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#1 |
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The Flashman
Join Date: Sep 2000
Location: Marikina City, Philippines
Posts: 874
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[DEMO] PipoL
Okay i admit, this is a Lemmings Clone. I wanted to adopt the original Lemmings title but feared for copyright infrigements, so this is what i got.
Game play is like the original lemmings game. Take note that this is a demo. I wanted to get your views regarding the whole copyright thing before i continue making this. Most of the sound i use (background music and some effects) are from the original game, if you guys think that i should change it, then i will. UNFORTUNATELY.... we got problems with the game online, so before clicking on the link, please read this first: 1) Preloader is not working (for some reason). The script i used has been the one i've been using in all my projects. There's nothing wrong with the script, it just doesn't work here. Bummer. The filesize is around 1MB, and all you'll see during the load is a black screen. 2) Since i've only begun working on this, THERE IS NO TITLE SCREEN. The game will automatically start after the loading completes. 3) You have 1 MAP, and 4 ACTIONS to assign the critters. When all of them have been accounted for (whether all of them reach their goal or die) the game ends... but I HAVEN'T PUT THAT IN YET, so nothing will actually happen when the game ends. =p 4) The controls sliders for pipol release, sound and music volume are working. BUT, the background music doesn't want to play in the uploaded movie... it works fine when played on the desktop. (The sounds are in the library, and i use attachSound() to use them). and that's it. I hope to hear positive feedback (whether to continu with the game or not). Thanks guys! And thanks to Tony Pa for the "scortch earth" demo thing. see the game here **edit: The sounds will work when you close the browser, and load the page again. thanks
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#2 |
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Senior Member
Join Date: Aug 2002
Location: london village
Posts: 623
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that seems lovely.
the collision detection seems pretty much pixel perfect too, well done sir. The reason your probably getting sound issues, is that you'll need all sounds that you are goingt o attach in the base movie, there porbably is some sneaky work around for this but I can't remember it. ChrisError. |
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#3 |
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The Flashman
Join Date: Sep 2000
Location: Marikina City, Philippines
Posts: 874
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At this point i only have one main movie, and all the sounds are in the main movie library... still working on the possibility to load different swfs for the maps.
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i eat actionscripts for breakfast |
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#4 |
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Member
Join Date: Apr 2005
Location: London, UK
Posts: 85
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Quite fun. Make more maps!
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#5 |
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The Flashman
Join Date: Sep 2000
Location: Marikina City, Philippines
Posts: 874
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Yeah, lots and lots of maps will definitely (and hopefully) follow.
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i eat actionscripts for breakfast |
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#6 |
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Senior Member
Join Date: Jan 2006
Location: USA
Posts: 383
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Just one little bug, I found..
Whenever you click on a critter to explode, is the animation all in the button? Because I can keep clicking the explosion until all the particles are gone and every time I click down, I hear the sound effect. Also, the sound effect plays onPress, but the explosion doesn't take place until onRelease.. so, if I click on a critter, he says "oh no" but doesn't necessarily explode. Wasn't sure if that's how you wanted it to be or not. Other than that, great job and the background music works just fine for me. |
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#7 | |
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Moderator
Join Date: Jul 2001
Location: Estonia
Posts: 8,138
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Quote:
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#8 |
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The Flashman
Join Date: Sep 2000
Location: Marikina City, Philippines
Posts: 874
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AfternooDelite: Hmmm gotta check that out. The guy shouldn't be clickable anymore once the explosion starts. And yeah, onPress, he screams "Oh no!" anticipating that you want to blow him up. OnRelease, he blows up... but NOT onReleaseOutside. So instead of blowing up... he let's out a silent sigh of relief.
tonypa: No problem.
