This blog reflects my progress that I make on different projects as I work my way though them :D Wish me luck
Showing posts with label flash. Show all posts
Showing posts with label flash. Show all posts
Tuesday, 27 May 2014
Wednesday, 30 January 2013
All the fighters in a tower
I've created the tower sections along with the fighters and items that can be placed inside them. Most of the towers have three different states, normal, armored and heavily armored, the only section that's different is the spiked tower which just has basic spikes and advanced spikes. The different fighters each can be placed in a tower section, and these will be used to damage the opponents towers.
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Sunday, 27 January 2013
Bed Bugs are such a pain
I've been starting work on creating a game that is about killing and destroying bed bugs from a home. Recently I've had to create some assets to show the manager of this project in order to try and get approval. These are the assets that I've created along with a few page layouts for some screens, along with a number 0-9 that's for an infestation counter.
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Wednesday, 23 January 2013
Tower Terror
I did some work on a game I'm making about Bed Bugs today, just figuring out some details and getting conformation on the title screens layout I proposed. I also worked some on the flash game that I'm creating for a project called Tower Terror. I ended up drawing three of the fighters and the logo for the game. I have done around half of another fighter however I'm going to finish that tomorrow. For the main title screen of the Tower Terror game I'm planning on having two towers exchanging fire and a chibi like tower in the middle which is really made up the buttons for navigation.
Everything except the buttons in the middle is still rough.
Everything except the buttons in the middle is still rough.
Tuesday, 22 January 2013
All them cards :D
The cards are finished for the disasters. I might change the layout slightly before the finished game however this is good enough for now.
Disaster Strikes
Today I was able to get some work done on both the board game I'm creating as well as a flash game that I'm making for one of my other classes. For the board game I created a table that shows how many resources are gained depending on the number of groups currently at the same resource as well as the six different disasters that can occur on the island. I'm going to take the disaster's I've created and put them onto cards that show how much damage a disaster does depending on the current age that the island is on.
Earthquake
Lava Flow
Lightning
Rockslide
Tidal Wave
Raining Frogs
Earthquake
Lava Flow
Lightning
Rockslide
Tidal Wave
Raining Frogs
Saturday, 19 January 2013
Time for some survival
So I haven't gotten around to making any more cards for the triple S game, however I'm now back at school for another semester in order to get my Game Design degree. I have three major projects until April so I'll be updating this blog with the progress I'm making on those. That being said I've designed 18 cards for a board game that is one of the projects.
It's all about making sure your tribe survives the longest on a island that is prone to many natural disasters. You can build structures that grant bonuses to your tribe, however you need resources in order to build them. There are three technological ages that the island will go through, changing after a certain rounds have gone by, a round is made up of every surviving tribe going once. The ages are Wood, Stone and Metal. An example on how building things goes is if it's the Stone age, you can build anything that's Wood or Stone as long as you have the necessary resources however you can't build Metal things even if you do have the required Metal resources.
There will be places that these resources can be collected on the board by each tribes group of explorers. If they're within the general area of a resource, indicated on the board, the group gathers one of the resource however if the group is right on the resource than the group gathers five of the resource, divided by the number of groups that are on the same resource.
I'll go into more details as I'm producing the game however that's a general overview of some parts of it. Here are the building cards that can be bought with the resources:
It's all about making sure your tribe survives the longest on a island that is prone to many natural disasters. You can build structures that grant bonuses to your tribe, however you need resources in order to build them. There are three technological ages that the island will go through, changing after a certain rounds have gone by, a round is made up of every surviving tribe going once. The ages are Wood, Stone and Metal. An example on how building things goes is if it's the Stone age, you can build anything that's Wood or Stone as long as you have the necessary resources however you can't build Metal things even if you do have the required Metal resources.
There will be places that these resources can be collected on the board by each tribes group of explorers. If they're within the general area of a resource, indicated on the board, the group gathers one of the resource however if the group is right on the resource than the group gathers five of the resource, divided by the number of groups that are on the same resource.
