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Showing posts with label Programming. Show all posts
Showing posts with label Programming. Show all posts

Monday, June 21, 2010

Success! and Button tips

I got my stuff done as per the awesome chart Lionell provided; fixed the AI bug, made bosses drop shiny things made the health scale when you switch outfits (POSSIBLE GAME EXPLOIT: take damage in a high-health outfit; switch to a low-health outfit to heal), made the health numbers display on the hud, along with the shiny count.

I think I may have missed a few thing along the lines of documentation, if someone could point out what I am missing (check the programmer's section on box.net) please let me know.

finally; it turns out making a movieclip act like a button is so simple, I don't even need to make a new class or anything! you guys just need to follow a few simple instructions:

1.) label each frame in your future button "_up" "_over" "_down" "_hit"
2.) on the first frame of the button, add the following code (F9):

stop();
this.buttonMode = true;

3.) ???
4.) Profit!

source: http://www.adobe.com/livedocs/flash/9.0/ActionScriptLangRefV3/flash/display/Sprite.html#buttonMode

Monday, May 17, 2010

Fix for level design, basic AI

http://www.box.net/shared/402gnv5cep

this is not the multiple movieclip method discussed in the other posts, instead, I added a second "empty movieclip" to the level to act as the top-left corner of the level. this (theoretically) buys you twice as much room as before.

the main reason I did this is because not only is this a quick fix, but it also too much of the main code assumes that the entire level is inside of a single movieclip. More than that, it assumes that each level (including future levels that do not exist yet)is on it's own frame within that movieclip.

EDIT: I also got a basic enemy AI as per Trevor's specifications (looks back and forth, only chases the player if they are close enough AND the enemy is facing them) though I have already noticed a couple flaws that need fixed (try walking up to the enemy with the cannon equipped), it is a start.

Wednesday, May 12, 2010

Prototype Ready!

I have implemented (most) of Todd's sounds, fixed the problem Perry pointed out, plus everything I did Tuesday night. This will be the version we are turning in Thursday.

http://www.box.net/shared/yq0anirq3x

Saturday, May 8, 2010

Damage and Store

alright, I fixed up the damage system; characters now have a brief invincibility period between taking damage, and just for fun I made the sprites flicker.

the in-game store is also in and functional. Though nothing visual happens to the player yet, the stats do change. also, I used the 2.0 store as I could not find a .fla of the 3.0; but it will not be hard to swap out later.

I uploaded the whole prototype (.as, .fla, and .swf) into a compressed .zip folder in the programmer's > prototype folder; but I also put the .swf by itself in the working prototypes folder if you can't download the .zip. Though remember the box.net flash player messes with our game a lot since it uses a different resolution and framerate.

Wednesday, May 5, 2010

programming progress

I got an extreme basic form of damage going now, a "dummy enemy" that damages the player 1hp/tick; and when the player attacks, damages the enemy on contact for 1hp/tick. simple and basic for now, but I will continue to upgrade it so it is not constantly damage, but just instant damage.

I have also went back to the "multiple player movieclips" format so melee-attack animations can be preserved. also, I began implementation of the player's equipment (weapon, outfit).

lastly, I improve how the right and lower limits are defined on a per-level basis, this will allow graphics to overflow outside of the level without the screen scrolling to see it when the player approaches the bottom and right-most parts of the level.