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
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Showing posts with label Programming. Show all posts
Showing posts with label Programming. Show all posts
Monday, June 21, 2010
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.
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
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.
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.
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.
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