I'll go into more details as I'm producing the game however that's a general overview of some parts of it. Here are the building cards that can be bought with the resources:
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Friday, 11 January 2013
Those cards look kinda old....
I've finished turning all the monsters I've made so far into cards. I didn't have the original files however so I had to download the pictures from this blog and go from there. I'll most likely go back and sub in the vector art later, in order to get back some of the details that were lost. However since I already have the monster position,name and stats for each card, it shouldn't take long.
Card Look
It's a new year and about time I started working on the card game again. I've been pretty busy however I'm finding some spare time right now so what better then to make some progress with this game. This is the look for the cards that I'm thinking about going with, might change the layout after I've finished all the monsters and figure out exactly how I'm going to layout the playing screen. I'm probably going to work on getting more of the monsters done up this weekend.
For the card game you use chips that are in the shape of blood drops. I've come up with two possible concepts for how they look, I'm leaning more towards the second one right now. The 'twinkle' is going to be animated and fade in/out as time goes on.

For the card game you use chips that are in the shape of blood drops. I've come up with two possible concepts for how they look, I'm leaning more towards the second one right now. The 'twinkle' is going to be animated and fade in/out as time goes on.

Monday, 19 November 2012
Guess it's all about the flesh color
So I had some more time today so drew up three cards for the card game I'm developing.
Name : Weedle The Needle
Speed : 5
Strength : 3
Sexy : 1
Uncommon
Name : Surly Mop
Speed : 2
Strength : 2
Sexy : 2
Common
Name : Tonne of Flesh
Speed : 1
Strength : 4
Sexy : 1
Common
Name : Weedle The Needle
Speed : 5
Strength : 3
Sexy : 1
Uncommon
Name : Surly Mop
Speed : 2
Strength : 2
Sexy : 2
Common
Name : Tonne of Flesh
Speed : 1
Strength : 4
Sexy : 1
Common
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Sunday, 18 November 2012
A few more Monsters
I've been working at an internship recently so I haven't had much time for side projects. Today I thought I'd a few more monsters finished for a card game I'm making in my spare time. I used some pencil sketches I'd already done up to base these off of. I used the pen tool to outline everything, then colored it. They won't have to animate at all, since they're pictures on cards, so I made them all graphics instead of MovieClips. This will save a little on memory when using them in the game.
Name : Bucket Bill
Speed : 1
Strength : 3
Sexy: 2
Common
Name: Super Fat Cute Cat
Speed : 1
Strength : 2
Sexy : 6
Uncommon
Name : Unlikely Pear
Speed : 1
Strength : 2
Sexy : 3
Common
Name : Warpen Worm
Speed : 7
Strength : 3
Sexy : 2
Rare
Speed : 2
Strength : 3
Sexy : 1
Common

Name : Sassy Slug
Speed : 1
Strength : 2
Sexy : 3
Common
Name : Motorized Cityscape
Speed : 4
Strength : 1
Sexy : 1
Common
Friday, 14 September 2012
And then things get artisy
I'm nearing the end of major programing, I still have several things I have yet to build and some parts of the code I'll have to rebuild for better performance however the majority of it is behind me. I got the stat bars art redone, still rough but it now is more along the lines of what I want. I also redid a lot of the buttons with roughs of what I'd like the final version to be. On the instructions page I did some basic color fills for the book, just so you can't see through it. I also updated the instructions page background and redid the art on the garbage pile, rabbits foot and skateboard.
Some bugs that I fixed included the savings box not being killed when the rest of the boxes were. I had an error where the first and second jump power were getting reset to 15, I found a place where I had hard coded that number earlier before I had tweaked with it. I had an error when the percentage that was being saved on the lives wasn't showing up, turns out my math was a little off. I had some trouble with hit detection and the man hole however once that was working it wasn't a problem. I also has a bug where you could super-fall at a moving cart and either phase through it or go about half way before shooting back up, this was fixed extending the detection rage and changing a multiplier to match that of the max fall speed multiplier in super-fall.
