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http://www.pose.ch/gen_trap_demo.zip
It's just an early demonstration of the Action-RPG: GEN-TRAP
There are three rooms at the moment (first room with objects to explore). To go to the second room (right side door) you need the key (on the bed). Third room is open (left side)
-Arrow keys to move character
-Space to shoot
-Space and arrow keys (left & right) to move gun
-Enter to look at objects and open doors
There's lot of collision detection in it. The game engine is fully object orientated (new room in about five minutes if you take all objects from the library)
There are some cameras following you.
Every good idea for the story or something else are welcome!
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MAC VERSION
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This is ****ing cool! It's like Resident Evil! I love it! Hats off man! How long did this take?
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... about four working days. I hope I can finish the hole game till new year. There's a lot of machines, lab utilitys, death peoples, movies ... to design and a lot of text content.
The game engine and graphic style is one thing, a great story is the other.
It's the first console game style thing I do and you know, on games like Resident Evil or Parasite Eve, many many peoples are working lots of months.
But with Flash 5 you can do games that come nearer then ever to this "biggnes".
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Very cool man! Best of luck! You're going to be a star!
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Great job!!
This is really pro stuff. The small file size is almost unbelievable. Works and moves fast and well.
Cheers,
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yeah. really cool. i couldn't figure out how to pick up the key, though. it's probably becuase i'm dumb, and don't read german to boot. :)
keep us updated on this one. i'm very interested to see it evolve.
flash 5 actionscript (and the fact that it's so much easier to manage with the new editor) is soo much better than flash 4. it's really starting to evolve into a very useful development environment, and it shows in projects like this.
sal
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KEY PROBLEM
Anybody else with the key problem? A friend has the same problem, but I tested the file on the same hardware and It's running well.
Maybe close the thing and open it again :) (on windows machines)
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ROCK SOLID !!! No more words
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Key problem>? I never picked up much - just walked around
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VERY VERY COOL. I had no key problem. Your post explained it all, Just walk over to the bed and press enter.
Need something to kill, must make enemies pay for something...hehe
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UPDATED PREVIEW
All rooms of level U1 are ready to walk thrue and the map function is running, too.
PC : http://www.pose.ch/gen_trap_demo2.zip
MAC : http://www.pose.ch/gen_trap_demo2.sit
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That’s cool, keep up the good work!
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Hi Subway,
http://smilecwm.tripod.com/net4/0000007.gif tiles, tiles, tiles with a smooth transition. Very very cool Sub.
Mad_sci
PS question: how do you adjust the screen coord down to a map coordinates ?:D
mad_sci
[Edited by Mad-Sci on 10-13-2000 at 01:48 PM]
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I just know from the "room-object" which room is on the screen.
The "cursor point" on the map is now just on the middlepoint of this room.
The big thing behind the game, are the collision objects. They are at every time on the stage. That means that you can go thrue all the rooms, reading some texts, picking some objects ... and when you are back in the first room, the textpositions and the pickup objects are still the same, without a function to save this things when you go out of a room and with the propertie _visible = false; the actions don't slow down (an other technic with the graphics for to have a fast gameplay)
In the first room (U1-2) are 15 collision objects, an shape for the "room-bounds", a following camera and the person controll-object.
I'm very happy with the start of the project, the engine can easely handle this actual 50 rooms.
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i tried it again today, and could pick up the key perfectly. it doesn't sound like you've changed anything, so you've got a little problem.
on the functionality front, the movement speed is good when you're exploring, but too slow if you know where you're going. add a 'run' modifier key or some other way to move faster when you want to.
after checking out the other rooms, i'm even more impressed. really really cool stuff.
sal
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SUB, did you use the build in hitTest() or you compare the hero coord. with a preset map.
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1. Good idea! Run function is on the way ...
2. I use a lot of hitTest with some extra code to handle the different objects. (Especially to make it very easy to create new elements, just by drag and drop and set some variables)
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Sub the problem which I had is that when using hitTest() there is some overlap between the hero and the object, for example when moving with step of 5px and 10px how do you handle this?
ms
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I have 12 points around the man, each point is looking for a collision.
Some extra programming do things like evade if you walk in an object at the side of you (You can test this with the chair in room U1-2)