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#1 24/02/07 4:25pm
- soulofdarkness
- Moderator
- From: Tallinn
- Registered: 25/08/06
- Posts: 401
New Space Invaders (w.t.)
First of all, I want to apologize.
I was fighting with Cristmas Trouble code lines trying to make the game work, and work at a playable frame rate, when psyched out, deleted the .fla and all .swf's.
This kind of behavour is unnatural for me, donno what hitted me. I was so ashamed that couldn't find time to log into PFG, but now i'm back.
I have an idea of a new game, a crossover between an average RPG and space invaders. It will be a S.I. game with various enemies, missions and bosses, between missions you'll be able to upgrade your ship. There will be a storyline, which will be told using images and text boxes. Maybe i'll add walking, but that's in the far future.
So, to the to-do list:
-Think of a better name
-Make the core engine - flying mechanics, enemies, bullets.
-Make up a storyline
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#2 24/02/07 5:46pm
- der-zef-meister
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- From: barrow-in-furness
- Registered: 21/01/07
- Posts: 267
Re: New Space Invaders (w.t.)
You mean a bit like the old PS1 space invaders game? That kicked so much ass. I dunno how you're gonna cross RPG with Space Invaders as Space Invaders is pretty linear and simple gameplay. I think it's a good idea, but would like to see a demo or something so i know how it works
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#3 24/02/07 5:57pm
- soulofdarkness
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- From: Tallinn
- Registered: 25/08/06
- Posts: 401
Re: New Space Invaders (w.t.)
By invaders i ment this old game:
I will flip the screen 90 dergrees to make it more playable.
And i allredy have a problem:
I have a _root.bullet for a shell with this code on it
Code:
onClipEvent (enterFrame) { this._x += _root.bulletspd; if (this._x > 480) { this.removeMovieClip(); } }
(bulletspd is the speed variable)
and a ship MC with this:
Code:
onClipEvent (enterFrame) { this._y = _root._ymouse; } onClipEvent (mouseDown) { _root.bullet.duplicateMovieClip("bullet"); _root.bullet._x = this._x; _root.bullet._y = this._y; }
The problem is, you can shoot only tho bullets at a time (if you click more than two times, the first bullet will be erased, and then you shoot)
Here's the swf (right-click, safe as). Anyone has ideas?
Last edited by soulofdarkness (24/02/07 5:58pm)
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#5 24/02/07 8:17pm
- der-zef-meister
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- From: barrow-in-furness
- Registered: 21/01/07
- Posts: 267
Re: New Space Invaders (w.t.)
Nope, sorry. I had a similar-ish problem when i tried a space invaders game. The other problem i had was getting the aliens to drop the bombs correctly. Space invaders is harder than it seems.
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#6 24/02/07 8:21pm
- soulofdarkness
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- From: Tallinn
- Registered: 25/08/06
- Posts: 401
Re: New Space Invaders (w.t.)
We'll see...
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#7 24/02/07 8:24pm
- soulofdarkness
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- From: Tallinn
- Registered: 25/08/06
- Posts: 401
Re: New Space Invaders (w.t.)
I've got an idea. I's kinda shapeless right now, but there's one thing i need:
Is there a script that will change the instanse name of an object when it's duplicated? Like, the first one is "bullet", second - "bullet1", third - "bullet2" and so on.
P.S. Why can't i add screenshots to reviews?
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#8 24/02/07 8:32pm
Re: New Space Invaders (w.t.)
You were adding images fine, but they were all .jpg instead of .jpeg, so the display script wasn't noticing them. Sorry, just a bit of sloppy coding on my part, but i can't really be bothered to fix the script right now - i've fixed the images on the server, and just make sure that your uploaded images have .jpeg extensions
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#9 24/02/07 8:37pm
Re: New Space Invaders (w.t.)
Code:
$i=0; onClipEvent (mouseDown) { _root.["bullet" + i].duplicateMovieClip("bullet"); _root.["bullet" + i]._x = this._x; _root.["bullet" + i]._y = this._y; $i++; }
perhaps? off the top of my head though, so probably won't work.
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#10 24/02/07 8:44pm
- soulofdarkness
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- From: Tallinn
- Registered: 25/08/06
- Posts: 401
Re: New Space Invaders (w.t.)
hmmm. It might work... wait
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#11 24/02/07 8:57pm
- soulofdarkness
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- From: Tallinn
- Registered: 25/08/06
- Posts: 401
Re: New Space Invaders (w.t.)
