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#26 05/03/07 7:39pm

soulofdarkness
Moderator
From: Tallinn
Registered: 25/08/06
Posts: 401

Re: New Space Invaders (w.t.)

Don't realy get what do you mean.
I'm usin the same object for moving and standing ones.
I think i will replace the shading effect with a gradient, so it'l look smoother if щнг mean that.


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#27 05/03/07 7:59pm

tallphil
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Registered: 29/04/06
Posts: 825
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Re: New Space Invaders (w.t.)

I'm guessing that he probably means it doesn't animate smoothly - but this is due to a low framerate, and there's nothing you can do about it...


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#28 07/03/07 1:44pm

soulofdarkness
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From: Tallinn
Registered: 25/08/06
Posts: 401

Re: New Space Invaders (w.t.)

Still can't get the shooting work proberly sad

I think that's because ot the fact that the name of the bullet instance is changing.
What should i do?


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#29 07/03/07 2:23pm

Jake
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Registered: 29/04/06
Posts: 307

Re: New Space Invaders (w.t.)

I can help a little here. RemoveMNovieClip() will only work if the movie clip was created by actionscript. To attach a movie to the stage you have to make sure that the movie clip is set to "export for actionscript" in the linkage section of properties for that movie clip in the library. You will get a linkage and then the following code can be used to attach that movie to the stage.

Code:

this.attachMovie("MC","MOVIE",this.getNextHighestDepth());
this.stop();

Where "MC" is the linkage of the movie clip and must have the quotation marks and "MOVIE" is the new instance name for the movie clip so in the above case if you wanted to adjust the position of the newly attached movie clip the following code should work.

Code:

MOVIE._x += 5;
MOVIE._y += 5;

Note you can also create movie clips by duplicating a movie clip that is already on the stage but the above is a better method for creating movie clips on the stage using actionscript.


For your other problem, you have more than one bullet on the stage so a little for loop should fix the problem.

Your code:

Code:

if (this.hitTest(_root["bullet"+bulletNum])){
   this.nextFrame();
   _root["bullet"+bulletNum].removeMovieClip();
}

This is only checking one movie clip as bulletNum is not changing. I am assuming the first bullet is "bullet1" and if you had a total of 5 bullets then the following script would check for all 5:

Code:

for (i=1;i<=5;i++){
     if (this.hitTest(_root["bullet"+i])){
        this.nextFrame();
        _root["bullet"+i].removeMovieClip();
     }
}

I am not going to go in to how a for loop works but i will warn that large for loops will slow things down as in the above code all that is within the for loop will run 5 times.

And finally if you are referring to a red underline when typing in Firefox then this is the inbuilt spell checker. To change settings go to tools>options>advanced and here you can change the language and or turn off the spell checker.


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#30 07/03/07 9:50pm

dom04418
Member
From: Rhode Island
Registered: 05/03/07
Posts: 21
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Re: New Space Invaders (w.t.)

that looks like it should work  the loop if its for bullet1 but im not sure im not making it and i tend to me a little rusty but from what it looks like it should work


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#31 08/03/07 2:27pm

soulofdarkness
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From: Tallinn
Registered: 25/08/06
Posts: 401

Re: New Space Invaders (w.t.)

So it qorks but not quite as planned - the first bullet is not active (misses),
(maybe because it's "bullet0"?), and every bullet after "bullet5" is not working.
I think there must be an "i" reseting code, and somethig that will make "bulletNum" start from 1 instead of 0?


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#32 08/03/07 3:00pm

tallphil
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From: UK
Registered: 29/04/06
Posts: 825
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Re: New Space Invaders (w.t.)

Jake wrote:

I am assuming the first bullet is "bullet1" and if you had a total of 5 bullets

The for loop starts

Code:

for (i=1;i<=5;i++)

- the contents of the brackets are the conditions of the loop:

i=1; - when the loop starts, it sets var i = 1;
i<=5; - the loop will run whilst i is less than or equal to 5
i++ - each time the loop runs, i will increase by one

so changing the code to

Code:

for (i=0;i<=10;i++)

will make the first bullet work, and will work for up to 10 bullets. As jake mentioned though, be careful with the number of loops being executed - having lots of loops is an excellent way to knock the framerate down smile


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#33 10/03/07 10:21am

kyle
Member
Registered: 10/03/07
Posts: 3

Re: New Space Invaders (w.t.)

hey i dont know if u have played laser age good game for pc (sry dont have a link) but u check it out for ideas

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#34 11/03/07 12:44pm

soulofdarkness
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From: Tallinn
Registered: 25/08/06
Posts: 401

Re: New Space Invaders (w.t.)

