
Flash submissions are emulated via Ruffle. Ruffle is currently in development and compatibility is not guaranteed. Click here for more info.
this is merely a small game that i am currently working on. It is going to be a platformer similar to Mario and will have the fighting of Zelda.
If anyone is good in music or has some ideas in actionscript i gladly welcome any help offered.
If anyone is good in music or has some ideas in actionscript i gladly welcome any help offered.
Category Flash / All
Species Unspecified / Any
Size 800 x 600px
File Size 7.7 kB
A good wip. The movement and animation is pretty solid, but I can't reach the second level. He doesn't seem to be able to jump high enough. Mario could be moved in air to some extent too. By Zelda fighting to you mean the top down perspective of the original or the side scrolling of the second.
There are many artists on FA that may be willing to help you with music. You could try posting a request in the forums too. Keep up the good work.
There are many artists on FA that may be willing to help you with music. You could try posting a request in the forums too. Keep up the good work.
So far, proceeding decently. You've got the base of a side scroller game and I like how its coming! x3
Things you'd like to try out:
1. Arrange the fact that your character seems to become stretched on the X-axis once you start to move him. If the individual frames look normal, look at your coding and see if you've include any _width commands.
2. Make the character take a little less space in the screen - make sure that the person could clearly see the next platform.
3. Try to adapt this coding to your player coding:
//At the beginning, where you defined your other variables
_global.jumpTime = 0;
if(Key.isDown(Key.UP)) {
if(jumpTime == 0) {
jumpTime = 30; // If your game FPS is set to 30, this would count as 1 second of variable jump time.
}
if(jumpTime > 0) {
_root.player.vspeed = speed // Replace speed with the initial jump speed you've set it as in your game
}
jumpTime -= 1
}
if(_root.player.hitTest(_root.platform, true)) {
// This will occur when the player hits the ground to reset the jumpTime.
jumpTime = 0
}
This would allow the player to control how high he jumps and prevents disorientation.
Then, make sure you decrease how high the player can jump - decrease the value of 'speed' you put in and just titrate it till you get it right.
There's much more I can suggest, but you'd need to provide me the .fla file to work with. x3
Things you'd like to try out:
1. Arrange the fact that your character seems to become stretched on the X-axis once you start to move him. If the individual frames look normal, look at your coding and see if you've include any _width commands.
2. Make the character take a little less space in the screen - make sure that the person could clearly see the next platform.
3. Try to adapt this coding to your player coding:
//At the beginning, where you defined your other variables
_global.jumpTime = 0;
if(Key.isDown(Key.UP)) {
if(jumpTime == 0) {
jumpTime = 30; // If your game FPS is set to 30, this would count as 1 second of variable jump time.
}
if(jumpTime > 0) {
_root.player.vspeed = speed // Replace speed with the initial jump speed you've set it as in your game
}
jumpTime -= 1
}
if(_root.player.hitTest(_root.platform, true)) {
// This will occur when the player hits the ground to reset the jumpTime.
jumpTime = 0
}
This would allow the player to control how high he jumps and prevents disorientation.
Then, make sure you decrease how high the player can jump - decrease the value of 'speed' you put in and just titrate it till you get it right.
There's much more I can suggest, but you'd need to provide me the .fla file to work with. x3
Comments