where most of the code is stable,
as in no wrong sprites at wrong instances,
no accidentally walking through walls,
stuff like that, you get the idea,
that being said, i'm going to make a minigame so
that you can help me test the coding, hahaha
30 November 2010
26 November 2010
24 November 2010
a bunch of codings
it may not mean much but here's a list
fixed
- stop running into wall
- waffle finish swing when attack stops
- biscuit can only smash ground if he's stationary and there's a ground in front of him
- pancake does not fire arrows like machine gun (although many would like that)
- slight sprite problem where waffle is standing in the air for 1 frame when jumping
added
- slight ease (no abrubt stop)
- enemy sight (a bit like solid snake, except 2d)
- interactive crate (yes, you can now smack a crate)
- spring (un noodle like)
fixed
- stop running into wall
- waffle finish swing when attack stops
- biscuit can only smash ground if he's stationary and there's a ground in front of him
- pancake does not fire arrows like machine gun (although many would like that)
- slight sprite problem where waffle is standing in the air for 1 frame when jumping
added
- slight ease (no abrubt stop)
- enemy sight (a bit like solid snake, except 2d)
- interactive crate (yes, you can now smack a crate)
- spring (un noodle like)
23 November 2010
19 November 2010
16 November 2010
14 November 2010
oh, what have i done
http://www.nanowrimo.org/eng/node
on another note, this blog is running
slow with all these flash embeds
on another note, this blog is running
slow with all these flash embeds
12 November 2010
09 November 2010
progress 1
well, actually i've done a lot more than this but meh,
seeing if i can inject as much animation principles
without compromising the responsiveness of the
controls, so things like acceleration and certain
ease in and out will not be coded in
i find some of those really annoying though, don't
you ? like when you want to make a small step you
have to painfully wait till the character finishes some
ridiculously absurd exponential acceleration curve
03 November 2010
01 November 2010
dang the jump
jumping should be easy right ?
yea it is
// jumping
while (varjumpfix>(-2)) {
varjumpfix--;
}
if (Key.isDown(Key.UP) && varjumpfix<0) {
if (_root.objground.hitTest(_root.objplayer._x, _root.objplayer._y, true)) {
varjumpfix = 3;
varfall = varjumpheight;
}
}
how about controlling it ?
well kinda,
with only one button
hrrm,
a tried and true game method is holding the button determines the amount of
force propelling the character forward, although it goes against realworld
where the height of a jump is predetermined by the amount of force exerted
against the ground
only problem now is how to get it on script
yea it is
// jumping
while (varjumpfix>(-2)) {
varjumpfix--;
}
if (Key.isDown(Key.UP) && varjumpfix<0) {
if (_root.objground.hitTest(_root.objplayer._x, _root.objplayer._y, true)) {
varjumpfix = 3;
varfall = varjumpheight;
}
}
how about controlling it ?
well kinda,
with only one button
hrrm,
a tried and true game method is holding the button determines the amount of
force propelling the character forward, although it goes against realworld
where the height of a jump is predetermined by the amount of force exerted
against the ground
only problem now is how to get it on script
30 October 2010
29 October 2010
27 October 2010
26 October 2010
time-meraga
there seems to be a small slot open
in my time for doing something productive
like watching tv
i wish i have a tv
in my time for doing something productive
like watching tv
i wish i have a tv
24 October 2010
11 September 2010
31 August 2010
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