Tag Archive: pulado


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One thing about the Pulado engine that can be confusing to users is how the engine handles rotation of graphics.

Generally all graphics should be rotated 90 degrees to the left so that the top of the player’s head or the front of the space ship is facing to the left (with the feet and or engines to the right). For a human type character the face would then be facing down. If you get the rotation wrong it isn’t a big deal because you can manually set the rotation in the Pulado engine (on the Player Tab) after you upload your graphic if you need to.

Depending on the player type that you choose Pulado will automatically rotate the player graphic to face in the correct direction for that game play type. However, in some instances (like Move 360 Degrees Left) it could save you time if you import your player character with their head at the top, feet at the bottom, and facing forward (to the right).

Lastly most player graphics are generally on a an angle which is a multiple of 90 degrees. This usually means your character will shoot in one of four directions. However, on the Player Tab there is also an Angle setting. With the angle setting you can rotate the player angle from -90 to 90 degrees. The angle setting not only changes the angle of your player but it also changes the angle that the player character will fire it’s projectiles at. If you change the angle to -45 degrees and you are in “Move 360 Degrees Left” mode it you start firing your shots up and to the right at 45 degrees. If you also turn on Projectile Gravity you will have arcing projectiles that rise and fall along an arc. Sweet!

One exception to the rotated rule are backgrounds. Backgrounds should be designed with their 0x0 point at the top left corner and no rotation. What you see is what you get with backgrounds. The engine applies no rotation to them at all.

If you want to make vector artwork that works with the Pulado Flash Game Engine you will probably need a copy of Adobe Flash. Some other vector based programs like Xara can also export to the SWF format. Or you can just use PNG files with alpha transparency but they do not scale as well as vector artwork.

You can download a trial version of Flash 8 below (the full version costs $50) or you can get the full version for free using their TrialPay option.
http://marketsmaster.org/flash_professional_8/

Or you can download the latest 30 day trial version of Flash Pro CS5.5 from:
http://www.adobe.com/cfusion/tdrc/index.cfm?product=flash

Remember with the Flash Pro CS5.5 version to compile your artwork or screens for AS2 and Flash Player 8.

With the addition of the Ground layer to Pulado (you can set it on the Backgrounds Tab) a whole new set of game possibilities has opened up. The ground layer can be as simple as a black square that you have carved out a maze into or it can be as complex as a whole network of tunnels and rooms that the player can travel through and battle baddies. Options that deal with the functionality of the ground layer are currently found on the Gameplay Tab.

You can make it so that the player and/or opponents collide with the ground layer. You can also make it so that projectiles from both players and opponents collide with the ground layer (verses just flying over the top). Additionally, you can have the player’s collision with the ground layer cause damage to the player. This way the player has to stay away from the walls like in a Mouse Trap style game for example.

It is possible to have animation in the ground layer (like traps swinging). However, the functionality with moving objects in the ground layer and the player collision damage with it is still a bit strange. The player can sometimes jump around if they encounter animation in the ground layer so you will have to test it yourself and see if it works for what you are trying to build in your game.

One new feature we have added recently to Pulado is the option for the player to include a procedurally generated maze on the ground layer. The Pulado engine will take the Block graphic that you upload and it will generate a maze based on the height and width of that block graphic. There are two maze types: a closed maze, and an open maze. In the closed maze there is always one block next to another block and one pathway through the maze. With an open maze the maze generator will ignore building some blocks randomly (25%-33% of the time I believe) which will give you holes in the walls of the maze. This allows the player to take more than one pathway through the maze.

The procedural maze also takes a random seed value. What the random seed does (if set) is that the maze will show up the same every time you play that level. In a single level game (which dynamically scales out to 99 levels) every level will have a different random seed which means every level will have a different maze. However, every time you play the game all of the mazes will be the same as the last time you played the game. For a multiple level game each level can have a different random seed. You can keep generating a random seed for that level until you get an automatically generated maze that you like.

If you would rather that the maze is different every time you play the game (and every time you play each level) you can set the random seed to 0 which will disable the random seed feature.

The Pulado Engine is currently built in ActionScript 2 and compiled for Flash 8.

Pros:
– Your games work anywhere where Flash Lite 3.1 or 3.2 is supported (like the Wii!)
– Your games are playable on Android devices with Flash 10+ installed
– Most people have at least Flash 8 installed in their browser
– Plenty of libraries support AS2 including ad libraries and stats tracking packages
– Lots of tools support creating graphics in Flash 8 format
– No scripting is required to use Pulado but if you want to script your cutscenes the scripting is beginner friendly
– You can load your Pulado game into an Adobe AIR for Android app
– You can load your Pulado game on Android devices via your Android web browser

Cons:
– Not build in ActionScript 3
– No access to advanced AS3 libraries for things like physics
– No access to some advanced capabilities which would speed up rendering

You can load up your Pulado game in an Adobe AIR for Android app by following this tutorial from Adobe:

http://help.adobe.com/en_US/as3/dev/WS901d38e593cd1bac3ef1d28412ac57b094b-8000.html

Here is the relevant code from the Adobe AIR tutorial to load your Pulado game up in Adobe AIR.

import flash.display.MovieClip;
import flash.media.StageWebView;
import flash.geom.Rectangle;

var webView:StageWebView = new StageWebView();

public function StageWebViewExample() {
webView.stage = this.stage;
webView.viewPort = new Rectangle( 0, 0, stage.stageWidth, stage.stageHeight );
webView.loadURL( “http://www.pulado.com/swf/xlbwh.swf” );
}

Where http://www.pulado.com/swf/xlbwh.swf is the URL for your game on Pulado.

The Cloud is the new buzzword of the moment but Pulado basically provides cloud based flash games.

When you build a game with Pulado your game is hosted on our site. You can release your game into the wild and you will still have control over your game long after release. You can even use feedback you receive about your game to continue to tweak it and make it better.

For example, say you build a 10 level game in Pulado and then release it. People think it is great and want more levels. You can go back in and add 10 more levels to your existing game and they will automatically show up in your game in the wild.

Or say the feedback you receive is that one of your bosses is to hard or people can’t get past level 8. You can go back in and tweak your game on our site and it will automatically tweak your game everywhere.

There are pros and cons to Pulado being a cloud based flash game engine. Some of the pros are below…

Pros:
– Auto update all copies of the game everywhere
– Edit your game from any web browser
– Easy to update
– Easy to distribute
– Small distributable size (less than 10k)
– Fast load times
– Fix bugs in real time
– Update your monetization on the fly
– We pay for all the bandwidth
– Globally distributed CDN

A couple new things that we have added to Pulado recently are native support for MochiAds (advertising) and native support for Playtomic (stats tracking).
With MochiAds you can enter your MochiAds game code into the Game Settings tab on Pulado and it with automatically integrate advertisements into your game. That way when you distribute your game and people play it you will be earning revenue.

With Playtomic you can enter your Playtomic game Id and game code into the Game Settings tab on Pulado and it will automatically start tracking stats for your game. You can then log in to the Playtomic website and view how many people have played your game web wide, where they played from, how long they played your game, and what the drop off rate is from level to level. Using this data you can tweak your game to make the experience better for your players.