FLASH CONCEPTUALS
It has been some progressive years in understanding the powers of Actionscripting. Moving on as a veteran of Lingo programming from today's redundant Director software package, though its language may have changed, but the same arcade internet gameplay theories still remain.
All these Flash experiments are collective pieces of the puzzle to invent more possibilities and better solutions to improving the existing games or concept design. Most of them will have notes undermeath them and would be linked to multiple sections in question.
An extremely early experiment from Novemeber 2007 additional notes would be covered in the tutorial section once the archive content is flashed out. Generally multiple sprite with realtime bevel & shadow filter effects working simultaneously withe the mouse location as the light source. The buttons on the top-left link to various crowd behaviours, as the mouse moves or simply approaches nearby; they would either repel or home-in.
December 2007, getting more accustomed to Flash Actionscripting after moving on from the Director Shockwave package. With similar scripts from the previous mass behaviour collection, I was hoping to make an arcade game with realistic 3D stylised effects, but sadly it's CPU intensive, so further study was reguired. C++ was considered for industry standard techniques. To interect with the flash program above, press & hold H for instructions.
December 2007 - clearly one of the most early and basic fully functioning games I made to date thats not worth publishing when a lot of polishing is due. Except the rebound mechanics had very basic instructions to follow but the idea of hidden wall will be kept for future game releases in 2D Mario/Sonic themed platformers. Please have fun with this one, because I know i can produce a better game... (boy I really critisize my own work don't I...)
July 2008 - Another random behaviour experiment that was inspired by playing Crysis and personal intrigue in how to manipulate the linestyles into having organic movement instead of rigid straight lines/shape formations. A tutorial of elastic cabling effects an tentacle movement shall be covered soon once most of the tutorial section will be completed in good time. Anyway, have fun checking this wierd outcome by selecting each version and the mouse proxy grab reaction.
It'll be employed in a leter project with further revision to match the tencle foot steps with the level terrain landscapes.
January 2009 - Just rollover the ball and watch it react, because it was so much fun reallising how simple it was to produce such a simple effect and I'm torn between keeping it a trade secret or letting the public learn of it through the tutorial section. In future, it shall be used for menu interface development and end-level boss unit design.
Recently created an experiment of combining the line-of-sight properties of the laser used in Lethal Velocity, the Line Rider concept and a 2D platformer engine onto one! The avatar figure does have a basic anim loop, but subject to revision as well as creating some levels for it. Just use your directional keys on your keyboard and point & click to where you want to create a few lines across the arena. Then run along them before they fade out towards the exit pad.
Just recently got back into playing with Flash coding after a thorough study of PHP. This time, I've rigged up a series of checkpoints; some are randomized and others with fixed positions. Basically it's an experiment on how I could an AI navigate through environments like race tracks without making it complicated.
It's streamlined enough with adopted object-oriented fashioned code, so potentially spawning these checkpoints can be done easily within a racing/side-scroll based level editor. Its application could be automated routes for patrolling or racing, points of interest and avoidance.
When in use, Rollover any of the keys, or type them as long as the mouse cursor is not in the way! This will display the specified key you've selected and their keycode attached for Flash coding. This has been a program I had been waiting to create for a while since moving on from Director Shockwave to Flash. For any one who it using Actionscript should find this application quite useful when trying to use the entire region of the keyboard.
A much earlier edition was meant for Director programming was implemented during November 2005 to speed up game development and additionally help the online community (trust me, it was a while back). You can search for your desired keycode by clicking on any of the graphic buttons...
Also there's a newly installed feature: where you can press you desired key literally, and the code shall appear. Although there are a few bugs involved; such as only the majority of the press-for-keycode script work, but some don't!
There are cross-platformed compatability issues involved; such as,
* This key is only on the Mac numeric key pad.
** This key may be "Return" on a Mac
*** This key may be "Delete" on a Mac
Original information source: Macromedia Knowledge Base
February 2009 - A generically tailored tile-based level editor for my listed games as they are soon to expanded their level selection exponentailly. Commanche Dawn and Lethal Velocity will be put to the test as soon as I will complete the core contents and fixed as many bugs.
The instructions of how to use it should be quite simple enough, just make sure you selection an item on the right menu first. To place one or more wall pieces on the map, you'll need to hold down both M and left mouse button then drag the cursor across the grid map. For objects, you do the same, except hold the keyboard key O for objects. For now the objects just look like multi-coloured gems, because they are going to colour coded for specific items. Further documentation will arise.
The generate map and object functions are to display the arrays to process into a final level. You may notice there are twice the number of objects or half the size, because in the upcoming version will be more intelligence in design. The next feature will be encase an opject position was comprimized by a wall placement, it'll be automatically be removed.
The next challenge is creating a custom level function for the players to input their own personal designs in the game, then play and share. Currently research effective solutions like exporting the data into XML levels or simply cut & paste numeric arrays.