Man, it's slo on a psp...
I removed some details from the ship, made targets flat, but still, stux.
Here's a gameplay "video"
http://i33.photobucket.com/albums/d60/Soul_Of_Darkness/video2.gif


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#35 14/03/07 1:03am

dom04418
Member
From: Rhode Island
Registered: 05/03/07
Posts: 21
Website

Re: New Space Invaders (w.t.)

i dont know how to fix it but are you working on it? because i really want this game. its by war my favorite on here so let me know when its done or any beta versions you have email them to me thx


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#36 14/03/07 11:42am

tallphil
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From: UK
Registered: 29/04/06
Posts: 825
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Re: New Space Invaders (w.t.)

Think your best bet will be by optimising the code - Heli took Jake ages to make, and most of that time was spent re-writing the code to run faster.

Is there any way to reduce the number of loops or functions running on each frame etc?


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#37 20/03/07 3:15am

pig1000
Member
Registered: 15/03/07
Posts: 6

Re: New Space Invaders (w.t.)

This is my first post but i just wanted to encourage you, because i think this game could be great for psp so keep it up. smile

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#38 20/03/07 3:32pm

soulofdarkness
Moderator
From: Tallinn
Registered: 25/08/06
Posts: 401

Re: New Space Invaders (w.t.)

Thanks smile
For some reason i missed this posts...
I think there is a way to make the reducement - now, every target has it's own script, with 10 loops. Is there a way to give an instance a certain code, from the main frame?


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#39 20/03/07 4:00pm

tallphil
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From: UK
Registered: 29/04/06
Posts: 825
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Re: New Space Invaders (w.t.)

...depends on what the code is!


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#40 20/03/07 4:04pm

soulofdarkness
Moderator
From: Tallinn
Registered: 25/08/06
Posts: 401

Re: New Space Invaders (w.t.)

I want ot take the code that i use on a invader, put it on a main frame and give it to every invader


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#41 20/03/07 7:44pm

tallphil
Banned
From: UK
Registered: 29/04/06
Posts: 825
Website

Re: New Space Invaders (w.t.)

I doubt that'll make much difference to be honest - the same number of loops will still be running each frame, even if there are coming from a keyframe instead of a mc. If you could re-write the code so that it runs the loops once but checks all invaders, instead of running it for each invader that could work? Depends what control structure the code is in though as to whether you can put it on a keyframe or not.


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#42 28/03/07 7:17pm

JaXeRiR
Elite Moderator
From: Teh Interwebz
Registered: 25/03/07
Posts: 1925
Website

Re: New Space Invaders (w.t.)

ok, just thinking, so if this is a flash game(?), how the heck r u gonna manage to get  multible bosses n all to 1mb..? but hey good and very interesting idea...


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#43 29/03/07 12:17am

dom04418
Member
From: Rhode Island
Registered: 05/03/07
Posts: 21
Website

Re: New Space Invaders (w.t.)

i really want this game i play the 4th beta one u made all the time and i can hit two targets at once so maybe itll get done soon i wanna play this game more than any other one


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#44 17/04/07 9:59pm

pig1000
Member
Registered: 15/03/07
Posts: 6

Re: New Space Invaders (w.t.)

Hey soulofdarkness i was just wondering if you are going to finish this project cuz i think it will be a great game for the psp and one that i will play alot smile

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#45 18/04/07 5:23am

rollinroll
Moderator
Registered: 23/10/06
Posts: 1890

Re: New Space Invaders (w.t.)

SoulOfDarkness hasn`t posted for a while... I doubt he`ll finish this project.

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#46 18/04/07 8:25pm

kluttykid
Hardcore Member
From: a toilet
Registered: 11/01/07
Posts: 122
Website

Re: New Space Invaders (w.t.)

hey dude that game is great... nice graphics... I just cant get all the targets hmm


I got a NEW PC !!!!!!
( cause my other one broke) Now back to the comics.. I have to make everything all over again sad )

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#47 05/07/07 5:30pm

dom04418
Member
From: Rhode Island
Registered: 05/03/07
Posts: 21
Website

Re: New Space Invaders (w.t.)

i havnt been on ina LONG time but im back and not doing much with flash games but im doin homebrew firmwares now seeing as dark_alex is gone but this is the only flash game im really looking forward to i like it alot but dont have time to mess with it myself im just wondering how progress is


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#48 13/12/07 3:44am

Macaw!95
Addict
From: The internet
Registered: 01/11/07
Posts: 249
Website

Re: New Space Invaders (w.t.)

hmmmm perhaps someone should e-mail him ima go make a preview for the game


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#49 16/02/08 8:16am

Alpha009
Edge
From: new york
Registered: 03/02/08
Posts: 1117

Re: New Space Invaders (w.t.)

man that sucks. the game looked so good but it was stopped. it's like every good game stops

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