, you don't have to even look at the source code (the .fla file) but only care about the sample html and the executable .swf file that is included in the zip files with the source code..
The first episode revolves around a non-logical maze and would be useful for learning the basics of how to put together such a maze. It is also useful as a demonstration of how tinting can be used to reduce the amount of graphics needed in an animation.
This episode revolves around exploring your apartment. While there are only 4 "rooms", close up views of certain objects in the game are also done up like rooms. If you are trying to learn how to make an adventure game, studying this episode will help you grasp how rooms work.
My three button conversation system is put to good use in this branching conversation.
The wallet here might be useful if your game revolves around currency.
This episode has multiple conversations and a simple puzzle.
The first iteration of my 3D system. This is probably the simplest version of the system to comprehend, though later episodes have much better versions in place.
A few tricks are done with the conversation system. One is a technique for annoying those people who must get the highest possible score. The other is dealing with a huge number of different mini-conversations.
More of a cut scene than a game. Very simple real-time puzzle.
I think the stealth game that I incorporated into this episode is the best aspect of the game. A lot of people thought this puzzle was way too difficult, but I rather enjoyed putting it together.
A locked room puzzle. There are a number of different techniques that were used to assemble this puzzle, so it might be worth examining.
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