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This is something I made for my IMGD class that I finally managed to turn in today. I wanted to upload this to my site or Photobucket so I could link people to it, but in seeing that Awardspace and Photobuckets are being assholes, I'm uploading it here.
As soon as I can get this stuff down perfectly with level changing and better collision detection and all that, I'll see if I can make a feature-length flash game. God I hate CS4.
Arrow keys to move and jump
Fox McCloud sprite by Toni Barra
As soon as I can get this stuff down perfectly with level changing and better collision detection and all that, I'll see if I can make a feature-length flash game. God I hate CS4.
Arrow keys to move and jump
Fox McCloud sprite by Toni Barra
Category Flash / All
Species Unspecified / Any
Size 550 x 400px
File Size 737.1 kB
Constructive engine testing note:
The part towards the end, jumping off those janky dynamic rocks is difficult. The reason being that you dont have slope handling in yet and without it, what happens is moving forward is putting you into falling mode, in which you cannot jump. but jumping first and then trying to move forward in the air is insufficient because of the acceleration physics. The result is that running forward is mostly tiny falls leading to a point in which you cannot jump when planned and fall off completely.
Also, and this is more a fine tuning, that the friction of stopping is greater than that of starting. To best describe it is to say what's happening vs what should happen. When I let go of the forward button, I slide for the same distance it took to run from 0 (velocity) to max. This is good for an ice level floor, or maybe just short of it, but not on common surfaces. Really it takes tweaking, which is why I suggest it early even though its technically a fine tuned feature. Probably suggest if stopping, decelerate twice as fast as it had accelerated.
Otherwise animations and scrolling, everything seemed really smooth and fairly bug free (I say fairly because its a basic engine and from experience Ive noticed that sometimes game code just gets taken too literal and unexpected things happen in conflicts or grey areas. It takes finding those problems and throwing in new rules to handle them properly)
The part towards the end, jumping off those janky dynamic rocks is difficult. The reason being that you dont have slope handling in yet and without it, what happens is moving forward is putting you into falling mode, in which you cannot jump. but jumping first and then trying to move forward in the air is insufficient because of the acceleration physics. The result is that running forward is mostly tiny falls leading to a point in which you cannot jump when planned and fall off completely.
Also, and this is more a fine tuning, that the friction of stopping is greater than that of starting. To best describe it is to say what's happening vs what should happen. When I let go of the forward button, I slide for the same distance it took to run from 0 (velocity) to max. This is good for an ice level floor, or maybe just short of it, but not on common surfaces. Really it takes tweaking, which is why I suggest it early even though its technically a fine tuned feature. Probably suggest if stopping, decelerate twice as fast as it had accelerated.
Otherwise animations and scrolling, everything seemed really smooth and fairly bug free (I say fairly because its a basic engine and from experience Ive noticed that sometimes game code just gets taken too literal and unexpected things happen in conflicts or grey areas. It takes finding those problems and throwing in new rules to handle them properly)
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