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Thread: Megaman Zero like engine

  1. #1

    3boxes Megaman Zero like engine

    Hi,
    I'm new here...

    A few days ago I looked at the platform game tutorial
    (there's a lot of things that need to be refactored ).

    Then I made a megaman Z like game, with no-scrolling and using OOP pattens.
    (first version)

    later i will post the source code and the level editor(under construction).

    i'm thinking about making it multiplayer(1vs1) using SmartFox Server.

    give me feedback please

    click the swf stage to play.
    -------------------------------------------------
    current version = update3
    -------------------------------------------------
    source code download: http://filedropzone.com/files/15872.html
    update3: http://www.imageaddicts.net/images/e...82mcnpdbo0.swf
    update2: http://www.imageaddicts.net/images/b...1cc8on2kl3.swf
    update1: http://www.imageaddicts.net/images/q...jgmo85gtcc.swf
    first: http://www.imageaddicts.net/images/q...0l953sqkr7.swf
    -------------------------------------------------

    Version Information:
    C- changed
    A- added
    F- fixed
    R- removed

    ps: editor still not done
    ------project stopped------
    status: redoing everything at flash 8 -> AS2
    AS1 version is now open source
    perfect object collision may be used in AS2

    /------update3-----incomplete
    C-GAME IS NOW OPEN SOURCE
    F-reset key code not showing
    C-config schema
    F-set option button
    A-options menu
    A-dinamic menu
    A-splash screen
    F-some player anoying bugs(aaarrghh they're never over!)
    F-fragile ceiling(jump go through)
    A-Up and Down keys for offset view
    F-Death after death(var overflow, die only if not dead)

    /------update2------
    F-more player bugs
    A-bg music toggle(O key)
    A-scrolling
    A-scrolling toggle(S key)
    A-reset key(R key)
    F-anti-hitTest wall glitch
    F-wall kick shaking
    C-plataform walking system
    --/

    /------update1------
    F-player bugs
    A-wall kick
    F-platform speed glitch
    A-bg music
    A-5secs dead = restart
    --/

    /---first-release---/
    Last edited by SparK_BR; July 21st, 2008 at 09:24 PM. Reason: update

  2. #2
    change jump to "x" so that its easier to attack and jump without moving your hand

  3. #3
    use your left thumb finger to jump

  4. #4
    Quote Originally Posted by SparK_BR View Post
    use your left thumb finger to jump
    company firewall is blocking it so I will check it later but if you are going all out for level constructor (great, btw) perhaps you can either give a few options or let users assign keys as well?

    Just my two cents.

  5. #5

    Quote Originally Posted by misterooga View Post
    company firewall is blocking it so I will check it later but if you are going all out for level constructor (great, btw) perhaps you can either give a few options or let users assign keys as well?

    Just my two cents.
    i already have a full configurable keyObject using the listener pattern

    i just need a menu!


    ____| update2 - more info at first post |____

    http://www.imageaddicts.net/images/b...1cc8on2kl3.swf
    Last edited by SparK_BR; July 16th, 2008 at 10:36 AM. Reason: update

  6. #6
    The platforming is pretty bugged, hitting the sides of platforms and such produces weird effects. Also using the attack while standing near / under a platform really bugs stuff out. Neat idea.

  7. #7

    Barcode

    Quote Originally Posted by gigaboost View Post
    The platforming is pretty bugged, hitting the sides of platforms and such produces weird effects. Also using the attack while standing near / under a platform really bugs stuff out. Neat idea.
    the fist and update1 versions had a bug in the wall (things shaking )
    the update 2 version has a bug in the ceiling function (jump close = go through )

    the version i am making now is bug free
    it has only one function ("_root.makeStatic(obj);")
    instead of 3 ( "_root.wall(obj);", "_root.platform(obj);" and "_root.ceiling(obj);")
    it reduced 3 for-loops in 1, and using a var instead of checking array.length everytime

    when i finish the engine i will start to make the editor ۰ ۰ ۰

    PS: I need a new bg and a menu design
    Last edited by SparK_BR; July 17th, 2008 at 07:40 AM.

  8. #8
    A couple of suggestions for you mate, when scrolling is toggled, holding up or down should scroll the view up and down then come back to the original position after a while. It's pretty much standard in platformers ^^.
    Also falling down should kill the character so the game restarts.

    I think the game is pretty neat so far, finish it and it could be a hit ^^

  9. #9
    i think it will be easy to do...
    when scroll is on:
    Code:
    _root._horisontalSpeed += _root.player1._startingX - _root.player1._x;
    _root._verticalSpeed += _root.player1._startingY - _root.player1._y;
    i could add a var (Offset)
    Code:
    _root.verticalSpeed += (_root.player1._startingY - _root._verticalOffset - _root.player1._y);
    and a function to increase offset
    Code:
    function addOffset(direction){
        if(not _root.isScrolling){return;}
        if(_root._verticalOffset < 300 and _root._verticalOffset > -300){ 
            //300 could be a var called _offsetLimit
            if(direction == "up"){
                _root._verticalOffset -= 20;
            }
            if(direction == "down"){
                _root._verticalOffset += 20;
            }
        }
    }
    and a lil code at the _root.onEnterFrame
    Code:
    if(_root._verticalOffset < 1 and _root._verticalOffset > -1){
            _root._verticalOffset = 0;
    }else{
        _root._verticalOffset *= 0.8;
    }
    hmm... yeah i think it will work


    @the fall and die
    I tried,
    but it spawns dead when reset XD
    then reset again and alive

    ps: i will add spikes later

    ------------------------------------------
    edit:
    the tilt/offset thing
    worked very smoothly!
    thnx for the suggestion
    Last edited by SparK_BR; July 17th, 2008 at 12:11 PM. Reason: tested and changed values

  10. #10

    "A human can interpret missing logic but a computer can't." - wkt
    "That goes into the 'too bad' box." - TOdorus
    "This is a three year old thread, there's no reason to post here..." - flyingmonkey456
    "Despite beeing the oposite, they look very similar to me." - SparK

  11. #11
    213
    posts
    Registered User
    Looks like the source file is corrupted, also it really should be moved over to AS3 there is no point to go to AS1 to AS2 since both versions use the old AVM1.

  12. #12
    Quote Originally Posted by Gathan View Post
    Looks like the source file is corrupted, also it really should be moved over to AS3 there is no point to go to AS1 to AS2 since both versions use the old AVM1.
    ok then, as the game is now a community property, you can change what ever you like
    or make an AS3 version...

    Viva o codigo aberto! (long life open code/source)

    "A human can interpret missing logic but a computer can't." - wkt
    "That goes into the 'too bad' box." - TOdorus
    "This is a three year old thread, there's no reason to post here..." - flyingmonkey456
    "Despite beeing the oposite, they look very similar to me." - SparK

  13. #13
    213
    posts
    Registered User
    Quote Originally Posted by SparK_BR View Post
    ok then, as the game is now a community property, you can change what ever you like
    or make an AS3 version...

    Viva o codigo aberto! (long life open code/source)
    Thats all well and good, but as I said the source zip file is corrupted and I can't open it

  14. #14
    i will re-upload somewhere else latter
    it's 1.2MB

    maybe if we ask a moderator to rise up the .fla limit to 2.0MB?

    "A human can interpret missing logic but a computer can't." - wkt
    "That goes into the 'too bad' box." - TOdorus
    "This is a three year old thread, there's no reason to post here..." - flyingmonkey456
    "Despite beeing the oposite, they look very similar to me." - SparK

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