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Ammotu — Arynnien: SBK

Published: 2005-09-24 17:26:01 +0000 UTC; Views: 12424; Favourites: 40; Downloads: 1961
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Description Well here is my game from programming class, it's a little glitchy yet but i'm just going to say i'll fix it later, it should all work ok.
Overall i'm pretty proud of how it came out, there's a bunch of stuff i want to add and fix but i'm just going to post this version now since this is what i handed in today.
There is no loading screen because i don't know how to make one, so please be patient with it.

You need 5MP to use your summon magic, and i know some of the hitboxes on the land are a little off so it helps to try and stay towards the center of the path. Summons won't stay on the screen too long and have a tendancy not to go where you want them, so try to aim wisely. All the controls are on the controls page. There is a boss battle at the end, but the level is fairly large so it may take a while to get to (feel free to ask me for hints lol)
I'd love to hear what anyone thinks! This is my first venture into actionscript programming so contructive criticism only please
All the graphics were made in PSP and photoshop, then all thrown together in flash

(c) Ammotu
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Comments: 41

Takara-Shinju [2016-04-10 17:27:25 +0000 UTC]

Extremely well done! I envy your abilities!

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Ammotu In reply to Takara-Shinju [2016-04-17 15:48:29 +0000 UTC]

thank you very much!

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Takara-Shinju In reply to Ammotu [2016-04-17 17:15:19 +0000 UTC]

Any tips for a wanna be developer?

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Ammotu In reply to Takara-Shinju [2016-04-30 05:56:21 +0000 UTC]

uh... how about nobody uses flash anymore?  lol

but seriously, I wish I did.  I'm afraid I'm really just an artist, I did this game for school project over 10 years ago, and I really couldn't tell you how most of it works anymore.

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Takara-Shinju In reply to Ammotu [2016-05-01 15:43:45 +0000 UTC]

That's alright! Thank you!

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Damaranth [2012-03-24 04:07:17 +0000 UTC]

Main character reminds me a lot of sesshomaru. Both human and demon form..

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Rebecca-D [2012-03-23 17:07:04 +0000 UTC]

I don't know if you know who this is, but the little pixel avatar looks like Gakupo :3

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Ammotu In reply to Rebecca-D [2012-04-07 20:49:05 +0000 UTC]

I am afraid I have never heard of it

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Alaska232 [2011-12-14 18:45:34 +0000 UTC]

nice game

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Ammotu In reply to Alaska232 [2011-12-19 03:55:05 +0000 UTC]

thank you very much

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Fluffypuppy77 [2011-01-13 05:02:43 +0000 UTC]

that game was actually fun!^^

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Ammotu In reply to Fluffypuppy77 [2011-01-14 22:31:52 +0000 UTC]

lol thanks

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Fluffypuppy77 In reply to Ammotu [2011-01-14 22:37:11 +0000 UTC]

^^
yepyep

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BlackCatYoru [2010-07-07 04:45:37 +0000 UTC]

This is really good! 8D

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Ammotu In reply to BlackCatYoru [2010-07-11 21:15:42 +0000 UTC]

thanks! I'm really glad you liked it

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BlackCatYoru In reply to Ammotu [2010-07-11 21:33:37 +0000 UTC]

you welcome

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xxxmagandaxxx [2007-12-02 23:18:41 +0000 UTC]



very fun

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Ammotu In reply to xxxmagandaxxx [2007-12-05 07:02:30 +0000 UTC]


thank you very much!

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xxxmagandaxxx In reply to Ammotu [2007-12-05 07:54:09 +0000 UTC]

welcome

does this game by chance end:

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Ammotu In reply to xxxmagandaxxx [2007-12-05 07:59:39 +0000 UTC]

lol yeah, if you can make it to the bottom right corner there is a sort of boss fight at the end. i have to say it's not a great ending though

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xxxmagandaxxx In reply to Ammotu [2007-12-05 19:19:20 +0000 UTC]

its okay

Ooo! you should make one like 'Street Fighter' or something like that

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Ammotu In reply to xxxmagandaxxx [2007-12-10 03:12:27 +0000 UTC]

XD i would love to do something like that, unfortunately i wouldn't really know how. i only had this one programming class, and we never really covered anything like that >_<

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xxxmagandaxxx In reply to Ammotu [2007-12-11 00:32:43 +0000 UTC]

aww, that suck. that would be so cool if you did though

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Iyce [2005-10-02 01:47:29 +0000 UTC]

Hey,

From a flash point of view, this is well-done - at least in the "version 1" stages, and for a school project. Personally, I'd consider it an "alpha" stage program.

Anyway... no more ranting. The program itself has REALLY awesome art, so good job with that. The sprites are well-done and definately suit the SNES/SEGA style of things (with the 16bit color and all).

Okay, game mechanics break down:

1. The animations are VERY slow in my opinion. I'd up either the master frame rate, or delete some frames from each animation. Walking should be a bit faster than that. Also, taking a step down or up would delay before moving left or right... I would take a quick look into going animation.stop on the other button pressing... maybe that'd work well in your code.

