Saturday, February 23, 2008
Friday, February 22, 2008
CHA-CHA-CHA-CHANGES
A lot has happened in just a few days so this is going to be a fairly sizable update to go with some big changes to my game...
IF I can get this function running it opens up a whole variety of different game play modifiers, for example I could have point based rewards if the players scores X amount.
Another bug has developed with-in the game, if a thrown item crosses over a duck before landing the score goes crazy! This happens because the ducks are repeatedly hit testing with the item whilst it’s still on the move, another issue to fix.
Posted by Gav Cooper 5 comments
Monday, February 18, 2008
TODAYS ADVANCE
Today I accomplished some small additions to my game…
1. Pointer changes to crosshair on mouse over water area (image above)
2. Water area made click-able, outside of water area none click-able.
3. Enemy duck added (black duck) - that's not a racial slur!
It is starting to take shape, click HERE to play about with the current version.
Posted by Gav Cooper 2 comments
Sunday, February 17, 2008
TWO MAJOR CHANGES
Adam (one of my course mates) has really helped me out on the coding front. He has looked over and re-worked my script in several ways so now the whole game is looking a lot more… alive!
I’ve just spent the last few hours picking apart what’s been altered so I can fully understand the changes and how they benefit my game engine.
Apart from re-organising the script layout and generally scrapping the un-used code there are 2 major changes…
1. Getting rid of the trajectory of a projectile equation that mapped out the thrown items path. The main issue was that it constantly needed updating (looping code) to continue moving the thrown item along its path. Also this equation relied to heavily on velocity, trajectory and gravity, making the thrown item over hit or under hit the users clicked position 8 out of 10 times.
The thrown item now moves along a defined path using a Bézier curve, the Bezier code lays out four positions… initPos, EndPos, ContPos and perPos. The ContPos & perPos parts of the code can be altered numerically to increase or decrease the curved effect. The EndPos is determined by where the user has clicked the mouse, so this means the item travelling along the Bézier curve will STOP when it reaches the chosen EndPos… thus I can also loose the hidden platforms that I introduced a few posts back.
2 birds, 1 stone.
2. The problem of the duck suddenly taking flight and buggering off out of the game screen, never to be seen again, this has been a frustrating bug in my game since the very start of the project.
Every time the duck hit one of the invisible walls that was boxing him/her in, a new random direction was generated. Because I didn’t declare the numbers as integers (a number that has no decimal places) the game engine couldn’t calculate a random direction from numbers that had so many decimals in them, thus breaking the code and leaving the duck to break free and carry on travelling in its current direction. Now that the numbers generating the new directions are declared as integers, nice simple round, decimal free numbers, easy for the game engine to handle.
Big thanks Adam for helping me out. Your name has valiantly made its way into the game credits along side myself and others.
The following are issues that I am tending to next...
a. There can only be one item upon the water at any one time, so the player has to wait till the duck eats it and then the player can throw again. I’m looking into making it so multiple items can be thrown, say 3 or 4 at the most.
b. At the moment the user can click anywhere on the game screen and the item will be thrown to that mark, I am going to limit the ‘”click-able” area to just the water sector, where the duck swims about.
Click HERE to play about with the current version.
Its still very minimal & flawed but its alive!
Posted by Gav Cooper 1 comments
Friday, February 15, 2008
PHUX0R AS3
I’ve come to a point in the project where I have the code for every main function of the game, in theory I should be able to get the game up and going.
I’ve developed the code for each action separately, each function being produced in its own .fla project file, I did this because it made constructing the code easier, free from conflicts caused by
Now I’ve come to the stage where I can piece the blocks of code together to make one “working” game engine. After doing so half of the functions cess to work, great. Odd thing is I get no errors spat back at me from Flash… creepy. I’ve spent the last few days working out what could be wrong with it, no joy.
Since it’s the weekend and the coding work isn’t going anywhere I decided to re-work my character designs, please see below…
Another function that I can tick off my list is the pre-loader, see screen shot below. I plan to have some audio in my game so that means I MUST have a pre-loader or else it’s doomed in terms of accessibility (slow connections…etc) My pre-loader’s source came from an awesome tutorial that I found at Newgrounds.com here, very easy to understand and customise.
Posted by Gav Cooper 3 comments
Sunday, February 10, 2008
X+Y+Z = 3D
I’ve come up with a way of making the items that are thrown into the pond stop when they hit the surface of the water. The big problem with this project is that I’m trying to do a 3D physic in a 2D environment… let me TRY to explain…
*** Addition
Posted by Gav Cooper 9 comments
Wednesday, February 06, 2008
PIECING IT TOGETHHER
OK… update, 3 things to show you…
2. The above image illustrates what I am trying to achieve with this version, for the item to stop on the line of X. The line X is determined on the user clicked position.
Click HERE to view this current version of the menu screen.
I’ve also decide to re-design the pixelated ‘old lady’ and ‘duck’ characters due to various comments about how they don’t mix well with the smooth vector background. I seem to agree after taking a 2nd look.
The plan is to merge these several versions with their different functions to make a finished game. It’s tough going and I’ve done a couple of Flash game projects before. I'm currently devoting 110% of my time at the moment to this… sorry 3DSM, I haven’t forgotten you.
Posted by Gav Cooper 0 comments
Saturday, February 02, 2008
CODING
Accomplished… countdown timer function added and throwing animation on mouse click added.
Click the image below to play about with the current version, it's still VERY minimal...
Posted by Gav Cooper 0 comments
Friday, February 01, 2008
CS3/AS3 PROJECTILE PROBLEMS
I’m having major issues programming the main action of my avatar, throwing items (bread…etc) into the pond. I’ve been doing some research into how I can go about this in CS3, as far as I can understand it involves this AS3 code – angle=Math.asin(g*d/ (v*v) / 2 – this code is based around a trigonometry equation which can be explained… here.
I’ve managed to get a simplified example of what I’m trying to accomplish using good old CS2, click the image below to try it out. This isn’t exactly what I’m intending to do though, I’d like to achieve a realistic looking gravity effect on the final version.
Posted by Gav Cooper 0 comments
AIRSOFT FPS
I recently found these photos on an old CDR, there from an awesome day of Airsofting at my then local paintball site in
I’m posting these really to go with a conversation I had last week with someone on my course about what a great video game an FPS Airsoft game would make, if it was done right… of course. It would really have to convey the game of Airsoft fully, rather than just be another throw-away FPS.
Rockstar pulled of an awesome table tennis game, Rockstar Table Tennis, that’s how it has to be done, felt more like a simulator staying true to the game rather than a generic sports game thats been taken in the totally wrong direction.
...oh boy I got so many kills that day)
This guy below with the scope was lethal!
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