Some things that I've added are manholes that appear in the later levels, they are open to different extents depending on the current level, their position on the screen is also randomly generated ever reset. I added in darkmatter which is needed to super-fall, and it can be purchased along with other equipment at the shop. I added in a falling animation to the manhole along with a rough running animation to the rubbish. Finally I added the feature of being able to continue if you currently have extra lives, this unpauses the level and spawns a new rubbish. This would allow people to not have to replay a 2-4 minute level if they did near the end or got a really sweet drop of good garbage.
Some bugs that I fixed included the savings box not being killed when the rest of the boxes were. I had an error where the first and second jump power were getting reset to 15, I found a place where I had hard coded that number earlier before I had tweaked with it. I had an error when the percentage that was being saved on the lives wasn't showing up, turns out my math was a little off. I had some trouble with hit detection and the man hole however once that was working it wasn't a problem. I also has a bug where you could super-fall at a moving cart and either phase through it or go about half way before shooting back up, this was fixed extending the detection rage and changing a multiplier to match that of the max fall speed multiplier in super-fall.
Some things that I've added are manholes that appear in the later levels, they are open to different extents depending on the current level, their position on the screen is also randomly generated ever reset. I added in darkmatter which is needed to super-fall, and it can be purchased along with other equipment at the shop. I added in a falling animation to the manhole along with a rough running animation to the rubbish. Finally I added the feature of being able to continue if you currently have extra lives, this unpauses the level and spawns a new rubbish. This would allow people to not have to replay a 2-4 minute level if they did near the end or got a really sweet drop of good garbage.
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Thursday, 6 September 2012
Carts hurt
Today I was mostly working on getting the shopping cart up and running, but I also worked a little bit on the garbage generation system. While I was doing a test run I noticed that I was sometimes getting ten or more bad garbage in a row. I found this became frustrating and boring very quickly so I knew I had to make it so that a good garbage would drop every few bad garbage, making sure there was always a goal on screen for the player to work towards. I had to partly rebuild my garbage generation system but it's defiantly for the better now. I was using a while loop to try and generate a piece of garbage, if the garbage selected was too expensive then it tried again. One problem with this was that only the good garbage had a chance of being rejected since the bad garbage doesn't take away from the remaining points for the current level. I fixed this issue by moving the while loop to inside the good garbage generation inside the general garbage generation function. This way if the good garbage was too expensive it would try for another good garbage instead of possibley spawning a bad garbage instead. I also put in a counter that, after four bad garbage have spawn makes it so it automatically spawns a good garbage next, just in case the random numbers keep coming back bad garbage.
For the shopping cart I have it so if your at the front and it hit, the cart bouncing back some and your rubbish is pushed the other way for a second. It also takes away one health when it hits. I get around having to make giant leaps over the whole cart I added in that if you land on the top of the cart it bounces you up to near the top of the screen, you can't jump any more after that but you can fall quickly if the down arrow is pressed. In the video that's posted the bouncing off the top of the cart hadn't been added yet.
The last thing I add is that once a jump is started you can only travel in one direction. After coding it though I didn't think it was as fun to jump around so I've commented it out for the time being, however I might change my mind after I've tweaked with the jumping some more.
For the shopping cart I have it so if your at the front and it hit, the cart bouncing back some and your rubbish is pushed the other way for a second. It also takes away one health when it hits. I get around having to make giant leaps over the whole cart I added in that if you land on the top of the cart it bounces you up to near the top of the screen, you can't jump any more after that but you can fall quickly if the down arrow is pressed. In the video that's posted the bouncing off the top of the cart hadn't been added yet.
The last thing I add is that once a jump is started you can only travel in one direction. After coding it though I didn't think it was as fun to jump around so I've commented it out for the time being, however I might change my mind after I've tweaked with the jumping some more.
Wednesday, 5 September 2012
Isn't Jumping Fun??