2. The collision detection was nice, but an enemy can sit there and attack you 5 times before you can move. I'd make a delay before each attack, or make your character go back like the enemy does.

3. As mentioned above, the AI seems to think you're not in the area most of the time. I'd do some kind of check to see if they're close to you and charge!

4. The summon doesn't last long and I couldn't seem to get it to do anything short of walking up/down and then randomly disappearing. I'm not sure what to suggest here, but I would look into adjusting it's AI and scripting slightly.

5. The items on the ground shouldn't be infinate (or so I believe). I'd have a button pick the item up and use it (later allowing you to add inventory if you wish).

6. There is a huge glitch in the game that happens quite often: a random sprite disappears! I've had enemy sprites literally walk off of the screen or onto the grass, and I've had myself disappear in a few frames. It caused me to start over again, so I'd look into any glitches involving that.

As a flash developer in learning, of course I'll ask for the source. I learn much easier that way.

Hope my comments were helpful and non-repetative.

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Ammotu In reply to Iyce [2005-10-02 02:40:27 +0000 UTC]

awesome! i really appreciate the feedback, i wouldn't even consider this 'alpha' version yet so i'll certainly be working on all of your suggestions for the next version
1. i was having issues with some of the walk animations not ending when they were supposed to so i'll totally try that animation stop thing thank you!
2. i will fix that i kind of thought it may be an issue, but no one else had really said anything, so now i know
4. i'm planning to totally redo the summon, it was more or less a test to see if i could even get it to work
5. inventory is an awesome idea! i'll have to try and figure that one out
6. fortunately this won't be too hard to fix, a sad result of rushing before finals but i've had a lot of complaints about this so beleive me it's first on my list for fixing up!
again thank you very much for the suggestions, you've been most helpful!

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Iyce In reply to Ammotu [2005-10-02 03:52:04 +0000 UTC]

Just a bit of an expansion on my feedback:

1. The command you'd be looking for is [objectName].gotoAndStop(frame #). This would skip to the end frame of that animation... so it won't look too funny or jerky.

2. I'm not quite sure the script you're using for collision, but depending on how the sprites are drawn you may want to check using 'bounding boxes'--that is, an invisible box that counts for the area to be hit and the area hitting... You can easily run a check to see if either overlap, and if so execute the hit script. I've done this in many 2D games.

4. I don't think redoing the summon script is what's called for; I think adding in more time before it vanishes and making the actual summon "attack" would be more what you're looking for. Maybe even one hit before it vanishes?

5. An inventory is quite easy. Just have an array called inventory and add new objects to each item that is an item... something like:

var inventory = new Array()
inventory[0] = new object()
inventory[0].name = "" // all properties are done this way for an item

Depends on how you want to do it...Flash is limited with "master" classes...

6. I'm fairly certain you're using a "sprite" as an animation object, so what you'll want to do is check the height property versus the height of the flash animation so they can't run off of the screen... do that for the sides, too, but with the width property. Something like this:

// before the movement code, check for walking off screen
if (sprite.y+movementValue+Sprite.Height > movieWidthValue) { don't move down} // reverse for up checking... movieWidthValue you'll know by your global values, and movementValue is the number the sprite moves by each time it moves... so just replace those values, same with the sprite name.

Hopefully that helps/solves the problem/gives you ideas.

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Ammotu In reply to Iyce [2005-10-02 19:42:53 +0000 UTC]

wow, thanks again! you have no idea how helpful you've been, i really really appreciate it
i have to admit i'm not too great with programming, i've always thought of myself more as a concept artist
1. that's the script what was giving me issues before lol, i probably just had something named wrong or something, i'll try that again
2. i've got big boxes around all the enemies to detect the hero sprite, i think those will just need some adjusting
4. i'm pretty sure the main problem with the summon is that it never comes out facing the right direction i'm going to try and fix that, as of yet it just does damage if it runs into the enemies and doesn't have a real attack per se, i'll have to create one for it
5. i'll definately give that a try
6. i'm not exactly using sprites as flash recognized sprites, i've got hit tests on all of the barriers but i'm pretty sure the problem is that a lot of the barriers aren't exactly closed off right so i've just got to go back and look at all the frames of the background
again thank you so much!!

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Iyce In reply to Ammotu [2005-10-02 21:52:03 +0000 UTC]

I'm pretty certain you'll figure everything out as soon as you get time to sit down and debug.

I'm an "at-home" programmer for fun so I pick up little tidbits here and there.

I'll make sure to keep an eye on this project for when you're done.

Feel free to ask me if you'd like some opinions or even just to muse. I can try my best to help.

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aquarina [2005-10-01 09:16:06 +0000 UTC]

Flagged as Spam

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Ammotu In reply to aquarina [2005-10-02 01:12:08 +0000 UTC]

thank you so much, i appreciate any feedback at all!!

