Wednesday, 2 March 2011

Game Alpha develpoment

Yo!
I've still got problems with my mini boss and their health meter. I can now kill the mini boss, as I've cut his health down from 10 hits to 5, but his health bar is really slow at cutting down and is still visible even after he's defeated. The game is suppose to have five mini bosses before the final boss, but the mini boss only comes once and only regular enemies come. I'm still having problems when the player dies and the game over screen comes on, instead of everything stopping, the enemies reach a certain point and stop, while the mini boss keeps walking and the game doesn't restart properly, the game continues where the player left off, just starting the background and resetting the score, the enemies are where the player died.

I've just looked at the code from the shootorial, and I've fixed the game over code! So now everything stops including the mini boss, all I needed to do was add miniBossTimer.stop(); and powerUpTimer.stop();, I also found out I actually commented out

for(var i in EnemyShip.list)
{
EnemyShip.list[i].kill();
} after I removed the //, and retried the game, all the enemies and power ups stopped and the game restarted without any problems. Now I need to recode my mini boss, at the moment, I have used the code from the shootorial in my game, but now I'm going to read it through and fix my code.

I've managed to fix the code for my mini boss and my boss. The problem was due to my coding, there was little mistakes, like not putting them in the right order, writing the same code in different places. Going through the shootorial code has helped my coding and my game. Right now, my code is complete, with no real bad or stupid mistakes, now all I need to do is load my code into my new game and add my assets, I also need to create a new game screen, for my proper game.

I've now just done all the assets into my final game. I've converted them all into a PNG. With the assets and code completed, now all I need to find is sounds and music for my game, as well as create both start and game over screen. This image is off my game so far and the library, with all my enemies, bosses and minibosses as well as the character all in their movie clip with the same name as the code, ready for me to complete.
Hopefully next week, I can start getting the start and game over screen designed and ready to go!
Code left to do:
I really need to work on my score. All I need to do is change the font to make the code work, but that's it really on the code.

Wednesday, 9 February 2011

Game Development

Yo!
Since I'm waiting to finish my code, for some strange reason, my Mini bosses are not working and I have no clue on the code right now, I'm finishing my assests and placing them into the final game.
I've fixed a problem with my enemies thanks to Steve. We found the problem was the kill function. Inside the kill function I had used the same code aqbout twice, it written:
function kill()
{
var explosion = new Explosion();
stage.addchild(explosion);
explosion.x= this.x;
explosion.y=this.y;

shootTimer.stop();
shootTimer.removeEventListener("timer", shoot);

removeEventListener("enterFrame", enterFrame);
stage.removeChild(this);

for(var i in list)
{
if (list[i] == this)
{
delete list[i];
}
}
if Game.ship.visible==false)
{
kill();
}
This last be for the for (var i in list) has already been written in the Game code, after commenting it out, the error had disappeared, and I think this is the same in the mini boss, as the shooturial had told me to copy the code from the enemy ships. I also need to look at the hit test for the mini boss and boss, as my bullets don't hit the mini bosses.
I'm still looking into the mini bosses, I have to look at the hitTest, but I'm still having trouble, and I've changed the health pack. As I've changed many elements in my game, I've changed the range of fire from 600 pixels to 400 pixels, meaning the enemies have to be closer in order to shoot, and I'be also changed the shoot limitor from 8 to 15, slowing the firering rate, making the player have less time to shoot and less range, because of these elements, it became very hard to survive, so I've sped up the health pack, giving the player more of a chance to fight the mini boss, who is still not getting him. I've found the problem to the mini boss all by myself! I reread the shooturial and found I didn't write EnemyShip.list.push(this); I only write list.push(this);. Now that I have written EnemyShip, he does get killed, but only one comes on and he only takes one hit to kill, and his health bar comes on when he is hit, and stays on after he is dead. My mini boss now be attack and now doesn't get killed in one go, but takes alot of shoots to kill, but now the player dies before killing the mini boss, and he still doesn't disappear when the player dies, he carry on running and stays off screen while the player starts a new game.

