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February 08, 2008

End of week 2

From Gaming Your Way

by Squize on February 08, 2008 05:32 PM

A bit more of a constructive day today, good to end the first full week of working in the office with.

All the baddies are in now. The 2nd flying one ( Wasp ) that I mentioned yesterday, and 3 types of ground based baddies ( One just moving back and forth, one charging at you, and one jumping around ).
Also all their mutated states are done, some better than others ( It's really difficult having limited graphic resources trying to come up with something more than just making them move / shoot faster. To be honest, I failed. They do just move / shoot faster ).

There are a handful of bugs, but only tiny anal ones which I notice and they really burn me.

Left to do is the "locks" which when shot will turn on previously invisible platforms, and that should be about all the actual content done, so hopefully by the close of play Monday ( Which is the 11th, deadline is 14th at latest, idealy before, so the game can be pimped out ) all the game related stuff should be done, so it'll be a case of adding sfx / extra images / love / making sure it works with the levels which are to be designed for it, and any ad / hi-score stuff which will be needed.
In a perfect world it'll be gold Tues, ready to be pushed out the door first thing Wed with a day in hand. That's the perfect world plan anyway.

Squize.

2/7/2008: Midcore Gamer: Update, Web site, Wiki, Creative Commons

From 8 Bit Rocket

at February 08, 2008 01:14 AM

New Mid-Core Gamer Blog Entry By Steve Fulton

2/7/2008: Flash Game Development Inter-web mash up : Feb 7, 2008

From 8 Bit Rocket

at February 08, 2008 12:44 AM

New Required Reading Blog Entry By Jeff Fulton

February 07, 2008

More words

From Gaming Your Way

by Squize on February 07, 2008 05:52 PM

To quote from yesterdays post "I'll be adding the rest of the baddies in one big hit, which should be fun."

Oh dear.

Today has been spent adding the mutated Rabbit ( I'm 35 and writing phrases like that ). I was struggling with what to do with him, as I've been told we've not got any budget left for animation and we've only got running frames, so... he now fires lazer beams from his eyes. As mutated rabbits do.

I think I've written far too many shooting routines as it didn't take long at all ( Worked first time too, aside from some alignment issues ).

So pushed on and added a bird baddie, who throws stones at you. That was quite straight forward too, until I decided it may be cool that the stones he throws ( Drops ) should detect platforms and bounce around a bit if they hit one.
Not exactly rocket science to get working, but took longer than I'd planned to get it looking nice.

That's about it for today, which seems bugger all really. I've got another flying / stone throwing baddie to do, which hopefully is going to be mainly copy and paste, and then I think 3 more baddies left, so they should be done tomorrow.

The game's really hard now, as on my test level I've got all the baddies tightly squashed in together for easier testing, and I'm looking forward to having some final levels designed that play to the games strengths.

Squize.

February 06, 2008

Day 2, kinda

From Gaming Your Way

by Squize on February 06, 2008 05:00 PM

Following on from yesterdays post, this one is going to be a little bitty.

Yesterday before calling it a day I dropped in another baddie and wrote the mutation routines for them both, so if you shoot the hell out of them without trapping them in a heart they'll turn bad, and be even more intent on killing you.

Today has been more of a consolidation type of day ( Read, boring but necessary ). Dropped in the game over screen animations, and the pause mode ones too.
Ripped out the last remaining presentational assets from the last game, so the hi-score input / display is reskinned now.

Major thing was getting the game to realise when a level has been completed, and bump it on to the next one. Got held up for a while as the Toxic engine was designed for a different tile sheet for every level, whereas this game will just have the one ( Although all the map / object data is still loaded externally ), but got it after about an hour of swearing.
The game also knows how many levels there are now, so the game complete screen has been dropped in and works too.

All quite boring, but it means that it's passed the milestone of being a real game now. Not too much fun, and still quite rough, but a game it is, and that's always good.


Did the preloader too, which involved coding on a movieclip, which is totally alien to me these days, and felt very very old school, but it's only a simple "duplicate lots of clips then move them" routine, about 15mins and it was done.

And that's about it. Tidied up the player dying routines and fixed a bug where the camera wouldn't follow your body correctly if you were killed and fell off a platform. Bonuses at the end of level are all in ( Re-used from the last project, which stole the idea from the JBJ Sisters way back ).

Tomorrow I've got a couple of bugs I want to get out of the way ( If I don't manage it in my last hour today ), and then I'll be adding the rest of the baddies in one big hit, which should be fun.

Squize.

ELEMINTZ OUT LOLOL

From jmtb02 Studios

at February 06, 2008 12:41 AM

Elementslol

OH HAI DIS AR TEH MUFFIN CAT, I DECIDD 2 POST NEW ARTICLE 4 JOHN SINCE HE IZ BUSY BEAN COMPLETELY EXHAUSTD FRUM HIS NEW GAME ELEMENTS. HE IZ NAPPIN.

