The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.39 / 5.00 38,635 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.09 / 5.00 15,161 ViewsSorry for not being to active around here, but i was kinda busy finishing off this game:
Click to view.
I will continue the making of my part once i get my wacomm back from my friend!
_root.bot is the player.
_root.cur is the cursor.
"dyr" is the enemies
"bullet" is the bullets (duh).
I AM TRULY SORRY FOR YOU WHO BELIEVE THAT AS3 IS BETTER, IT IS, BUT I UNFORTUNATLY HAVEN'T TAKEN MY TIME TO LEARN IT YET
I have been working on this game for about four days now, but something is awfully wrong.
The enemies seem to just randomly dissapair instead of dissapearing only when hit by the bullets. Also, sometimes the enemies just kinda flies towards the player twice as fast as him instead of acting normal and being three times slower than him!
here are the bullet and enemy control and spawn functions:
function spawn_enemy() {
dyrX.push(attachMovie("dyr2", "dyr", _root.dyrX.length, {_x:0, _y:0}));
}
function spawn_bullet() {
if (shootX.length<maxBullet) {
var angle:Number = (_root.bot._rotation-90)*_root.radians;
var xv = bulletSpeed*Math.cos(angle);
var yv = bulletSpeed*Math.sin(angle);
shootX.push(attachMovie("bullet", "bullet", _root.getNextHighestDepth(), {_x:_root.bot._x, _y:_root.bot._y, _rotation:_root.bot._rotation-90, xv:xv, yv:yv}));
}
}
enemy_control = function () {
for (var id = 0; id<dyrX.length; id++) {
var B1 = dyrX[id];
var Dx:Number = _root.bot._x-B1._x;
var Dy:Number = _root.bot._y-B1._y;
var D:Number = Math.atan2(Dy, Dx);
var xu = _root.dyrSpeed*Math.cos(D);
var yu = _root.dyrSpeed*Math.sin(D);
B1._x += xu;
B1._y += yu;
B1._rotation = D/radians+90;
if (shootX.length>=1) {
if (B1.hitTest(shootX[1]._x, shootX[1]._y, true)) {
trace("works");
dyrX[id].removeMovieClip();
shootX[1].removeMovieClip();
dyrX.splice(id,1);
shootX.splice(1,1);
id--;
ib--;
} else if (B1.hitTest(shootX[2]._x, shootX[2]._y, true)) {
dyrX[id].removeMovieClip();
shootX[2].removeMovieClip();
dyrX.splice(id,1);
shootX.splice(2,1);
id--;
ib--;
} else if (B1.hitTest(shootX[3]._x, shootX[3]._y, true)) {
dyrX[id].removeMovieClip();
shootX[3].removeMovieClip();
dyrX.splice(id,1);
shootX.splice(3,1);
id--;
ib--;
} else if (B1.hitTest(shootX[4]._x, shootX[4]._y, true)) {
dyrX[id].removeMovieClip();
shootX[4].removeMovieClip();
dyrX.splice(id,1);
shootX.splice(4,1);
id--;
ib--;
}
}
}
};
bullet_control = function () {
for (var ib = 0; ib<shootX.length; ib++) {
var B2 = shootX[ib];
B2._x += B2.xv;
B2._y += B2.yv;
if (B2._x>600 || B2._x<0 || B2._y<0 || B2._y>600) {
shootX[ib].removeMovieClip();
shootX.splice(ib,1);
ib--;
} else if (B2.hitTest(B1._x, B1._y, true)) {
dyrX[i1].removeMovieClip();
dyrX.splice(ib,i);
ib--;
}
}
};
im just dropping in to say that im still making my part.
any moar responses, who will actually finish their shit and stuff..
you're supposed to show your worst animation ...
it didn't look half that bad to me :|
what is the status, sir?
add another coffe cup ...
for the lols
I don't really know, ive been trying to get this right but it wont sync with my clock.
i use getHours/Minutes/Seconds function.
Helvetica!
I love that name <3
thats like kinda... stupid...
OMFG!!!!!!
im finaly taking everybodys advice and converting to AS3, but I always get the error:
1037: Packages cannot be nested
At the end I copied the code directly into my flash and i got the same error -.-
AS3, on main timeline:
package
{
import flash.display.Sprite;
import flash.text.TextField;
public class Starter_1 extends Sprite
{
private var tField:TextField;
public function Starter_1 ()
{
myTest();
}
private function myTest():void
{
tField = new TextField();
tField.autoSize = "left";
tField.background = true;
tField.border = true;
tField.x = 20;
tField.y = 75;
tField.text = "Hello, world";
addChild(tField);
}
}
}
oops, forgot "id"
var id:Number = 0
var maxMC:Number = 4 //Number of max notes on screen
NoteAttach = function(){
_root.attachMovieClip("Notes","Note"+id,id);
_root["Note"+id]._x = Math.Random()*Stage.width;
_root["Note"+id]._y = Math.Random()*Stage.height;
if(id<=maxMC){
id++;
}else{
id=0;
}
}
setInterval(NoteAttach, 1000);
Something like this?:
AS2 - on main timeline(_root)
var id = 0
NoteAttach = function(){
_root.attachMovieClip("Notes","Note"+id,id)
_root["Note"+id]._x = Math.Random()*Stage.width
_root["Note"+id]._y = Math.Random()*Stage.height
}
setInterval(NoteAttach, 1000);
Woah! ill have to submit here as well then :D
You probably should PM everybody and check if everybody is still doing their parts ...
At 11/5/09 03:40 PM, turtleco wrote: okay sounds swell. I hope that everyone is working on their part. I wonder who is actually making a part, since a billion ppl said they'd make one....
I'm still working on mine :D
meh, I did them voices myself :o
Just to let you know
I just finished the 1st draft of my animation.
Any voice actors out there?
Don't ever copypasta!!!
At 11/3/09 10:34 AM, SBB wrote: Country: Norway
dam!
meh, i wouldn't have made one anyway...
I have the habit of creating tons of short loops and never ever use them to anything ever.
ever
Check out AS: Main
You will find your answer there :D
I haven't really gotten into bone animating so I might not be qualified for answering ...
but i would suggest you make one new symbol at full quality and stick to them as long as you can (by resizing and such).
The frames with half-bended hands you could just do really quick, people don't notice as only the poses that last more than about three frames are noticed.
It might sound confusing, but heres a picture to clear things a bit up (hopefully)
Meet Canonhead!
It looks awesome!
what happens next?