The twelfth and final part of the ActionScript 3.0 base tutorial will teach you about “garbage collection”, one of the core nitty-gritty pieces of Flash game programming.
This part is vital for making large games, or games designed to be played against others online. Click the image below to try the result out:

Read Part 12.
Once you’ve completed this, congratulations! You’re an AS3 game programmer. Now you can write your own AS3 tutorials for this site, and follow the ones other people have contributed.
In the eleventh part of the ActionScript 3.0 base tutorial, you’ll learn how to save the player’s high score and load it again later, even if they close the browser.
While this is a very basic feature, you can use the techniques you’ll learn to save any information you like — inventory, position in level, anything. Click the image below to try the result out:

Read Part 11.
The tenth part of the ActionScript 3.0 base tutorial explains a method for you to use to add multiple levels to your game — even automatically generated ones, if you like.
After following it, you’ll have learned how to use an external class file to store or generate data. OK, maybe that doesn’t sound exciting, but it is very powerful! Click the image below to try the result out:

Read Part 10.
In part nine of the ActionScript 3.0 base tutorial, we add a music loop (from 8bitrocket) and sound effects (from xk).
This part also explains how to preload these sound files, and make sure they loop correctly. Click the image below to try the result out:

Read Part 9.
The eighth part of the ActionScript 3.0 base tutorial adds a preloader, an indication of how much longer the player will have to wait before the game has downloaded.
Again, there are quite a few tricks to this, which seem perfectly sensible, as long you’ve already learnt about them. Click the image below to try the result out:

Read Part 8.
Keyboard control is introduced in the seventh part of the ActionScript 3.0 base tutorial.
It’s not a difficult topic to get through, but there are a few pitfalls to watch out for. Click the image below to try the result out (arrow keys to move):

Read Part 7.
Part six of the ActionScript 3.0 base tutorial cleans a few things up, like hiding the mouse cursor and improving the collision detection.
As a programmer, you’ll also tidy up your code, by learning about comments and soft-coding. Click the image below to try the result out:

Read Part 6.
In part five of the ActionScript 3.0 base tutorial, you’ll add a clock and a score to the screen, so that the player has some means of measuring their achievements while playing.
You’ll learn about the OOP principle of inheritance here, as well. Click the image below to try the result out:

Read Part 2.
The fourth part of the ActionScript 3.0 base tutorial shows you how to improve your game’s interface by adding a menu screen and some buttons for navigation.
While learning this, you’ll also solidify your knowledge of event listeners and passing messages to different parts of your code. Click the image below to try the result out:

Read Part 4.
In the third part of the ActionScript 3.0 base tutorial, you’ll add a Game Over screen, so that the player knows when they’ve finished.
This will introduce you to the idea of different “screens” for separating your game, as well as showing you how to create custom events. Click the image below to try the result out:

Read Part 3.