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Guides for making a Air (desktop) game?.

Posted: 29 Jul 2019, 09:01
by LittlePenguin
Hi, I'm new here.

I want to make a simple and quick prototype of a realtime multiplayer game, made in Air for desktop.

Are there some up to date guides to get started?, I saw some videotutorials but they seem quite old, are they still useful?.


Re: Guides for making a Air (desktop) game?.

Posted: 29 Jul 2019, 14:16
by Lapo
the first place to start is here:
by downloading the Example pack for the Flash platform.

Then you can follow the relative tutorials here: ... troduction

The examples will guide you step by step from a very basic application up to a full fledged game with advanced concepts and server side logic. If you have any doubts let us know your questions.

As regards the videos in our YT channel it's true that they have been made several years ago but they are still perfectly valid, so it's another good source to learn from -->

Hope it helps

Re: Guides for making a Air (desktop) game?.

Posted: 07 Aug 2019, 21:38
by LittlePenguin
Thank you man, I will definitely start making use of the documentation.

Re: Guides for making a Air (desktop) game?.

Posted: 08 Aug 2019, 12:02
by LittlePenguin
I checked some examples, however I might be wrong but couldn't find any examples that include entities synchronization.

By that I mean, in my case I'm making a simple version of a RTS game, and when I move a unit, both units should be perfectly in sync in both clients. This is a 1v1 game only.

My question is, is this entities syn already implemented in SmartFox?, meaning, the server keeps the clients in sync?, or do I have to implement it myself somehow?.


Re: Guides for making a Air (desktop) game?.

Posted: 08 Aug 2019, 12:18
by Lapo
The server gives you the tools to the synchronization, such as Room/User Variables and custom Extension calls.
Given the fact that every game has different specific features in their way of synchronizing state you will have to use those tools to create the type of synchronization you need.

For instance, in the Flash Examples we have a 2D action bomberman-like game, a racing game and a "Space War"-like example: they all work by synchronizing the player state but they implement it in different ways, based on the game requirements.

I think it will help you if you take a closer look at those examples and see how we have implemented it.
If you have any questions, let us know.