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Flash game test - BIG PROJECT

Posted Nov 24, '09 at 10:01am

plasmafish

plasmafish

260 posts

tegan, thanks!! The instructions are all that are needed to play the game, other than that it is just going for the high score that counts.

 

Posted Nov 26, '09 at 12:51pm

ilovemoney249

ilovemoney249

832 posts

I thought it was pretty good. Maybe replace the characters into something better, instead of someone looking like Mario. But for your first big project, it was pretty good.

 

Posted Nov 26, '09 at 1:01pm

Darkroot

Darkroot

2,875 posts

First of all not your idea, not very good sprites, not your music. Also the animation seems very bad especially when you break a block then the it kind just uses one of flash exploding animation presents.
The hit detection is also poor for the koopa since it goes like +100% off the character. I think it was a nice experiment for you but you should really trying making your own game not copying what someone already made.

 

Posted Nov 26, '09 at 10:30pm

plasmafish

plasmafish

260 posts

ilovemoney, thanks!! In the third level I experimented with changing the character to Mario riding Yoshi and that was my first attempt at making a character animation from sprites. You can right click on the game and click play to skip the level and go to the next one while forfeiting your level bonus. Level 3 is very incomplete and is just a preview for now. In Level 3 I also added the option to spend score to gain "supermush" power to gain speed and jump to reach places that are unreachable without it. You can also pick up the powerups in the third level and they are automatically activated.

darkroot, sorry the animation for the brick was made by ME. Not a flash exploding animation preset, sorry.... The bricks were just a concept, not a real part of the game. The hit detection is poor because the hitTest function is quite old and I was using programming skill-sets from Flash 5 and MX. Not flash 8 or CS. I do not make games in Flash, I make websites. But I will say it again, this project was not meant to have original sprites or music, hence the DISCLAIMER in the beginning of the game. The original work is in the programming and the layout of the game along with all the concepts that go into it. I was pretty sure that in Mario you jumped on enemies and did not shoot them with a rifle? I know there's a ton of Mario games out there, but please show me the place where you think I ripped off my idea for Super Mitchio and I will agree with you that it is not my idea. At that rate I can claim that all homemade Flash games that are ripped off of something else because they basically are.

rytherix posted in this thread and from darkroots logic, Soviet Silo Defense is a rip off of missile command for the Atari. Please do not use this logic as it is not correct. Me and rytherix both put substantial amounts of time into creating our games and because we used concepts that were originated in the 80's does not mean we "copied" the concepts from the original game.

 

Posted Nov 27, '09 at 3:51pm

waynaul

waynaul

75 posts

I got to the third level and found no game-breaking bugs.

I did find minor bugs such as walking to the left side of a green pipe will stop you due to collision, but you can walk through the pipe from the right side. Sometimes when I land from a jump, the character will land slightly inside the floor triggering code to break the bricks if the floor is breakable. Also I can enter the fortress for level two without fighting the two boss jets.

I think the falling jump is an interesting idea.

 

Posted Nov 27, '09 at 7:18pm

Programpro

Programpro

588 posts

looooooooooooooooooooooooong load time...

now, back to the game, it's..owait, still loading :P

Kk, I got to level 3 also, ranking doesn't work.

It's good for a first game! I assume that, if you complete it you're gonna swap out the graphics. You really should.

Problems:
1) Animation. All of it seems un-finished
2) Confusion. I couldn't figure it out for a while, and the whole health system is waaaaay too unforgiving
3) Why does it seem like you've spent more time on ur "making of" than on the game itself?!?

It's okay, but needs lots of work

 

Posted Nov 27, '09 at 8:24pm

plasmafish

plasmafish

260 posts

waynaul, thanks a lot!! Yes I couldn't find any game breaking bugs either. With the pipes if you were blocked from both sides the enemies coins would be unreachable in certain situations and that was the reasoning behind that. The bricks breaking when landing on them is a problem with the characters _y position and I would need to add a couple extra lines of code to eliminate that but did not do so yet. You can go to Level two without fighting the bosses because I am making it so you beat the game without ever fighting an enemy, I thought that was an interesting concept. The falling jump is a fault in the code of the original engine which I didn't take time out to fix because I thought it was pretty neat and since this isn't a professional game, why not leave it in?


programpro, the load time is kind of long because of the three songs, one in each level. I have done multiple projects where I externally load the music via a music preloader that I have prebuilt for exactly these types of situations. I was more concerned with the programming of the game than the filesize and making the music load prior to each level. The ranking system does not work because our friends at armorgames decided to pull down the high score system for all of the games that use the armorbot ranking system. The rankings worked flawlessly, but not when armorbot pulls down the system. To answer your other 3 problems:
1) The animation will be finished in the future, I was very concerned with the programming and not the animations.
2) Yes, the game is a little confusing at first, but reading the instructions should help a ton. There are two pages to the instructions. The health system should be tough, I originally designed the game that you would die in one hit. It is a flaw for gaming in general and that is why I changed the game from dying in one hit to taking different damage away depending on what you hit.
3) The "making of" wasn't created by me originally. I just put the content into it and it took me four hours to do that. The template for the making of super mitchio was taken from flashvillage.com. You can browse their site and pick out anything you want for free as long as you give them credit in the final project.

So programpro, this is what a first time game looks like created from scratch with a simple game engine. I am a seasoned designer though so this took me minimal time compared to what it would take a beginner. The making of super mitchio was finished in 4 hours because it is basically cheating. All the coding was done for me and all I needed to do was to put the content into the file.

 

Posted Dec 1, '09 at 11:01pm

jkmadman1

jkmadman1

1,081 posts

No offense or nothin' but it is not that good.

 

Posted Dec 5, '09 at 8:22pm

plasmafish

plasmafish

260 posts

jkmadman, sorry but I have been designing since you were 2 years old. I doubt you have enough knowledge to even comprehend what it takes to make a flash game from scratch.

<sarcasm>From your profile it seems like your well liked around here... </sarcasm>

 

Posted Dec 5, '09 at 9:18pm

Riou1231

Riou1231

4,900 posts

It's actually pretty good, the concept of guns was interesting as well. But it's pretty hard to beat the boss.

 
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