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Flash game test - BIG PROJECT

Posted Sep 20, '10 at 2:40pm

Kamelonu

Kamelonu

73 posts

It was okay, but i found you could walk through walls and such, and you couldn't jump that well.

 

Posted Oct 3, '10 at 3:43pm

44Flames

44Flames

594 posts

I was about to post what you said Kamelonu but I like the game.

 

Posted Oct 3, '10 at 4:14pm

limebreaker10

limebreaker10

125 posts

I get caught when I jump on the foes. -.- why?

 

Posted Nov 14, '10 at 3:19pm

plasmafish

plasmafish

258 posts

Alright, I spent a ton of time making improvements, I had a designer help me with the background for the 4th level, and I experimented with a lot of new programming possibilities for actionscript code.  I still have to change the first two levels enemies and animations, fix the pipe glitch (already fixed in my test version, not in live version) as mentioned by Mr. Walker, and a bunch of other little miscellaneous things before I can call it 100% complete.  One of the top things on my mind is getting the proper credits to people at the end of the game.  I realized how underdeveloped the game still was when I last uploaded it so I spent a lot of time working on all sorts of bug/glitch fixes.

Super Mitchio

Improvements:
1. Went over nearly every block in the whole game and reassigned/restructured the hittest components.  Now nearly every block properly functions and there is a extremely smooth feeling to the game compared to my first versions.

2. Instead of the bland death animation that I had I used a more elaborate capture animation.  It is still simple, but functions much smoother than the original.

3. Created and completed fourth level with the help of a custom background made for the fourth level of the game.  There are two bosses in this level with now THREE levels of height to the map and one of the bosses can only be reached by riding into the teleporter.  There is also a dynamite package that will give you one shot to take down both bosses together.

4. Added proximity sound effect to large boss in fourth level and created cannons that can be destroyed or turned off with the secret switch.

5. Added a music preloader from one of my website projects, I had the preloader created years ago but never thought I would use it in a game.

6. Fixed all reset positions when taking damage from the world/bosses.

7. Created credits screen with level select and special unlock.  It isn't easy to get, but the items start falling more frequently with the more time spent on the credits screen.  The credits screen is currently getting the most attention.

8. Added two bosses for 3rd level and completed their animations, if you've seen/heard the third level of my game you can probably take a good guess as to who I used.

After everything is said and done here, I think I've improved the game a lot from where it last was.  I started from an extremely small game engine so I didn't really expect much, but the game came out alright so far.

 

Posted Nov 16, '10 at 8:49am

plasmafish

plasmafish

258 posts

Just uploaded a new version with a couple more improvements!

Improvements:

1. Fixed the pipe glitch in the first two levels.  Also added collision detection code to move the coins if they get put into an area that is unreachable by the player.  I still need to fix this for coins that are unreachable over spike pits.

2. Added code for enemy kills.  If you complete the game from level one all the way through without killing a single enemy or boss (not including the ufo, you need to drop the tnt package on top of it with precise timing) you will get an extreme bonus.  This means that if you can get through the whole game and collect a bunch of coins and items without killing any enemies or bosses you will get a massive point bonus that counts towards your high score.

3. Fixed text/graphical overlap on second level boss beaten ending screen.

4. Added fireworks to the game ending/credits screen.  They can be reset to be seen again by pressing the green button on the right side of the map.

5. Not particularly a improvement to the game, but I updated the making of super mitchio page with relevant information.

I need to create a door to leave the ufo in the fourth level once you have entered it and do not want to kill shredder.  You can now jump over him and hit the black box above him, but I haven't created a door yet because I didn't have time and was working out bugs along the way.  I also want to add a item that drops from the aliens when you kill them to get more than 10 score for each of them.  I am also thinking about improving the level exit scenario for the fourth level.  I don't think it is too bad now, but it isn't perfect to me.  Another thing is a ranking system that will tell you how good you did at the end of the game, right now I am unsure of what a really good score is because I didn't get to play the game on easy and hard.  I have been testing it on the default (medium) difficulty.

Other than that I still don't like how the breakable bricks function when hitting them or jumping on top of them because sometimes they just feel awkward or break.  I don't think they're bad overall but I don't think they function as I wanted them to when I started this project.

I don't know what a high score is currently in my game, I think I got like 6000 points beating all the bosses and getting most of the coins.  I didn't get to get all the coins and complete the game without killing an enemy though.  I only ran through the game to make sure it worked, but it definitely does if you time the TNT/dynamite package right.  So post your score and let me know how I should set up the ranking scale!

Check it out at: SUPER MITCHIO

 

Posted Nov 16, '10 at 12:04pm

Matrix159

Matrix159

256 posts

I found a ton of bugs in it still, but overall I like it. I just hope you'll be able to fix a lot of the bugs remaining. =)

 

Posted Nov 16, '10 at 7:55pm

plasmafish

plasmafish

258 posts

I found a ton of bugs in it still, but overall I like it. I just hope you'll be able to fix a lot of the bugs remaining. =)

Matrix, thanks!  Do you care to elaborate on the bugs that you mentioned?

 

Posted Nov 17, '10 at 12:17pm

plasmafish

plasmafish

258 posts

Some more improvements:

1. Added detection for when coins go over spike pits and are unreachable.  They move back onto the ground.

2. Fixed a couple ground glitch spots.  Also created a spike pit in the first level.

3. Updated reset positions for the character so they are a little cleaner.

4. Finally fixed the infinite run/spin glitch after shooting the gun.  It was fixed in my test version but I didn't even realize it wasn't fixed in the live version until I played through the game a couple times on my site.

5. Lengthened characters death animation for smoother gameplay.

6. Added Mochi high score system, it was a last resort, but I don't think that armorgames is going to bring back their high score system.  Change your name in the pause screen, reset screen, or at the game ending screen.

Guys let me know how it's working!  I am getting ready to start adding/changing a bunch of the animations.

 

Posted Nov 27, '10 at 7:47am

plasmafish

plasmafish

258 posts

Anyone get to the fourth level yet?

 

Posted Nov 28, '10 at 11:25pm

plasmafish

plasmafish

258 posts

Needs work

Please be more constructive.  State what you think needs work.

 
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