ELEMENTS TOOK HIM PROBABLY BOUT 2 WEEKZ AN INVOLVEZ BOUNCIN BALL AROUND SCREEN. UR JOB IZ 2 ROTATE SPIN AN MOOV TEH BALL TOWARDZ TEH GOAL ON EACH LEVEL. 2 MOOV PAST DIFFERENT COLOR BLOCKZ U CHANGE UR ELEMENT WHICH ALSO CHANGEZ UR MUSIC AN STYLE.

THX 2 FIKREESPROJECTS 4 DOIN TEH MUSIC, ITZ RLY GOOD.

GO PULAY IT!

February 05, 2008

Dear diary

From Gaming Your Way

by Squize on February 05, 2008 02:02 PM

Thought it may be a nice idea to do a bit of a diary thing on here for the current game under development. I'm not sure how long I'll stick with it, but let's hope it's fun whilst it lasts.

The new game ( Let's just call it "Another NDA protected game" for the time being ) is based on the Toxic platform engine for the platformer thats still dragging on behind the scenes.
So getting the basics in there and running was nice and easy, strip the odd asset here, remove the odd class there and it's up and running. At present it's still a bit bloaty ( 1.7 meg swf ) but there's more to come out of it, including a lot of sfx.

As this is a themed game, for Valentines, it's a boy chases girls heart premise, based in a vertically scrolling platform world. Bubble Bobble and it's sequel, Rainbow Islands, have been strong inspirations for this project.

K so it was started last Monday, and we've got the title screen / loading screen / pause screen and game over screens in place. The first baddie took his first steps yesterday, just a nice and simple back and forth bad guy.
Last Friday I was tied up installing Eclipse etc. on a new machine ( I'm office bound til the end of June, so all the joy of travelling in London, and none of the getting up whenever I like that was the beauty of freelancing at home ) so I got very little done, but made a start on the shooting ( Hearts, what else ).
Yesterday after the baddie was put in there it was then time to enable you to shoot him, which worked a treat. The longer you hold down the fire button the bigger your shot. Little shots just stop him in his tracks, but if you save up a max shot you can trap him in a heart.
From there a collision routine was added to test for pushing the heart ( Using a couple of nice and simple circle-2-circle checks ) and a further one for jumping on the heart, which will make you jump that little bit higher.

( A core feature of the game will be to trap baddies, move them whilst encased in a heart, and then jump on them to reach those out of the way platforms / collectables )

Today so far has been spent giving the bullets a range. We came up with the issue of the lower powered shots just stunning the baddies, and then in theory the player could just sit there shooting the crap out of one baddie to earn a hi-score. Ok, you'd have to be pretty anal to do it, but it does happen ( Some people just love seeing their name in lights on a hs-table ), so we've decided that the more powerful the shot the shorter it travels before floating upwards and exploding ( In a shower of hearts naturally ).
Joy of joys first time of testing I stood on a platform beneath a baddie and fired a big shot, for it to rise up and trap the baddie above me. Things like that never ever work first time.

It's not really fixed the problem of anal gamers just shooting away, it's just opened more game play avenues. We're thinking it'd be cool that if after x number of shots the baddie mutated, like in the old Mr Do! games for anyone as old as me, so that's what the rest of today is going to be spent on, making the cute baddie Panda a nasty sod when he gets angry.

Hopefully more tomorrow.

Squize.

2/5/2008: Anatomy of a Flash Game: Lesson 2 - Creating Enemies & The Game Environment

From 8 Bit Rocket

at February 05, 2008 06:29 AM

New Tutorials Blog Entry By Steve Fulton

February 04, 2008

Anatomy of a Flash Game: Lesson 2 - Creating Enemies & The Game Environment

From MochiLand

by Steve Fulton on February 04, 2008 11:00 PM

Over the course of several lessons, I will be describing in detail how to create a very basic game in Flash. We will be building a very simple shooting game named “Home Computer Wars”, inspired by all my friends who wanted make games in the 80’s, but never succeeded. In this game you will play “Atari” in an attempt to fight off the onslaught from IBM, Apple, Commodore and Texas Instruments computers.

We will be coding this game in ActionScript 2. However, we will be using an object oriented messaging system that can, with some effort, be ported to ActionScript 3.

Tutorial Outline:

  • Lesson 1: Game Setup - We first learn how to set up our game framework in Flash, and then create a player that can move and fire missiles.
  • Lesson 2: Creating Enemies & Game Environment - We add a scoreboard and waves of enemies that gradually get harder and harder to fight.
  • Lesson 3: MochiAds, MochiBot, and the MochiAds Leaderboards - We add MochiAds, MochiBot and the MochiAds Leaderboards service
  • Lesson 4: Finishing Touches - Balancing And finishing: Level Balancing, Sound fx, Logo Screen

Read on for Lesson 2!

Part 1: ScoreBoard

To continue making our game we will need start tracking data about how the player is progressing, and about how the game progresses.

