When Matthew Ammann was following the base AS3 tutorial, he wrote a new class, SoundObject, to manage all the sounds inside his game.
He’s posted this class on his blog so that everyone can use it — and on top of that, he’s written a great tutorial to explain how it all works!
This makes it easy to mute songs, and switch between different tracks from different screens.
Check it out here. Thanks, Matthew!
In a previous tutorial from Michael James Williams (MJW), you could move the skull with the mouse and aim with the keyboard. In this tutorial we will make the mouse movement a bit complex, but you will not be able to shoot.

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Guest post by Rasmus Wriedt Larsen.
Diagonal movement has often been requested for the Avoider Game tutorial, so here is a quick guide to adding it.
If you haven’t read my Character Movement tutorial yet, do so here. Second of all, you should have read the base tutorials by Michael James Williams, do that here. Then I will show you to implement the movement to the Avoider Game.
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One of the most important reasons you continue playing a game is because it has variety. You never know what’s going to happen. That is why almost all of the most successful games have tons of variety in them – new monsters, new weapons, new plots.
Let’s take a look at our avoider game right now. We’ve come a long way from the beginning, but is there still really a reason for us to play on? We have levels, but is there any big, visible change after we advance to a level? Of course, what’s one of the most easiest ways to make a big, visible change?
Different enemies.
This chain of tutorials will explain how to create different enemies. Everyone is welcome to contribute, as we are all starting from the same page! That is, the end of Part 12 of the AS3 base avoider game.
Click the preview image above to see what we have after implementing this.
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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.