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Thread: Looking for assistant programmer!

  1. #1
    AS2 User CS4
    Join Date
    Jul 2010
    Posts
    34

    Post Looking for assistant programmer!

    I am very confused on a couple parts of my platform engine and no matter how many times I try it always fails or I get something im not looking for. My engine (for its version) is about 80% done. I am looking for a programmer who meets the criteria:
    *has either flash cs3, flash cs4 (the one I have), or flash cs5 (must save as cs4)
    *has played games like metroid and super mario and sonic the hedgehog
    *is pretty darn good at actionscript 2.0
    *does not autoformat (bonus)
    ------------------------------------------------------
    If you are interested in helping me, send me a PM, and ill send you the .fla to add a few things to. Thanks

    -Fett

  2. #2
    AS2 User CS4
    Join Date
    Jul 2010
    Posts
    34
    no help? and why is there a copy of this in this section? lol. anyways, please help! Half-Life:Flash must be finished!!!

  3. #3
    Member
    Join Date
    Jun 2005
    Posts
    69
    Hi, i had played super mario,sonic,halo1,2,3, gears of war 1,2 , max payne,1,2 , and a bunch of other games that i cant remember, on actionscript im not a superman on this but i can defence myself with some knowlege.

  4. #4
    AS2 User CS4
    Join Date
    Jul 2010
    Posts
    34
    ok. heres the main code you need to know (player and the enemy). The code is on a frame. here is the player:
    Actionscript Code:
    onClipEvent (load) {
    var ground:MovieClip = _root.ground;
    var grav:Number = 0;
    var gravity:Number = 2;
    var speed:Number = 5;
    var maxJump:Number = -18;
    var scale:Number = _xscale;
    var touchingGround:Boolean = false;
    var dead=false;
    this.gotoAndStop(3);
    mySound = new Sound(this);
    mySound.attachSound("player_jump.wav",isStreaming) ;
    }
    onClipEvent (enterFrame) {
    _y += grav;
    grav += gravity;
    while (ground.hitTest(_x, _y - 1.8, true)) {
    _y -= gravity;
    grav = 0;
    }
    if (ground.hitTest(_x, _y + 5, true)) {
    touchingGround = true;
    } else {
    touchingGround = false;
    }
    if (Key.isDown(Key.RIGHT)) {
    _x += speed;
    _xscale = scale;
    isLeft=false;
    isRight=true;
    if (ground.hitTest(_x, _y + 2, true)) {
    this.gotoAndStop(2);
    } else {
    this.gotoAndStop(3);
    }
    } else if (Key.isDown(Key.LEFT)) {
    _x -= speed;
    _xscale = -scale;
    isLeft=true;
    isRight=false;
    if (ground.hitTest(_x, _y + 2, true)) {
    this.gotoAndStop(2);
    } else {
    this.gotoAndStop(3);
    }
    } else {
    if (_root.ground.hitTest(_x, _y + 2, true)) {
    this.gotoAndStop(1);
    }
    }
    if (Key.isDown(Key.UP) && touchingGround) {
    grav = maxJump;
    mySound.start();
    this.gotoAndStop(3);
    }
    if (ground.hitTest(_x + (_width / 2.5), _y - (_height / 2), true)) {
    _x -= speed;
    }
    if (ground.hitTest(_x - (_width / 2.5), _y - (_height / 2), true)) {
    _x += speed;
    }
    if (ground.hitTest(_x, _y - (_height), true)) {
    grav = 3;
    }
    }
    onClipEvent(enterFrame){
    if (_root.next_frame.hitTest(_x+1, _y, true)) {
    _parent.nextFrame()
    }
    }
    onClipEvent (enterFrame) {
    if (_root.health.text<=0) {
    health.text -= 5;
    _root._x = 0;
    maxJump=0;
    _root.player.speed = 0;
    this.gotoAndStop(4);
    delete mySound
    }
    }

    here is the enemy:
    Actionscript Code:
    onClipEvent (load) {
    var speed:Number = 4;
    var ground:MovieClip = _root.ground;
    var grav:Number = 0;
    var gravity:Number = 2;
    var moveDir:String = "right";
    var player_attack:MovieClip = _root.player.attack_point;
    mySound = new Sound(this);
    mySound.attachSound("killed_sound.wav",isStreaming );
    }
    onClipEvent (enterFrame) {
    _y += grav;
    grav += gravity;
    while (ground.hitTest(_x, _y - 1.8, true) && !killed) {
    _y -= gravity;
    grav = 0;
    }
    //Movement
    if (moveDir == "left") {
    this._x -= speed;
    } else {
    this._x += speed;
    }
    //Check if your hitting "ground" but coming from the left
    if (_root.ground.hitTest(_x - (_width / 2), _y - (_height / 2), true) || _root.ground.hitTest(_x - (_width / 2), _y - ((_height / 6) * 4), true)) {
    if (moveDir == "left") {
    moveDir = "right";
    } else {
    moveDir = "left";
    }
    }
    //Check if your hitting "ground" but coming from the right
    if (_root.ground.hitTest(_x + (_width / 2), _y - (_height / 2), true) || _root.ground.hitTest(_x + (_width / 2), _y - ((_height / 6) * 4), true)) {
    if (moveDir == "left") {
    moveDir = "right";
    } else {
    moveDir = "left";
    }
    }
    if (_root.player.hitTest(_x + (_width / 2), _y - (_height / 2), true) || _root.player.hitTest(_x + (_width / 2), _y - ((_height / 6) * 4), true)) {
    trace("player should of died");
    }
    if (_root.player.hitTest(_x - (_width / 2), _y - (_height / 2), true) || _root.player.hitTest(_x - (_width / 2), _y - ((_height / 6) * 4), true)) {
    trace("player should of died");
    }
    if (this._parent.player.attack_point.hitTest(this) && !killed) {
    _root.player.grav = _root.player.maxJump;
    trace(_root.player.grav);
    this.gotoAndStop(7);
    speed = 0;
    mySound.start();
    _root.score.text++;
    killed = true;
    }
    }

    If you can, id like to see this code edited to so. its like. if the enemy is on top of the player, the player gets flung into the direction hes facing (like frame 4). about 10 pixels away from the enemy. If he runs into (or the enemy runs into him) the enemy, he gets flung back in the direction opposite of what hes facing (same length above) with the affects or gravity. thank you.

  5. #5
    AS2 User CS4
    Join Date
    Jul 2010
    Posts
    34
    btw, I dont consider this payable. If it was quite a bit more than this, I would consider paying a couple dollars. But hey, its only like 15 minutes of your time

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