View Full Version : game in the works
falltimemusic
12-15-2005, 11:55 AM
check out this
http://www.flashbasedesign.com/loc/game2.html
i apologize there is no preloader yet, adn the file is 80kb. so just wait a couple seconds.
just know that it is embeded at 800 x 600. and this is because im using a third party program to make it a full screen application that runs at the resolution.
this game is eventually going to be an online RPG game where you build your stats up and build up your items.
this vesion isn't yet integrated with the database. but you can check out the controls.
to walk use WSAD for up down left right, space bar to jump
- and + next to backspace for zooming in and out.
move mouse to aim, click left button to throw object. mouse wheel to switch items (no extra items yet, so that doesn't work yet)
oh and shift to toggle walk/run.
there is no object yet, because you're supposed to play against other people.
try throwing an object close to you and see how the damage works. the closer you are to the explosion (in the center) the more you get hurt.if you keep run on for too long you get tired and walk really slow, so you have to toggle walk/run to not tire out.
the numbers still need tweaking, but remember this would be a brand new account, so the stats are set low. (stats meaning, your speed, life, mana, energy, stamina, jump power, walk spead, etc...)
tell me what you think.
Billy T
12-15-2005, 12:02 PM
I reckon pushing W should always walk in the direction the character is facing
Headshotz
12-16-2005, 02:18 AM
Safari can’t open the page.
Too many redirects occurred trying to open “http://www.flashbasedesign.com/errorpage.html”. This might occur if you open a page that is redirected to open another page which then is redirected to open the original page.
...
falltimemusic
12-16-2005, 05:10 AM
try this one
http://www.flashbasedesign.com/loc/game2.html
Headshotz
12-17-2005, 04:04 AM
Looks good, I agree with the W moves him in the direction hes facing, just use some simple trig.
falltimemusic
12-17-2005, 10:41 AM
but i think i like the way i've got it. its just a preference really.
my next step is to get the java server completed and try opening up an XMLsocket connection.... that will be a first for me! :)
Headshotz
12-17-2005, 12:00 PM
Cool :)
G3M3NI
12-17-2005, 09:36 PM
i agree it looks good and i cant wait to see it when its done
falltimemusic
12-17-2005, 10:00 PM
Hey if anyone knows a good tutorial on using XMLSocket objects i need to learn about those...
THanks
falltimemusic
12-18-2005, 12:28 AM
this works!!!
im just a few steps away (big steps haha) from my first multiplayer online game.
i read up on XML() Objects in flash, I didn't use XMLSocket() Objects yet because I don't have the java server completed yet.
right now flash is asking the server for XML data every 10 miliseconds. when the java server is done it will be pushed to the flash player.
with this code I got all the players attributes to show up properly
var XMLArray_players = new Array();
var myXML:XML = new XML();
myXML.ignoreWhite = true;
myXML.onLoad = XMLparse;
myXML.load("gameinfo.xml");
then i use these functions in conjunction
function renderPlayers(n)
{
for (i=0; i<n; i++)
{
_root["player"+i]._x = XMLArray_players[i].attributes.x;
_root["player"+i]._y = XMLArray_players[i].attributes.y;
myScale = Number(XMLArray_players[i].attributes.z) + 100;
_root["player"+i]._xscale = myScale;
_root["player"+i]._yscale = myScale;
_root["player"+i]._rotation = XMLArray_players[i].attributes.r;
}
}
function XMLparse(ok)
{
if (ok)
{
XMLArray_players = this.firstChild.firstChild.childNodes;
renderPlayers(XMLArray_players.length);
}
else
{
//connection lost
}
}
to update frequently right now I'm using setInterval() (im not keeping it that way, but for now testing will work with this)
function resendServer()
{
myXML.load("gameinfo.xml");
}
setInterval(resendServer, 10);
now i just got to figure out how to get my java server completed... (too bad i really suck with java haha), well ill figure it out
Billy T
12-18-2005, 12:58 AM
so you have code that will constantly save to the xml file as well? can you post that?
falltimemusic
12-18-2005, 01:21 AM
the code i have just checks to see if the file changed. so if i opn like 10 players and change the XML file, then the next time the check (every 10 ms) they'll all have the same updates
i'd like to know how to write to files as well!
Headshotz
12-18-2005, 08:53 AM
Check out smartfox server, I posted the link in the other thread.
Headshotz
12-18-2005, 08:53 AM
Here it is again anyway:
http://www.gotoandplay.it/_articles/multiplayerCentral/
falltimemusic
12-18-2005, 05:49 PM
i did check it out, it seems like its mostly for turn based applications, at least the free version. Plus the server i'm building myself is close to completion anyway. I just got flash connected to the socket server last night. I was excited just because i got flash to print "connected" when i was connected and "lost connection" when I turned the server off.
but i think ill try smart server out just to see what it has to offer. im just not sure how euros transfer to dollars so i dont know how expensive smart server pro is. (when im done im going to need more than 20 connections for this game)
Headshotz
12-19-2005, 02:01 AM
Cool, cant wait to see :)
G3M3NI
12-19-2005, 09:35 AM
yeah. its good coding cat you also do a servr in cpp
Headshotz
12-19-2005, 10:00 AM
C++ is a bit harder than java though ;)
falltimemusic
12-19-2005, 06:44 PM
my dad is out of work right now, and his next interview is in a week... so im having him basically write the whole server for me haha. Although i would like to learn how to do it myself.
Headshotz
12-20-2005, 09:24 AM
Hehe, lucky ;)
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