Today I worked some on the gravity levels, max fall speed and base jump power for the rubbish, I was finding that you couldn't jump high enough, and then you seemed to just float down. So after some tweaking I was able to find a level where there is still lots of room for upgrading your jump power but you still are able to go quite a lot higher. I also added in the functionality to the down button which allows the rubbish to descend rapidly from the air, faster then the max fall speed would normally allow, in case they need to hit a rat or grab a garbage that's below them. I think that I'm going to make an upgrade that allows you to do this instead of allowing the rubbish to do it from the start of the game.
I also added in a very basic cart which only appears after level 7. So far all it does is spawn on the right side, roll across the screen then kill itself once it's off the left side of the screen, however I plan on making it so if your rubbish gets hit by the side of the cart they take 1-2 damage. I was also thinking of allowing the player to bounce off the top of the cart if they are currently falling, this would add more strategy to the game along with extending the amount of time a player can stay up in the air, however they wouldn't get their jumps back.
I also added in a very basic cart which only appears after level 7. So far all it does is spawn on the right side, roll across the screen then kill itself once it's off the left side of the screen, however I plan on making it so if your rubbish gets hit by the side of the cart they take 1-2 damage. I was also thinking of allowing the player to bounce off the top of the cart if they are currently falling, this would add more strategy to the game along with extending the amount of time a player can stay up in the air, however they wouldn't get their jumps back.
Tuesday, 4 September 2012
Select Your Side
Today I've spend about 3-4 hours working on my game, I've gotten the double jump working, bad garbage can now hit and kill rats, and the level selection page is working.
For the double jump, I was having a hard time getting it to do what I wanted, but after taking a look at the code I've been trying to use I realized something, it would be far easier so just delete the guts of the function and start over. After looking back I saw just how complicated I had been making it, when in reality I was able to cut down between 5-10 lines of code and get it to work perfectly.
When I wanted to get the garbage to his the rats as well as the rubbish I first didn't think it would have to be done any differently then the hit detection I have for the garbage hitting the rubbish or the rubbish hitting the rats, however after did some thinking I had to consider that all the garbage and rats only has two targets they were looking for, one is the single rubbish and the other is the non-moving ground. This was easy enough to do if I just kept track of the rubbish's current x and y, along with it's height and width, but since there could be multiple rats and bad garbage I had to think of a different way. I ended up making a 2D array, with each position containing a smaller array containing information about that particular bad garbage. It has it's current x and y positions, it's width and height, if it's been removed from the screen(I used a Boolean) and it's name. This allowed my rat, every time it tried to move, to scan through this array using a while loop, checking to see if it was currently colliding with any bad garbage that was still on screen. The rat kills itself then modifies the array referring to the garbage that hit it, so when the garbage updates it see's that it's collided and shouldn't be on screen anymore so it kills itself.
The level selection page wasn't that much extra work because I've been coding this game so far so it works off what the current level it, so all I have to do when a different level is selected, is to then assign stats.currentLevel to the number of the button clicked. I did have a few problems trying to catch the event that was dispatched when a level was clicked but I was able to fix this by having my map page listen for the buttons on it, then dispatch it's own event to the main page controller when something was clicked. In order to place all the different level buttons using code but without taking too much time I ended up using 2D arrays again with a while loop. Each array inside the main array just contains the x and y position of each level button, this way all I have to do is change those two numbers, which are all in one location, in order to get the buttons to move around. I'm starting to use arrays more and I have to say they really cut down on not only the lines of code that I have to write, but it also makes it easier to go back and make changes later, if you arn't a big fan of arrays I'd really suggest finding a few tutorials and trying to slowly incorporate them into your projects, before long you'll hopefully find them as helpful as I do.
For the double jump, I was having a hard time getting it to do what I wanted, but after taking a look at the code I've been trying to use I realized something, it would be far easier so just delete the guts of the function and start over. After looking back I saw just how complicated I had been making it, when in reality I was able to cut down between 5-10 lines of code and get it to work perfectly.
