Flixel Adventure Game Tutorial – Part 10: Winning

Index Previous part: Item Trading In the previous part we have created dialogue for trading items between the player and a non-playable-character. In this part we will be looking into creating an end (credits screen) and a beginning (menu) to the game. For this tutorial we will just create an easy win-condition, delivering the letter …

Flixel Adventure Game Tutorial – Part 9: Item Trading

Index Previous part: Picking up items In the previous part we have programmed how to pick up items from the world and delete items from our inventory. Now we will take a look at item trading, which will incorporate things we have learned in earlier in this tutorial. Let’s start out by writing a function …

Flixel Adventure Game Tutorial – Part 8: Picking up items

Index Previous part: The Inventory Previous part of the tutorial we have created an inventory system. Now, we will create an item in the world for the player to interact with and pickup. For the pencil we want to have a world-representation in the form of a character. The way Flixel handles sprite-sheets allows us …

Flixel Adventure Game Tutorial – Part 7: The Inventory

Index Previous part: Creating layers with FlxGroup In the previous part we have used the FlxGroup class to group objects and manipulate them. In this part we will make an on-screen inventory. We want to display items on-screen like we do with the dialog. Let’s start by creating an item class, we want it to …