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drogyn6 [2005-09-29 21:04:07 +0000 UTC]

Super job!!! Your game is definitely one of my favs Jess! I played it like a hundred times and love beating up that super kicking bad guy at the end It sure was a pain to program but it really paid off in the end huh?

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Ammotu In reply to drogyn6 [2005-10-02 01:11:12 +0000 UTC]

thanks! that's so nice of you to say...especially since it needs so much work
it's too bad your games file size was so huge, it would have been awesome for you to post

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drogyn6 In reply to Ammotu [2005-10-03 19:51:44 +0000 UTC]

No thanks needed. Actually I'll post the finished demo version but in a scaled down size. I'll get all those movies out of there and throw in a regular scrolling bg and it should be good to go...hopefully...

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Fire-Eater [2005-09-28 04:29:54 +0000 UTC]

It's muy bueno. n.n I'm too impatient to finish it, but I do have a few tips if you do end up polishing it up, later.

1. The up/down walk animations are twice as long as the side-to-side ones, which seems to be the cause of the walk dissorientation. Maybe just axe every other up/down walk frame?

2. The opponents don't seem to know you're there, half the time. Maybe give them a quick IF/THEN causing them to run towards you once you're in their line of sight? (like ZEL-da!) Maybe do the same for the summon, so it doesn't just wander off.

3. There's not too many hit-points, so why not use a more visual health meter? It needn't be heart containers or anything (like ZEL-da!), maybe a straight-line meter, or a circular pie-chart thinger, or whatever.

4. And it has a sweet, heavenly voice... like ZEL-da!

Okay, the last one was just a blatant simpsons rip-off. Anyway, that's my 2 cents. I hope at least one of them ends up helpful, since you prolly had some things in mind to start with. n.n;;

(squarefan)But, uhm, it'd be like, really cool(?) if she, uhm, had like, spikey hair? and a big sword? and was, like, actually a dood? and there was, like... materia? and instead of wolves, he like totally summoned bahamut, and then the world explodes a little? umh... and maybe... uhm... the end boss should be, like, ambiguously gay, but he completely isn't because he's like this total badass with just a flamboyantly gay past?(/squarefan)

Sorry. I'll go now.

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Ammotu In reply to Fire-Eater [2005-10-02 01:09:53 +0000 UTC]

thanks very much, i really really appreciate the feedback
1. i'm gonna blame that on the fact that i'd never even made sprite before this much less animated them...but i guess that's a lame excuse, thanks for pointing that out, i'll work on it
2. i've had a lot of problems with the summon in particular, but semi more intelligent ai is in the works
3. i spent so much time on all the other visuals i kind of just made the hp ect display last minute so i'll be completely overhauling that for version 2
4. ....? ...doesn't get it lol
also 'she' is a he and i haven't designed the final bad guy yet, i could make him ridiculously androgynous for you
thanx again!

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Fire-Eater In reply to Ammotu [2005-10-03 08:46:10 +0000 UTC]

'Doh! my bad. Looking back at the cover art, that's kind of blatantly obvious that he's a dude. n.n; But that's what I get for rushing in, I suppose.

But it does make me think... Link would have made a hot chick.

re:Simpsons Refference:

"and he has a sweet heavenly voice. Like Urkel! And he comes out every friday. Like Urkel!"

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AdolfDisney [2005-09-26 07:04:24 +0000 UTC]

I like to kill that Gengis Khan Tinman guy with my wolfie.

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giveroflaughs [2005-09-25 05:46:42 +0000 UTC]

I BEAT YOUR GAME!!!! YEAH I WIN!!!!!!!
SCREEN CAP!!!
[link]

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TSunami6SIX6 [2005-09-24 18:30:55 +0000 UTC]

Awesome. Very fun. Might have to steal some stuff from it when I have that class.

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Ammotu In reply to TSunami6SIX6 [2005-09-25 04:59:19 +0000 UTC]

thank you so much!
most of it was basic stuff you'll learn in class, but i'd be happy to share any code you want

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Majoh [2005-09-24 18:12:57 +0000 UTC]

Wow! You got a ton of advanced action scripting stuff in here - the directional attacks, the WADS directional keys, the blocking (so you can't walk on the grass), and the complex character animations. Very nicely done! I'm sure you've heard it a million times by now but it reminds me a lot of the RPGs you could play on the SNES (Zelda and that Gaia game come to mind).

It's pretty glitch free too, which can be really hard to pull off, especially considering the more complex scripting you have going on in this. The only thing I found irksome was the speed at which the character walks (he seems a little slow).

You should keep adding to this if you find time, since you not know the basics! It's a very solid idea and what you have so far works really well. I can't wait to see more!

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Ammotu In reply to Majoh [2005-09-25 04:56:36 +0000 UTC]

Thank you! I was trying to go for the old school snes look so i'm glad that came across, i'll see what i can do about the character speed too i really appreciate the suggestion
i've got a ton of stuff i'd like to add, hopefully i'll actually get around to doing it lol

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