To do this, we will create a ScoreBoard object that will serve as our player and game tracker for the game. Scoreboard will double as the MovieClip that displays the scoreboard information, so this object is very important. First, let’s see at what the FScoreBoard in the library looks like:

scoreboard

    Score: The player’s score
  • Year: This is how we will track “levels”. Each new “Year” will bring harder and harder enemies for our trusty Atari 800 to fight. We start at 1979 and go through the 80’s.
  • RAM: The amount of RAM will track how much fire-power the player has. The amounts are 8K, 16K, 32K and 48K.
  • Lives: The player starts with 3. We will display up to 5. After 5, we will place a number next to lives to display how many the player has left.
  • Note To Die-Hard Atari Fans: I know that there was never an Atari 800 with 8K memory. I thought it would make the game more enjoyable if you could have more upgrades. If this still makes you upset, here is a little story for you. Back in the 60’s when Elvis was making a movie, he was in a scene where he was sitting in the back of a car, pretending to play guitar and and lip-synching to a fully accompanied version of one of his big hits. Elvis stopped the the filming, upset and wanted to talk to the director. He told the director that the scene was totally unrealistic. There was no way he would be sitting in the back of car, playing guitar and singing a song, it would be physically impossible. The director, without missing a beat, replied “Elvis, where’s the band?” Elvis quit complaining and finished the scene. You see, sometimes fun trumps realism. Likewise, there might not have been an Atari 800 with 8K, but there was also not one that could shoot red plasma balls at invading IBM PC XTs either, so let’s just drop it.

    The code for the ScoreBoard.as class looks like this:

    import mx.events.EventDispatcher;
    class ScoreBoard extends MovieClip {
    
    	var score:Number;
    	var year:Number;
    	var cpus:Number;
    	var k:Number;
    	var ram:String;
    	var cpuDisplay:MovieClip;
    
    	var years:Array;
    
    	function ScoreBoard() {
    		EventDispatcher.initialize(this);
    
    	}	
    
    	function reset() {
    		setScore(0);
    		setYear(1979);
    		setCPUs(3);
    		setK(8);
    		years = new Array();
    
    	}
    	function setScore(val:Number) {
    		score = val;
    	}
    	function getScore():Number {
    		return score;
    	}
    	function setYear(val:Number) {
    		year = val;
    	}
    	function getYear():Number {
    		return year;
    	}
    	function setCPUs(val:Number) {
    		cpus = val;
    		cpuDisplay.gotoAndStop(cpus);
    	}
    	function getCPUs():Number {
    		return cpus;
    	}
    	function setK(val:Number) {
    		k = val;
    		ram = k.toString()+"K";
    	}
    	function getK():Number {
    		return k;
    	}
    
    	public function setLocation(x:Number,y:Number) {
    		this._x = x;
    		this._y = y;
    	}
    
    	public function addEventListener(){/*Interface Stub*/}
    	public function removeEventListener(){/*Interface Stub*/}
    	public function dispatchEvent(){/*Interface Stub*/}
    }
    

    This class is very straightforward. Most of the functions are very basic getter and setter functions for the various information we will be tracking about the game.

    K = RAM = firepower for the computer.

    Year = Level;

    The only slightly tricky function is the setCPUs. “Lives” in Home Wars are counted in CPUs. The player will start with 3 CPUs, and gain them by achieving specific point levels. We will have a graphical display of the remaining CPUs the player has in the game. The FScoreBoard movieclip in the library contains another movieclip named CPU display that looks like this:

    cpu-display

    For this game we will show up to five lives on the screen. If the player collects more lives than 5, a number will be displayed to the right of of the CPU display. This number displays the current value of the CPUs property of the ScoreBoard class. After creating the ScoreBoard class, and FScoreBoard MovieClip, we need to display it on the screen. We will do this in the HomeWars class. The first thing we need is to choose a depth for the ScoreBoard. We want the ScoreBoard to appear above everything else on the screen. We will set a static var in HomeWars for this value:

            static var SCOREBOARD_DEPTH		= 15000;
    

    We also need a variable to hold our instance of ScoreBoard. We define it like this:

           var scoreboard:MovieClip;
    

    Finally, we need to display the ScoreBoard on the screen when the game starts. We will do this in the fSTATE_INIT function. It will look like this:

             scoreboard = parentTL.attachMovie("FScoreBoard","sb",SCOREBOARD_DEPTH);
             scoreboard.setLocation(0,0);
             scoreboard.reset();		

    Notice that we used the SCOREBOARD_DEPTH static variable to assign a depth to the instance of Scoreboard.

    Read the rest of the series: ‘Anatomy of a Flash Game’

    1. Lesson 1 - Setting up the game
    2. Lesson 2 - Creating Enemies & The Game Environment

    (...)
    Read the rest of Lesson 2 - Creating Enemies & The Game Environment (4,270 words)


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    2/4/2008: West Coast Loss is East Coast Gain

    From 8 Bit Rocket

    at February 04, 2008 06:44 AM

    New 8bitrocket History Blog Entry By Jeff Fulton