Wednesday, 19 January 2011

game development

Yo!
Today I'm finishing off my concept/sprite work for my game. I've finished my background! (Yeah!) Did that last night, (I didn't create a blog for that, but all I did was colour in the grass, then using the grass brush, I created the texture of the grass, then created the mountains, all I did was colour in the mountains, I took the opacity down to about 50% and then smudged the colours and the sky was created by the gradiant tool.) Right now, I've finished the outline and the white back for my duck pose. The next thing to do is colour him in. I've just finished my duck sprite and now all I need to do is import them into the game.
















Wednesday, 12 January 2011

Game Development

Yo!
Right now, I'm finishing up all my sprite Sheets, I've nearly finished the enemy and the mini boss and the boss shouldn't take too long, as all I need to do is add another colour over the top.
I've just finished the final character sprite sheet, so now all I need to do for the sprite sheets are the background. I'm going to make the background seem wider, this will allow me to add background elements, like the fighting in the background.

Gaz' reply

Yo!
After email Gareth and Steve, I've finally got a reply from Gaz about my game alpha! Yeah!
With response of the email, Gaz has giving me loads to think about with ideas for my final game.
  • Throwing animations and arrows:
I have finished my sprite sheets and have giving my character a crossbow, so the arrows will be firing from something. Hand-to-hand compact, I was thinking about adding this and wasn't sure about how to go about it, but after last week, creating a duck, I know how to create other functions from the movie clip, so Hand-to-hand combat is a good option and I will consider it in my game, it might make the bosses easier to defeat.
  • Background:

I wasn't really bothered about the background when creating my alpha, and now Gaz has given me some ideas for it, multiply backgrounds and background action. Talking with Steve, I think it would be best to do something with the background. Right now I'm thinking of some background actions, like having two soldiers fighting in the background, I've already done some animation for mass soldiers running for my animation I did last year, so creating a fighting animation shouldn't be too hard. The animation I'm planing to be quick and appear randomly to not distract the player

Thursday, 6 January 2011

Free day

Yo!
I know Thursdays are not a normal day for me to work with Flash, but today I don't have my usual teacher, so I'm going to continue with my Flash game development. Today I just going to finish more of my sprite sheets. Right now I'm creating my enemy sprite sheets.
I've nearly completed the enemy sprite sheet with only the belts, boots, crossbow and skin left to finish, after that I will have to do the mini-boss and boss, but they only require a colour to go other the top of the enemy layer, which will be easy to complete for my deadline of two weeks.

Wednesday, 5 January 2011

Flash Game Updates

Yo!

I have received no word from Gareth in terms of my game, so this week I'll be working on minor changes of my alpha and finishing my character sprite sheet.

Looking back on my alpha, I've now created a duck. Steve helped me, by finding some code that will swap between different frames on the movie clip. This code was gotoAndStop(); This piece of code was then put within my Ship code, and now works, meaning when right button is pressed, he runs, by pressing down he now ducks. Now the code works, I've found out the duck can still receives damage after asking Steve, I've found out my blue box around my duck is huge, the same size as my running animation, meaning when I was ducking, the bullets was hitting the blue box and taking health. With the help, I've managed to create the game to pause when the game is over, meaning none of the enemies, mini boss, background or the health pack works when my character is no longer on the screen.
I'm currently working on my sprite sheets for my game, and are colouring in the run cycle, that is nearly complete with only the crossbow and face to do.

Here is the final screen shot of the final complete run cycle for the main character. From this I will need to create a stop stand and a duck, the jump will use the run cycle. Now I need to finish the enemies, mini bosses and the final boss in order to create the the final enemies, after completing the sprite sheets, I can then 'cut' out each part as a PNG to transfer into Flash. As much of my Flash code is perfect, I'm hoping I can use the Alpha code, with few changes to create my game.
My sprite sheets should be completed by 19th January 2011. Once the sprites are finished I can then transfer them into Flash, this shouldn't take too long as my Alpha creation was created in a few weeks, so it shouldn't take too long.