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Quote:I'm developing it using the Flixel library for collisions, animations, game states, and so forth
Assuming that your just learning flash, my advice would be not to use libs for fundamental things like animation,collision, and gamestates. Well i mean you can if you want, but im trying to say that you should understand how to do it at a basic level before deciding to just use libs. This doesn't apply to everything ofc, but im sure you understand what im saying.
You said that you were thinking of whether or not to add a story. I say add one, it doesn't have to be amazing, but it has to interest the player. Otherwise, whats your motive for playing the game?
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advantages to making a game in flash: putting it on newgrounds and kongregate, ad revenue
other advantages:
Thinking of you,
wherever you are.
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advantages to making a game in objective-c: putting it on ios
other advantages:
advantages to making a game in xna: putting it on xbox and windows phone 7
other advantages:
?????
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yeah i mean i guess if you're creatively bankrupt, don't give a literal shit about the way your ideas are executed in regards to programming or efficiency, and have no real goals to achieve with your software besides being on one of those websites sure
by the way sengir how is the mmo coming
Thinking of you,
wherever you are.
(08-08-2012, 12:22 AM)TheShyGuy Wrote: Assuming that your just learning flash
Well yeah that's the thing I'm not, I'm fairly experienced already. I mean I've already made some pretty good AS3 programs. It's just that I wanted to make my first game, but since it isn't that complicated it's pretty much a waste of time to program all the collisions and stuff myself. I mean if Flixel can give me in 2 seconds what would take me probably months to code (including debugging and whatnot) then you know why not.
Of course in future games I'll surely make my own engine from scratch, since collisions will get more complicated and my needs will reach beyond Flixel's flexibility.
And yeah I think I will add a story. As you can see the text is pretty much sorted so I'll have some sort of story or dialogue there. My biggest question is pretty much where it comes from, I mean a million games already have the player being a "test subject" and the "tester" is talking to them, so I don't want to do that.
But the player doesn't need an incentive that much, in my opinion. I mean sure a story adds some curiosity, but personally in a game with a challenge, simply completing that challenge is enough of a reason for me.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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(08-07-2012, 03:42 PM)puggsoy Wrote: I'll stop the jumpity-jump when holding down, I was wondering if I should keep it or not.
With the white wall room, just run up right up against the wall, then jump and flip when you're touching the black part. You need to be right next to the black part, like not even a pixel apart, otherwise it won't work. However that intro screen in room 3/4 is weird, did you do anything strange or were you just playing and it just went back out of nowhere?
By the way, thanks for the code but I won't need it. I'm using Flixel's built-in preloader, just making my own animation (which is supported). The problem is that it doesn't preload, it just loads the entire thing, then the preloader flashes by for a second, which effectively nullifies the preloaders function. I don't know why it's doing this, but even when I use Flixel's default preloader it doesn't work, so it's strange. It might have something to do with the fact that since I'm using FlashDevelop, I'm using Flex tags for frames, but as far as I know I've done everything right. I've asked for help on the Flixel forums though.
I was just playing, not doing anything special. Then, wham, back to the start.
If you were using Flash, I'd know how to tackle the preloader problem... I have no idea what options FlashDevelop and Flixel give you. Like in Flash, you can define to what frame the content should be exported so you naturally set that to '2' and put the preloader on frame one so at first, only the things you need for the preloader get loaded, then the preloader displays and the rest gets loaded while the preloader shows the progress. If all the data gets pushed into frame one, all the data has to be loaded before it displays.
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(08-08-2012, 04:00 AM)puggsoy Wrote: (08-08-2012, 12:22 AM)TheShyGuy Wrote: Assuming that your just learning flash
Well yeah that's the thing I'm not, I'm fairly experienced already. I mean I've already made some pretty good AS3 programs. It's just that I wanted to make my first game, but since it isn't that complicated it's pretty much a waste of time to program all the collisions and stuff myself. I mean if Flixel can give me in 2 seconds what would take me probably months to code (including debugging and whatnot) then you know why not.
Of course in future games I'll surely make my own engine from scratch, since collisions will get more complicated and my needs will reach beyond Flixel's flexibility.
And yeah I think I will add a story. As you can see the text is pretty much sorted so I'll have some sort of story or dialogue there. My biggest question is pretty much where it comes from, I mean a million games already have the player being a "test subject" and the "tester" is talking to them, so I don't want to do that.
But the player doesn't need an incentive that much, in my opinion. I mean sure a story adds some curiosity, but personally in a game with a challenge, simply completing that challenge is enough of a reason for me.
you said you wanted a story but rationally thought about why your game doesn't need one (it doesn't, and wouldn't enrich it at all) so i hope you decide to not go with one
Thinking of you,
wherever you are.
(08-08-2012, 05:15 AM)Previous Wrote: I was just playing, not doing anything special. Then, wham, back to the start.
I'll see if I can find out anything about that. It might just be a one-off glitch though.
(08-08-2012, 05:15 AM)Previous Wrote: If you were using Flash, I'd know how to tackle the preloader problem... I have no idea what options FlashDevelop and Flixel give you. Like in Flash, you can define to what frame the content should be exported so you naturally set that to '2' and put the preloader on frame one so at first, only the things you need for the preloader get loaded, then the preloader displays and the rest gets loaded while the preloader shows the progress. If all the data gets pushed into frame one, all the data has to be loaded before it displays.
Yeah, Flash makes it somewhat easier. The fact is that in FlashDevelop, unless you're getting MovieClips or whatever from a SWC, you're embedding stuff using Flex tags. This is even more so with Flixel, since it's developed to be used with pure AS3 and Flex embedding. So all my graphics in the game are simply .pngs that are embedded in the classes which use them, and loads them only in those classes (or other classes importing those). However, it acts as if I embedded all the graphics (or imported all the classes) in the preloader, which I didn't.
If I can't find the problem I'll try to make a SWF preloader and see if that works.
@MRSKELETON: Yeah I probably won't do a proper story. I'll try to have some text explaining the mechanics in a sort of non-obvious way, but I won't have an actual plot or anything.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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A brief "How to Play" section when starting a new game, like in Kirby Superstar, might be effective!
Thinking of you,
wherever you are.
Maybe. However I wanted to kind of slowly introduce the flipping, jump-flipping, and white walls. Here I did it quite obviously but in the actual game I'd make it more vague, so people have to kind of figure it out.
Or I could do what you said. I'll see.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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