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06-26-24 09:22 PM
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Acmlm's Board - I3 Archive - General Gaming - Working on a flash game
  
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Skreename
Posts: 938/1427
Just a suggestion: Make it so that the enemies don't constantly drain your life while you're hitting them. Increase the damage a bit if you want, but make it so there's a delay between being hit once and being hit the second time.
Sukasa
Posts: 884/2068
No, Mario is the correct character. He is, after all, classified as a movie clip in flash, satisfying my teacher's assignment.

I'll fix that wall. Oh, and the health meter is not meant to scroll with the player, it is too big for that, and would probably obscure important parts of the level. I haven't finished all the SFX yet, and I'll work a bit more on collision. I don't think it'll ever be perfect, but since I'm still essentially a beginner in flash, I'll get better as I go along.
AlexAR
Posts: 118/226
What the heck? lol Is Mario just a stand in for now or are you really gonna keep him in there? I though you were gonna play as a movie reel..Anyways, everything is better, but not perfect, Im sure you are aware. Collision is still not spot on. Your health meter should scroll up with the player. Are you gonna add a sound or effect for when you get hit by an enemy or lava or when you hit the green button to open the door? Also I got stuck in a wall in the second level. Are you going to add an abort button to restart a level, most puzzle/simple platform games have a restart button.

Sukasa
Posts: 882/2068
Well, those alternate paths weren't meant to be, but I'm keeping them.

Also: I've added sounds and music, and fixed the collision detection a bit, added a health bar (nothing kills you instantly, just takes a little bit), and fixed up the circular enemy's hit testing a good bit.

EDIT: Uploaded the new version, to teh same URL as the old one. Enjoy.
Skreename
Posts: 915/1427
I beat the whole thing. I kept getting wedged into death by the circling enemy and the left-right one in level 2-3, though.

One major issue, which you hopefully fixed with what you mentioned... At the very start of the first level, get on the platform and walk into where it intersects with the next one. You'll fall through the ground and die.

Also, if you BARELY miss a platform, you'll catch the edge and be able to stay on it, but you won't be able to go further.

I'm LOVING the alternate paths through the individual areas. 2-2 has a very amusing method, wherein you jump up around the fall-through plattform, jump up on the platform on the right, then jump up over the wall, fall gracefully to hit the switch, then jump back over the wall to the exit.
Sukasa
Posts: 881/2068
I've already done work on the platforms. The thresholds were way too high. I'll also make the spacebar make you jump too.

As for the enemies, I will fix them up too. Have you gotten to where you need to raise and lower the platforms yet? Only two levels are done, though. (3 areas to a level) Oh, and my freewebs site has no link to the game. That site I don't use anymore, it's just filestorage, really.
AlexAR
Posts: 115/226
Originally posted by Skreename
Copy and paste the link. Then it'll work.

Your collision detection is definitely funky. Think you could make it so that colliding with the side of a platform won't force you underneath it if you're below the halfway point? Since that's REALLY obnoxious. I'd suggest making it so that until you're actually below it, you won't be able to move to below it.

Also, the jumping feels a bit... weird. Perhaps speed it up slightly? I suppose it's personal preference, but... Yeah.


OK, I got it working now. And I agree 100% with Skreename. Hitting the side of a platform should just stop you from moving horizontally, not force you underneath. And yeah, maybe if you just sped up the jumping and falling process, it would feel more fluid. Jumping on trampolines doesnt feel too good either. Try to have it so that once the player jumps on top of a trampoline, he bounces up automatically.

I'm sure you'll put a life system in place too, starting over from the first level is kinda annoying. But I definitely like the idea of rising platforms, its cool how you have to raise the lava to raise the platforms.

Oh and, I personally, would love if you changed the jump button to the space bar. It feels very awkward using the one hand to move and jump.
Skreename
Posts: 888/1427
Copy and paste the link. Then it'll work.

Your collision detection is definitely funky. Think you could make it so that colliding with the side of a platform won't force you underneath it if you're below the halfway point? Since that's REALLY obnoxious. I'd suggest making it so that until you're actually below it, you won't be able to move to below it.

Also, the jumping feels a bit... weird. Perhaps speed it up slightly? I suppose it's personal preference, but... Yeah.

EDIT: You definitely need to look at the collision for the circling enemies. They will still hit you from WAY too far away.
Sukasa
Posts: 879/2068
I'm at school, and this is schoolwork. I'm checking every once and a while for a response because I''m impatient.
AlexAR
Posts: 113/226
Originally posted by Sukasa +
Done. The link works for me now.


Wow, quick response Sukasa. I guess its a problem with my FireFox or something cause I cant get the link to download the zip file properly. Winzip gives me an error when I try to open it. Maybe I will bring out the old Internet Explorer..'shudder'..maybe that will work.
Sukasa
Posts: 878/2068
Done. The link works for me now.
AlexAR
Posts: 111/226
Left or Right clicking that link didn't work for me. I visited your Drakflight freewebs page but couldn't find a link to the demo either. Can ya fix it please?
Sukasa
Posts: 875/2068
DEMO!
Volcanix
(Could a mod please change the thread title to signify the demo?)

NOTE: It's difficult. Jump from the edges of platforms, don't hit the bottom corners of solid platforms, don't give up, and beware area 3 of "Beehive".

I tried to clean up the glitches as much as I could. This is a rough game, and It's not meant to be uber great...
Sukasa
Posts: 863/2068
Within a week. I still need to give a demo worth playing, don't I? Two levels, 3+ areas each should be okay, I think.

I like your description of what i've managed with this... absurd concept? I would have to agree with that.
Koneko
Posts: 458/656
What have we here? Absurd concept, creative expansion thereof, and at this point it appears to have adept implementation.

I applaud you, sir. And also...

"DEMO NOW PLZ LOL"

That is the traditional request, isn't it?
Sukasa
Posts: 856/2068
I will... Once I can make some semi-decent lava

Same goes for everythig else - once I can make some semi-decent GFX, It'll all look a lot better.
Riku
Posts: 1081/1823
I think you should make it more orangish lava. Why? Because that looks so ackward that it could be mistaken for acid, lemon juice, or pee.

So yeah. Make the lava look like lava.
Sukasa
Posts: 854/2068
Yeah, I've not had any problems like those yet.

Oh, and the second level is almost done. It's actually a fairly difficult game later on, but not so difficult it's discouraging.
Raccoon Sam
Posts: 432/1040
Ever need animating or Actionscript help, I'm your man =D
Sukasa
Posts: 848/2068
The lava is a yellow-to-red gradient.

Oh, and the levels aren't as small as the one shown (first level, 2nd section). From the second level forwards, the levels scroll vertically and horizontally.

Also, I like your wording of the jump instructions. I'll use them. And level one has been renamed to "Vesuvius". And two new enemies have been introduced, but you'll have to wait a bit to see them. And I've got another devious little enemy planned. And (whoa, too many 'ands') I've implemented doors. Look forward to this, it's a lot more fun than you would think
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Acmlm's Board - I3 Archive - General Gaming - Working on a flash game


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