When I wanted to get the garbage to his the rats as well as the rubbish I first didn't think it would have to be done any differently then the hit detection I have for the garbage hitting the rubbish or the rubbish hitting the rats, however after did some thinking I had to consider that all the garbage and rats only has two targets they were looking for, one is the single rubbish and the other is the non-moving ground. This was easy enough to do if I just kept track of the rubbish's current x and y, along with it's height and width, but since there could be multiple rats and bad garbage I had to think of a different way. I ended up making a 2D array, with each position containing a smaller array containing information about that particular bad garbage. It has it's current x and y positions, it's width and height, if it's been removed from the screen(I used a Boolean) and it's name. This allowed my rat, every time it tried to move, to scan through this array using a while loop, checking to see if it was currently colliding with any bad garbage that was still on screen. The rat kills itself then modifies the array referring to the garbage that hit it, so when the garbage updates it see's that it's collided and shouldn't be on screen anymore so it kills itself.
The level selection page wasn't that much extra work because I've been coding this game so far so it works off what the current level it, so all I have to do when a different level is selected, is to then assign stats.currentLevel to the number of the button clicked. I did have a few problems trying to catch the event that was dispatched when a level was clicked but I was able to fix this by having my map page listen for the buttons on it, then dispatch it's own event to the main page controller when something was clicked. In order to place all the different level buttons using code but without taking too much time I ended up using 2D arrays again with a while loop. Each array inside the main array just contains the x and y position of each level button, this way all I have to do is change those two numbers, which are all in one location, in order to get the buttons to move around. I'm starting to use arrays more and I have to say they really cut down on not only the lines of code that I have to write, but it also makes it easier to go back and make changes later, if you arn't a big fan of arrays I'd really suggest finding a few tutorials and trying to slowly incorporate them into your projects, before long you'll hopefully find them as helpful as I do.
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Thursday, 30 August 2012
Book flipping
Today I spent a little bit of time working on getting my book for the instructions page up and running. I had to finish the final book section animation and then copy and reverse all the page flips so the pages can be flipped both back and forth. I then created a book class that contains all the functionality for the book so on the instructions page all I have to do is create it and call it's setUp function.
I'm quite happy with how the coding went, I was able to sit down and get almost all the coding done without needing to test it much, the only thing I forgot to add the first time were if statements checking to make sure that when you went to move forward you weren't on the last page in that section, or when you went to move back that you weren't on the first page of that section. I'll come back and fill in the instructions once I more of the game completed. I built how it changes pages and sections so adding more of either wouldn't be too much work, if I want another section I'll have to do a little more rough drawing for page and section flipping.
Wednesday, 29 August 2012
Mini me
I've been working on getting the mousetraps to work, killing a rat if it's ready when the rat walks past it. I also have it so once the trap has been released, a counter starts that doesn't allow the trap to be rearmed until a given amount of time has passed, which can be reduced by upgrading the mouse trap speed stat.
Another thing that I worked on is getting it so the hit detection area for the garbage isn't based upon hard-coded numbers, but instead based upon where I place the top and right hit points, the bottom and left are based off the origin. This allowed me to remove the generic background I had been using as the basic hit box, and instead have the invisible hit box suited for each different shaped garbage. I also scaled down the size of just about everything, from the garbage and mousetrap, to the rubbish and rats.
Lastly I've added in a background to the level that changes depending on which level the user is currently playing.
This is a video taken before most of the work was done described in this post.
This is a rough animation I did for the instructions book.
This is a video taken before most of the work was done described in this post.
This is a rough animation I did for the instructions book.
Friday, 24 August 2012
SO MANY RATS
So I've made some major strides with my Rubbish game over the past few days. I had a lovely fatal error that was causing my flash program to crash whenever it encountered the problem, the really annoying part was it was randomly happening and since it was crashing flash I couldn't even read the traces to find out where the error was located.
Luckily I had time and process of elimination by my side and after commenting out large, then progressively smaller chunks of code, I was able to find where the problem was located....i can only assume. The strange part was it had to do with my garbage spawning however the problem shouldn't have been one. To decide wither the garbage that was spawned was going to be good or dangerous I had a random number chosen, 1 or 2, using my randomNumber function. Then if the number was 1 I would make my isBad Boolean false, else i would make it true, I would then pass this along to my garbage class and it would use the Boolean to choose from the correct array of items. This should mean even if for some strange reason the randomNumber function was wrong and I got a number that wasn't 1 or 2, a garbage would still be created. If I always spawned a good garbage, flash wouldn't crash, and if I always spawned a bad garbage flash wouldn't crash, I just commented out the if statements and the randomNumber generation and hard coded in the true or flash in the setUp function of my garbage.
