09 December 2010

08 December 2010

well, that was pretty silly

after drawing the background there was suddenly a significant lag in gameplay
so i spent a few days optimizing the code thinking there was a lot of
redundant commands like checking every frame for a hidden variable or
fetch an invisible ball that does not exist or possibly calculating positional
collision for all characters

well, fetching 100 invisible balls didn't cause the lag

after some looking around teh interwebs i has discovered that apparently
vector graphics can cause lag, whut ? i refuse to believe graphics that
require the computer to mathematically calculate every double angle of
thousands of points stretching a wide area of effect for every 24 frames
is more cpu intensive than displaying some bitmap graphics

so i tried to prove them wrong by doing so


my beautiful vector, -sniff-
and what did i get ?
oh, an improvement
daaaayuuuum,
but that does explain why a lot of games are pixel sprites

anywho, being stubborn and such i just went back
and redrew all my backgrounds so they aren't
too vector heavy ish

05 December 2010

gaah darn

all i need to do now is draw the background,
but, i have actually no idea what it looks like,
i have such awesome planning skills

30 November 2010

i am now at the point

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

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)

14 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

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

was hoping he'd choose the fish

29 October 2010

27 October 2010

hmmm, redraw

going to make them a bit younger
3 main characters for an upcoming project

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