(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
06-18-24 04:19 PM
0 users currently in General Gaming.
Acmlm's Board - I3 Archive - General Gaming - Working on a flash game New poll | |
Pages: 1 2Add to favorites | Next newer thread | Next older thread
User Post
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6330 days
Last view: 6329 days
Posted on 05-30-06 11:31 PM Link | Quote
Yeah, like the title says, I'm working on a flash game for school. I just thought I'd go over it and ask for any creative input

Basically, you're a defenseless movie clip that has to wind it's way through a set of levels, dodging obstacles and ememies along the way. (Assignment)

For my game, it's a platformer where you have to escape a volcano base, and the lava is rising. Reach the exit, make it to the next level. Die, and it's game over.

So far, I have:
  • Regular Platforms

  • Platforms that float on lava

  • An exit door, with the switch to open it

  • Switches to raise and lower the lava level

  • trampolines, both immovable and that float on the lava

  • Lava

  • Walls

  • Supports, no interaction w/ player


And I'm planning on having:
  • Ladders

  • Laser turrets


So, I was wondering if anyone had any ideas for what I could add to this.
Skreename

Giant Red Paratroopa


 





Since: 11-18-05

Last post: 6336 days
Last view: 6329 days
Posted on 05-31-06 12:52 AM Link | Quote
You could add false walls with hidden paths behind them... just as long as they aren't necessary to complete the levels, just shortcuts. Possibly make it somewhat noticeable where they are, just not obvious?

Otherwise, it looks interesting. Going to post it here when you finish it?
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6332 days
Last view: 6329 days
Posted on 05-31-06 07:30 PM Link | Quote
That feature set looks more than complete to me. As long as everything is implemented right. If the game 'feels' smooth, then your good..in my opinion at least. I always focus on play control and the interaction between player, input device and on-screen character.

As a movie reel, would you be rolling around the levels? Would it start moving slow and accelerate? Would you carry that momentum as you jumped from platform to platform? If you could manage that sort of physics engine (its not THAT complicated) it would make for a really good game.

Of course this is a flash game were talking about so..as long as its.."Flashy" I guess people will like it. Good luck.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6330 days
Last view: 6329 days
Posted on 05-31-06 09:54 PM Link | Quote
No, I don't have momentum... *Adds to list of things to do* All it is right now is stop-and-go momentum sideways, although there is a momentum-like effect when jumping.

Current List:
  • Ladders

  • *Laser Turrets

  • *H- and V-scrolling levels

  • Sideways momentum

  • EDIT: 'Bomb enemy'

And I've added
  • One-way platforms, up and down

Oh, and the bomb enemy is sorta going to be a back-and-forth ball that kills you on contact.


(edited by Sukasa + on 05-31-06 08:55 PM)
Cirvania

Cyball
I guess this is as close as Xkeeper will get to spell it right. :<


 





Since: 11-17-05
From: The Island of Puerto Rico.

Last post: 6331 days
Last view: 6330 days
Posted on 05-31-06 10:10 PM Link | Quote
I find this concept to be quite amusing.

Screenshots would be nice.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6330 days
Last view: 6329 days
Posted on 06-01-06 01:46 PM Link | Quote
EDIT: Yes, I will release the game when it's done up to (not including) level 3.
anyways, here you go, 3 screenies

the title screen

The standard 'level screen'

Stage 2 of the first level


(edited by Sukasa + on 06-01-06 12:47 PM)
Skreename

Giant Red Paratroopa


 





Since: 11-18-05

Last post: 6336 days
Last view: 6329 days
Posted on 06-01-06 05:21 PM Link | Quote
I'd personally suggest changing the wording on the jump instructions. Say something like "To jump, press up on the keyboard. Holding the button longer will make you jump higher." Seems a bit less awkward to me, but it's a matter of personal preference.

Looks interesting so far. Perhaps the lava should be red instead of yellow, though.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6330 days
Last view: 6329 days
Posted on 06-01-06 08:59 PM Link | Quote
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
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6330 days
Last view: 6329 days
Posted on 06-02-06 02:05 PM Link | Quote
Ever need animating or Actionscript help, I'm your man =D
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6330 days
Last view: 6329 days
Posted on 06-02-06 07:23 PM Link | Quote
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.
Riku

Sledge Brother
Unpredictable. Watch your backs. Or not. Whichever. I want Metal Gear Solid 4 so badly.


 





Since: 11-17-05
From: Tompkinsville

Last post: 6329 days
Last view: 6329 days
Posted on 06-02-06 10:28 PM Link | Quote
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

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6330 days
Last view: 6329 days
Posted on 06-03-06 02:35 PM Link | Quote
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.
Koneko

Plasma Whisp








Since: 11-17-05
From: Tartarus. We get faster internet than you.

Last post: 6330 days
Last view: 6329 days
Skype
Posted on 06-03-06 08:49 PM Link | Quote
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

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6330 days
Last view: 6329 days
Posted on 06-04-06 12:58 AM Link | Quote
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.
Sukasa

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6330 days
Last view: 6329 days
Posted on 06-06-06 03:01 PM Link | Quote
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...


(edited by Sukasa + on 06-06-06 04:38 PM)
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6332 days
Last view: 6329 days
Posted on 06-06-06 05:30 PM Link | Quote
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

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6330 days
Last view: 6329 days
Posted on 06-06-06 05:38 PM Link | Quote
Done. The link works for me now.
AlexAR

Ninji


 





Since: 02-27-06
From: TX

Last post: 6332 days
Last view: 6329 days
Posted on 06-06-06 05:43 PM Link | Quote
Originally posted by Sukasa +
Done. The link works for me now.


Wow, quick response Sukasa. I guess its a problem with my lololol 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

Birdo
Not quite as active as before.
Xkeeper supporter
Xk > ||bass
I IP Banned myself! Twice!








Since: 11-17-05
From: Somewhere over there

Last post: 6330 days
Last view: 6329 days
Posted on 06-06-06 06:41 PM Link | Quote
I'm at school, and this is schoolwork. I'm checking every once and a while for a response because I''m impatient.
Skreename

Giant Red Paratroopa


 





Since: 11-18-05

Last post: 6336 days
Last view: 6329 days
Posted on 06-06-06 07:54 PM Link | Quote
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.


(edited by Skreename on 06-06-06 06:56 PM)
(edited by Skreename on 06-06-06 07:29 PM)
Pages: 1 2Add to favorites | Next newer thread | Next older thread
Acmlm's Board - I3 Archive - General Gaming - Working on a flash game |


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.021 seconds; used 447.05 kB (max 577.47 kB)