I was finally able to fix my problem by simply having the same code, but in my garbage class so the playScreen class would just spawn a garbage and then the garbage would figure out if it was good or bad, using the same method I was trying to use on the play screen. For some reason I haven't had a crash since even though it shouldn't make a difference wither I do the randomNumber and Boolean assignment inside garbage or outside and pass it in.
I was able to get rats added, with different amounts and types spawning depending on the current level the player is on. The rats move forwards and can only be killed if the rubbish jumps and falls on them. If a rat makes it all the way to your garbage pile alive, it takes the last item you caught, along with the number of points it's worth and runs off screen. Soon I'll be able to add a few more btns to the level select screen and I'll have my basic first five levels complete.
Luckily I had time and process of elimination by my side and after commenting out large, then progressively smaller chunks of code, I was able to find where the problem was located....i can only assume. The strange part was it had to do with my garbage spawning however the problem shouldn't have been one. To decide wither the garbage that was spawned was going to be good or dangerous I had a random number chosen, 1 or 2, using my randomNumber function. Then if the number was 1 I would make my isBad Boolean false, else i would make it true, I would then pass this along to my garbage class and it would use the Boolean to choose from the correct array of items. This should mean even if for some strange reason the randomNumber function was wrong and I got a number that wasn't 1 or 2, a garbage would still be created. If I always spawned a good garbage, flash wouldn't crash, and if I always spawned a bad garbage flash wouldn't crash, I just commented out the if statements and the randomNumber generation and hard coded in the true or flash in the setUp function of my garbage.
I was finally able to fix my problem by simply having the same code, but in my garbage class so the playScreen class would just spawn a garbage and then the garbage would figure out if it was good or bad, using the same method I was trying to use on the play screen. For some reason I haven't had a crash since even though it shouldn't make a difference wither I do the randomNumber and Boolean assignment inside garbage or outside and pass it in.
I was able to get rats added, with different amounts and types spawning depending on the current level the player is on. The rats move forwards and can only be killed if the rubbish jumps and falls on them. If a rat makes it all the way to your garbage pile alive, it takes the last item you caught, along with the number of points it's worth and runs off screen. Soon I'll be able to add a few more btns to the level select screen and I'll have my basic first five levels complete.
Monday, 6 August 2012
New Game's a Load of Rubbish
Over the past few weeks I've slowly been starting on creating a new game, it's about a living trashbag and how it just wants to give other trashbags the gift of life!
I've done some rough concept art and have also gotten about half of the menu working. Something that I'm doing differently with this game which I feel with help quite a bit is having most items have their own class. An example of is my general button class, I save myself a lot of lines by having the button set itself up after first creating it, then calling one function called startThis, it takes the x/y positions, the name of the button I want and the current movieclip that the button will be placed in. I have all the event listeners all set up by themselves for state changes and the only event I'm listening for is a custom event for when it's clicked.
I hope to update this as I get more completed.
Tuesday, 10 April 2012
The fights are starting to look fair :D
I've been able to get most of the combat done today. I added in the blood effects for the pistol, sub and shots along with adding in ammo for the sub and shot. I've decided that the player has unlimited pistol ammo, don't ask why or how just be thankful, this was mostly to get around the difficulty of some zombies and how both attacks were needed to get past some tougher zombies healing. I fixed the exp bar at the top and the addition of the exp for the final zombie kill. I also was able to greatly improve the zombie AI along with it's stats generating around a more reasonable level. I also added a combat stats screen that shows up once all zombies have been defeated, this shows you the exp you have, still need along with the ammo and money you've found and how much you now current now have. I have just a few finishing touches like adding a finished button to the combat stats screen. I also have to clean up some of the animations and attacks.
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