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 help. Show all posts
Showing posts with label help. Show all posts
Wednesday, 30 January 2013
Enemy fighters all around
Labels:
as3,
coding,
cool,
development,
fighters,
flash. game,
help,
ken,
opponent,
special,
terror,
tower,
wheadon
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
Labels:
art,
card,
characters,
concept,
design,
development,
drawing,
flash,
fun,
game,
graphic,
guide,
help,
interesting,
ken,
making,
popular,
wheadon
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, 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.
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