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i eat actionscripts for breakfast |
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#9 |
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n00b
Join Date: May 2004
Location: Switzerland
Posts: 1,067
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Awesome i cant wait to play the finished version! I love it as much as i loved lemmings back then, yet there are some tools like building stairs and filling gaps tools ect missing. Also it is not good that you can't abord a command once you ordered one of your "Pipols?" do for example. So if you click wrong once your doomed to loose unless you blow the little guy up to prevent him from digging a hole into the ground to certain death for example. But its just a demo so i guess the full version will have much more tools ect anyhow
.greets |
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#10 |
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The Flashman
Join Date: Sep 2000
Location: Marikina City, Philippines
Posts: 874
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LeechmasterB: Yes, you noticed that there are still some gaps at the bottom of the interface where the buttons are. I'm still gonna add five more actions (build stairs/ramp, dig diagonally up, dig diagonally down, climb, and parachute). yeah, you can't abort an action (just like the original lemmings, i think) but you can re-assign. If you make one "pipol" into a digger, you can click him again with another action and he will do that action. The only action that cannot be re-assigned is the "blocker." You gotta blow him up if you want to get rid of him.
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i eat actionscripts for breakfast |
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#11 |
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Member
Join Date: Jan 2006
Location: Sweden
Posts: 93
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Realy nice game I love it and I think the music is good. and I looking forward to se some more levels and it is great design on the game
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#12 |
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Senior Member
Join Date: Jun 2000
Posts: 2,692
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YAY! LEMMINGS!
Looks great, and seems to work great too. Could you add "tooltips" to the buttons, so we can tell what they are for? |
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#13 |
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The Flashman
Join Date: Sep 2000
Location: Marikina City, Philippines
Posts: 874
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Gorfiuz: Thanks!
Ray Beez: Yup... will do. The icons started off as character poses, doing the actions. But it was unclear of what the button was supposed to do, so i changed it to tools (stop sign, bomb, shovel, etc). But the tooltips will come out soon.
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i eat actionscripts for breakfast |
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#14 |
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CostomJunky
Join Date: Jun 2003
Location: Canada
Posts: 634
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At first I couldn't figure out the scrolling sice it doesn't recognize the mouse position outside of the movie well enough
. Takes a while for 100 'lemmings' to walk across the screen, so I would suggest that you can make them speed up by the press of a button. I think that option was in the original aswell.Nice landscape did you use the new Bitmap API for scrolling/loading? PS: Can't say much about the sound my headphones got brocken. Last edited by Xploder; 02-24-2006 at 06:25 PM. |
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#15 |
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Senior Member
Join Date: Jul 2003
Location: Canada
Posts: 1,366
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It is looking good, coming along very nice.
One suggestion for the exploding lemming, in the original(or the one I played), it started a countdown timer of 5 I believe, making you have to time it. That might make exploding a little harder to time. Nice job! |
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#16 |
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Senior Member
Join Date: May 2005
Posts: 206
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About the background music. It wasnt working at first, but when I refreshed the site it worked . . .
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#17 |
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Senior Member
Join Date: Jan 2006
Location: Perth, Australia
Posts: 323
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Cool game, but I found a bug. If a blocker is assigned when he is on top of another person, the other person is stuck fliping left and right.
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#18 | ||||
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The Flashman
Join Date: Sep 2000
Location: Marikina City, Philippines
Posts: 874
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Quote:
The game is currently played at 25 fps. When i used the "fastforward" slider, i had the game at 120 fps and played around with setInterval to get the speed i wanted and it worked... but like i said... it was a dissappointment. If you guys can suggest a better way of doing it then let me know. Scrolling, btw, is done with the simplest of methods. the map is one long movieclip, and just check mouse position and scroll the clip on the _x axis accordingly. The Bitmap API is used to place the map on stage. Quote:
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Thanks for all the comments.
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i eat actionscripts for breakfast Last edited by earl223; 02-24-2006 at 10:47 PM. |
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#19 |
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Heli Attack!
Join Date: Jun 2003
Location: Sydney, Australia
Posts: 923
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You need a Nuke button, I want to see them all explode at the same time! OH NO!
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#20 |
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Junior Member
Join Date: Feb 2006
Posts: 11
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So, how about some hints on how this is done, if you dont mind? Bitmap? As in one "tile" per pixel? (If so, wow, I wasn't sure flash could handle that many pixels (er.. as "walkable tile") at a time.)
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