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View Full Version : Mouse avoider...that doesn't suck.



2DArray
December 22nd, 2006, 04:21 PM
So I'm making a mouse avoider, because everyone makes them at some point or another. The catch is, though, that it's built on a very powerful engine, and will have a ****load of levels included. There's also a fully featured editor that can make anything that is in the actual game.

All of the collisions are calculated with algebra instead of hitTest or similar methods. Also, every level is created with pure code (this is where the editor comes in). The game has buttons (to open doors) and moving walls-both of these are created with the editor. Yes, that means that none of the animation is done in Flash. It's all in the editor. Yes, that also means that people who play the game will be able to make totally badass levels for their friends. The same quality as the "official" levels, or better.

The reason I'm posting here is because I need two things-Feedback and levels. My rule here is that anyone who gives me a level of high enough quality can get in the game. Each level's creator's name is shown, so I won't take credit for your creations.

Here's the three things you need to get started: mouse avoider.swf, which is a demo of the game. It has 6 demo levels, and a text box to copy in code exported from the editor to test your levels. mouse avoider editor.swf, which is the editor. And, finally, Editor Manual.rtf, the manual. Some of the descriptions in the motion section are a little confusing and rushed, but there's a step by step tutorial on making a simple animation in there, too, so you should be able to figure it out.

If you make a level and want to give it to me or just show to the other people here, post the code here so we can try it out.

Anogar
December 22nd, 2006, 04:23 PM
It's either broken or the most singularly counterintuitive application I've ever had the displeasure of using.

2DArray
December 22nd, 2006, 04:35 PM
Maybe you don't have the standalone Flash Player 8? It won't work (or make any sense) if you don't have it.

Al6200
December 22nd, 2006, 04:39 PM
What do you mean you're doing collisions with Algebra? Does that mean that's you're looking at the objects in terms of distances from the center. The system works really well for cirlces, but poorly for squares.

HitTest just uses getBounds() and creates an object with the y of the top and bottom and the x of the left and right. Then it compares that with the player, and sees if it is to the left, right, top, bottom, etc.

2DArray
December 22nd, 2006, 04:42 PM
No, it's line collisions. Each wall is a line and the mouse's path of travel (from the previous frame to the current frame) is another line. It's checking for collisions between those using algebra.

Anogar
December 22nd, 2006, 04:45 PM
I do indeed have the standalone version of Flash Player. It does absolutely nothing, the levels load, but nothing happens.

2DArray
December 22nd, 2006, 04:46 PM
Move the mouse over the pulsing green box to start. Then get to the red box to finish.

Anogar
December 22nd, 2006, 04:49 PM
Not doing anything. :P There's a little bit of a mouse trail, but that's it.

hybrid101
December 22nd, 2006, 10:01 PM
not working here either. fix the code up mate;)

2DArray
December 22nd, 2006, 10:39 PM
I just downloaded the .zip file, unpacked it, and tried it. It works just fine. Don't know what you guys are trying to do. Maybe it's just unclear.

When you click a red rectangle out of the line of 6 of them, a level loads. The background is grey. This means that the game isn't running. To start it, move the mouse over the green pulsing square. The background turns white, showing that the game has started. Get the mouse to the red square without touching the walls to win. When you do, the screen flashes green. Hit spacebar to quit the level.

On the main menu, levels you've completed are green, and unfinished levels are red.

Read the manual to learn to use the editor.

REEFˇ
December 22nd, 2006, 11:13 PM
That was pretty fun! Beat all 6 levels :).

Pasquale
December 22nd, 2006, 11:21 PM
swf :P O dont want to unzip.. haha

duncanhall
December 23rd, 2006, 08:55 AM
After a fair bit of confusion, that's actually quite an addictive game. You definately need to explain how to play it in a more precise manner as it's pretty difficult to figure out.

Id say you need to end the levels more distinctively, the green flash is not quite enough. Have some sort of congratulatory screen and then return the user to the main menu for the next level, rather than having to press spacebar. Also, it could just be my screen settings, but the mouse trail was either extremely faint or otherwise not visible at all.