Wednesday, 27 April 2011
27th April 2011
Back from Half Term and good news.......my game is in next week!! Today is really me fixing little bugs, which include, text, when the enemy dies, and the winning screen, such as when the game ends the player can still shoot and get points when there is now enemies, and finally the run, they still have a static run when the player pressing down the left or right. My sound is also a little out, as the enemies cries are out a little.
I've changed the positioning of the sound in the Explosion Code, as it was like:
function Explosion()
{
addEventListener("enterFrame", enterFrame);
}
function enterFrame(e:Event)
{
if(this.currentFrame == this.totalFrames)
{
removeEventListner("enterFrame", enterFrame):
stage.removeChild(this):
var s = new ExplosionSound();
s.play();
} This meant the sound played after it had gone, so I changed it so it is now under the function Expolsion() after the addEventListener("enterFrame", enterFrame);, so now when the Explosion is on the screen, then the sound is played, the way it's meant to be.
I just debug my game (again) and it has the same problem as when I last debug (try and read Easter Half Term - 11/04/2011 blog for information on the errors (or if you are too lazy to read the blog post they are :
Boss/kill, Boss/takeDamage, Game$/winScreen and Bullet/enterFrame)
To stop the player to keep shooting, I decided to add the code ship.visible = false; meaning the ship will disappear after the Winning screen has been shown, but the player can still shoot and get more points. Also the power up timer still runs. I've fixed the score update, all I had to do was change the fonts......really? Wow, so simple and it's took me this long to fix!!!! Yeah, so I had to change the font from comic to Lucida Calligraphy that was it, fixed instently.
I've managed to fix the winning screen bug with the player getting more points after the game, this was a simple adding of code which was if(Game.ship.visible == true) I then added this under the if(Key.isDown(Keyboard.SPACE) && shootLimiter >15) {
Like the image below
The only bug left to fix is the run and that is it!
Monday, 11 April 2011
Easter Half Term - 11/04/2011
Wednesday, 6 April 2011
Gaz' reply
- Fire - The player needs to shoot faster, as the Enemies shoot faster than the player. I didn't notice this until Gaz said.
- Sounds - I've added the sounds last week (30th March 2011)
- Health Bar - Apparently, my health bar is twice as big as it should be.
- Adding new enemies, wepaons and pickips - At the moment I'm still trying to get my jump up to work, so I will consider more.
Right now, I'm going to change my shoot speed and make it up to speed. I've changed the speed of the bullets, so now they run at the same speed (Maybe faster) as the enemies.
I'm also trying to add another 'power up' but one that does damage rather than heal the player. I tried following the shooturial, but I might try the this.gotoAndStop(); again.
Just tried it (after filling in my Alpha testing sheet) and found the problem still doesn't work! I might change it again and I might look into creating it like an enemy.
I just realised I need to end my game. At the moment you defeat 3 mini bosses to bring the boss, and the defeat of the boss, the game should end, so I'll need to create a code to tell the game to stop when the boss is kill, much like the game over menu. I could use the code from that. I added the this.visible=false; Game.gameOver();, so now, anytime the boss is killed the Game Over screen comes on. Now all I need to do is change the Game Over screen to a Win screen. I have managed to create a function for the win screen. After trying to create the function, I managed to get it to work, but I keep getting this message in the output:
Type Error #1006: value is not a function.
at Boss/kill()
at Boss/takeDamage()
at Bullet/ enterFrame()
As I only have five minutes left of the lesson, I don't know what to do, so I'll try to finish it within the next few weeks, as next week is Easter for two weeks, back on the 27th April 2011.