WOW you were so close!
I've found a tutorial on SI game, and according ot it, the code should look similar to this:
Code:
_root.bullet.duplicateMovieClip("bullet"+bulletNum,bulletNum); eval("_root.bullet" + bulletNum)._x = this._x; eval("_root.bullet" + bulletNum)._y = this._y; bulletNum++; if(bulletNum>50) bulletNum = 0;
So, what is "eval()" for?
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#12 24/02/07 9:00pm
- soulofdarkness
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- From: Tallinn
- Registered: 25/08/06
- Posts: 401
Re: New Space Invaders (w.t.)
great, now it's one bullet
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#13 25/02/07 3:59am
Re: New Space Invaders (w.t.)
i think the eval is because you can't use the normal method of addressing a movie clip (_root.bullet+bulletNum._x isn't valid) with concatenated instance names.
But then, i could be wrong. It is 4am and i am drunk.
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#14 25/02/07 10:05am
- soulofdarkness
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- From: Tallinn
- Registered: 25/08/06
- Posts: 401
Re: New Space Invaders (w.t.)
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#15 25/02/07 10:51am
- der-zef-meister
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- From: barrow-in-furness
- Registered: 21/01/07
- Posts: 267
Re: New Space Invaders (w.t.)
Does anyone know an actuall flash space invaders emulation that's psp compatible? I think a version of the basic game is a good idea, maybe you could include it in your game as an unlockable or something?
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#16 25/02/07 11:25am
- soulofdarkness
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- From: Tallinn
- Registered: 25/08/06
- Posts: 401
Re: New Space Invaders (w.t.)
Firstly, i need to figure out the shooting problem
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#17 04/03/07 3:15pm
- soulofdarkness
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- From: Tallinn
- Registered: 25/08/06
- Posts: 401
Re: New Space Invaders (w.t.)
Updated the engine - now the shooting works fine, and i've change the movement style - the ship is not moving with the mouse - is follows the mouse
New Space Invaders alpha 0.15 (right-click, save as)
Last edited by soulofdarkness (04/03/07 3:16pm)
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#18 04/03/07 4:49pm
Re: New Space Invaders (w.t.)
Cool - like it! Perhaps to make it a little more slick you could make it 'ease' - as in, moves 1/8th of the distance to the mouse each frame or something, so that it moves quickly at first, then the closer it gets to the mouse, the slower it moves...
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#19 04/03/07 9:27pm
- punkfish
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- Registered: 04/03/07
- Posts: 1
Re: New Space Invaders (w.t.)
luv the demo uv almost got it!!!
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#20 05/03/07 11:54am
- soulofdarkness
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- From: Tallinn
- Registered: 25/08/06
- Posts: 401
Re: New Space Invaders (w.t.)
2 tallphil:
I was thinking abouth that at firts, but i want to make different ships with different movement speeds, so it's unsuitable.
2 punkfish:
Thanks
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#21 05/03/07 12:42pm
Re: New Space Invaders (w.t.)
You can still have different speeds - just move 1/10th of the distance, of 1/2th distance instead...
As long as you use a fraction of the distance, it'll move with easing, and the denominator of the fraction sets the speed at which it moves...
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#22 05/03/07 3:27pm
- soulofdarkness
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- From: Tallinn
- Registered: 25/08/06
- Posts: 401
Re: New Space Invaders (w.t.)
Why is everything i write in Mozilla Firefox underlined?
I've managet to make the easing movement type
New Space Invaders alpha 1.52
Now for the targets
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#23 05/03/07 3:48pm
#24 05/03/07 5:41pm
- soulofdarkness
- Moderator
- From: Tallinn
- Registered: 25/08/06
- Posts: 401
Re: New Space Invaders (w.t.)
A new update, and new trouble
New Space Invaders alpha 0.6
Added some targets - 2 moving and one moving (now only from top to the bottom)
the problem is only the first bullet can destroy targets - every other just goes through.
I'm using this code tho detect the collision between bullets and targets:
(on the target instance)
Code:
if (this.hitTest(_root["bullet"+bulletNum])){ this.nextFrame(); _root["bullet"+bulletNum].removeMovieClip(); }
And another thing - the removeMovieClip(); script doesn't work for some reason.
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#25 05/03/07 6:02pm