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tmoore935
12-10-2005, 12:43 AM
http://www.diversioncentral.com/games/asteroids12.html

Wait till I open the bottle!

Really, let me know what you think. I would like to make this a "kool" game. :cool:

blanius
12-10-2005, 01:01 AM
Pretty cool. Actually runs a little too fast.

Seem to miss shots that looked good a number of times, and when I shot it cancels the last shot to send new shot, is that intentional?

tmoore935
12-10-2005, 02:08 AM
Pretty cool. Actually runs a little too fast.

Seem to miss shots that looked good a number of times, and when I shot it cancels the last shot to send new shot, is that intentional?

slower version with 30FPS instead of the current 60FPS:
http://www.diversioncentral.com/games/asteroids13.html

I used hit miss which misses between frames.

There is a better way but I have not used it in a game, it is like this>>>>>>>>>
http://www.diversioncentral.com/games/hit3.html
here the miss/hit is done with math as the diameters of the circles is compared to the _X and _y of the centers. I Have a lot of experimenting to do to make this effective.
************************************************** ********
I played/designed this game to were:
If the ship should hit an asteroid direct, it would be killed and game over.

Hitting the asteroid and the fuel is lost removing 10 points. Hitting an asteroid with a laser and 10 points are given. This you can tell by the force fields. You cannot just hold down the space bar for unlimited firepower.

mabye there should be rethinking???
Let me know as this could be a Kool game. Even different strategies or tactics could be used. Mabye even a koolmoves icon destroying other flash icons like macromedia could be employed. Maybe go back to Bush instead of Jonnie Walker. (joking of course ;) )

blanius
12-10-2005, 08:10 AM
yes a distance hit test works best, it also is circular in nature rather than relying on th bounding box. I have a script for a distance hittest that accounts different sized objects.