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mobileFX Arcadea

Getting Started Tutorials

Creating a game from scratch is a rather easy procedure, which can deliver your first game within thirty (30) minutes. Initially you have to create a new game project from the IDE and add your first sprite. There you will encounter an empty canvas where you can draw your very first frames of your sprite, in pixel-paint level. The IDE offers a wide selection of tools and features for this pixel-editor. For instance you can find from the common brush tool to an exceptional gradient flood-fill tool as well as filter for image processing like the texturising filter.  Great attention has been paid in the colour palette level. The user has the ability to import or export colour shades from JASC file types or create his own.

After the completion of drawing the frames, you have to set the animation sequences of the sprites and what actions can your sprite perform during game play. Animation sequences are a semantic grouping of specific frames that succeed one another, when the sprite is at the corresponding state. The Game Engine can automatically handle  up to twelve (12) animation sequences such as motion,jump, crawl, fall, fire, kill, enter, exit, and switch, while you are given the possibility to define more sequences that you have to implement yourself using the java interfaces. The ability to choose different fire sequences according to the weapon type, carried by the sprite is worth mentioning.

The sprites are generally categorized into eight (8) basic groups according to their game participation and attitude, a sprite may belong to the Player, Enemy, Bullet, Carrier, Switch, Object, Visual or Unknown Type. Apart from the obvious properties of a sprite, a carrier sprite can act as a carrier or an elevator, on which a Player sprite can be placed and carried. The switch sprite can act as a switch that can activate a procedure e.g. enabling a hidden stage or a hidden power up, or trigger a hidden trap. The Object Sprites can act as a bonus or as power ups that can be collected by a Player sprite, while the Visual Sprites can be used to create Visual Effects such as explosions and hints.

After the completion of drawing a Sprite you have to define the sprite's behaviour, as well as it's properties from the Properties' Window. For instance, at this point you may determine whether a sprite is a Player, the velocity of it's movement, whether  the sprite can jump, the maximum height of its jump, the collision conditions with other sprites and many more features. Many of those features are required to be defined in the  Animation Sequence level, for example when a sprite is climbing a ladder (climbing sequence), you might want to disable the sprite from shooting (firing sequence) but when the sprite is walking (motion sequence) you might need it to fire.

Having the first sprite complete, you can start creating your first stage map. While adding your new map, you will be asked for its dimensions in cell measurement (image cells), as well as its size in pixels. Every stage map consists of one or more levels, called Tiled Layers, which are transparent canvases on which you can draw the stage's graphics, by using Image cells. Image cells are an old but not outdated technique of combining  large icons by using smaller ones. This technique intents to keep the game's graphics size to the minimum possible value, but also makes the reusing of portions of the graphics possible. Having multiple Tiled Layers can create a three dimensional impression of the game as you can set the position of a Tiled Layer with respect to Z-axis which as a result makes the Layer to appear above all sprites.

Creating a Stage Map involves the creation of images according to the dimensions of the image cells and implementing them on the Tiled Layers in order to create the desired outcome. The transparent regions of the Tiled Layers determine the areas where the sprite can move while it is possible to create specific Tiled Layers that participate in the game's plot, such as the Platform Layer for creating Platforms and the Trap Layer for creating booby-Traps. While creating a Stage Map you may also define trigger regions, ladders or zero-gravity areas. Triggers may sense a sprite and activate one of the fifty (50) optional by the system procedures, for example to dynamically load another sprite or  cause another sprite to fire.

Concisely the creating procedure of a game is limited to drawing sprites and the stage maps and the image cells for the tiled layers of every stage. The system provides a great selection of characteristics so that initially you might not need anything further in order to build your very first games for mobile phones.

NEW mobileFX Arcadea Tutorials (version 2.0)
Creating a New Game
Creating new Animation Sequences and using Sequence Editor
Using Peg Bar for Tracing Copy Sprite's Frames
Using the Filters Bar
Using the Sprite Modeller for modelling Humanoid Sprite Motions
Creating a New Stage Map and Adding a Player and an Enemy Sprite  (Click here to Download this demo game)
Compiling and Running games in the Wireless Toolkit Emulator and using the Java Debug Features or Arcadea
 
Old mobileFX Arcadea Tutorials (version 1.0)
Creating a New Game
Creating a Player Sprite
Creating a Bullet
Creating a Weapon
Creating a Map
Compiling a Game
 
mobileFX Arcadea


   For specific information please follow these links:

  mobileFX Arcadea Features Developing a Mobile Game with Arcadea
  mobileFX Game Engine Product Installation Requirements
  mobileFX Arcadea IDE Publish your mobileFX Games through us
  Game Templates Glossary

 

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