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    [Pimp] Invaders from Space

    Here's a shameless pimp of my new game - Invaders from Space.

    It's a 2.5D space shooter, presented in anaglyph 3D (red/cyan glasses). Or you can view normally if you don't have the glasses lying...
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    Trogdor I've put your new version in, and that...

    Trogdor

    I've put your new version in, and that works!!

    It's clearly an improvement on the original function - as it uses many less operations - and I was aware that trig calculations are slow -...
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    Aha thanks. Pooling actually may provide an...

    Aha thanks.

    Pooling actually may provide an answer here - but I should have been a little clearer.

    The memory usage doesn't go up during the game it all happens in the level build. All the...
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    all the bitmaps are actually brought in in...

    all the bitmaps are actually brought in in Sprites (mainly so I can position and rotate) however those Sprites are not nulled.

    I'll see if there's a way I can push them all to an array to remove...
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    [as3]Garbage Collection Issue

    I'm using this (fairly well trodden) method of dynamically attaching my levels



    ClassReference = getDefinitionByName("Classes.Game.Levels.lev"+level) as Class;

    instance = new...
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    @trogdor You Mock Me!! I spent hours...

    @trogdor



    You Mock Me!! I spent hours trying to get it to work! - A lot of the difficulties I had actually were down to the differences between my test and my real implementation - but...
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    Ahhh, ignore the above. The problem is that...

    Ahhh, ignore the above.

    The problem is that the current method I use to generate the points means I end up with some duplicate data.

    This duplicate data was skewing the result.

    I've changed...
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    Ok, I've tried doing that and not had much...

    Ok, I've tried doing that and not had much success - I've attached the relevant code below



    for (var i:Number = 0; i<_points_returned.length; i++){
    for (var j:Number = i+1;...
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    hey trogdor, thx for the response. Your...

    hey trogdor, thx for the response.

    Your solution will work (I think), but I'm hoping to avoid a brute force method as it needs to be quite fast.

    I'm sure there must be a relatively fast way of...
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    I had a play on this yesterday, and it's really...

    I had a play on this yesterday, and it's really very nice.

    I think I just wished that when you did really well (and maybe this does happen and I just didn't do well enough) it really filled up...
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    I think that some of the kong feedback is unfair...

    I think that some of the kong feedback is unfair - but it's symptomatic of the casual games market - I bet you wouldn't have got that feedback if it was a download game.

    I think this game is...
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    hmmm, well I got a bit further than tony, and...

    hmmm, well I got a bit further than tony, and managed to enter my name - then it didn't do anything...
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    Angular sorting

    I'm really stuck with what I believe to be a sorting issue.

    I've got a little test which you can see here:
    http://www.pling.biz/tmp/circle_line.html

    Basically the circle checks for collisions...
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    I thought there might be another way to do this,...

    I thought there might be another way to do this, but then gave up about halfway through.

    Tony's method of assigning each shape a radius is far and away easier than any other method - and it seems...
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    @tony I had realised that doing with a grid...

    @tony

    I had realised that doing with a grid and bounding boxes would probably work for me.

    The unfortunate problem with the way I've done things (this time) is that some of my objects could...
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    Thanks for all the responses. I think Tony has...

    Thanks for all the responses.

    I think Tony has cut to the chase (and basically highlighted part of the information I should have given in the initial question.)

    What I'm looking for is the...
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    Collision Optimisation

    I wrote a pretty nifty collision optimisation, which neatly gridded up the screen and then placed the (non-moving) shapes into a relevant array for lookup later.

    I know need to do something very...
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    Another excellent effort - (although I'm not a...

    Another excellent effort - (although I'm not a huge fan of this type of game as I'm way too old, and my reactions aren't up to it...)

    I found it difficulty to differentiate between the enemies...
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    Doing nothing fps = 51, moving around fps =...

    Doing nothing fps = 51, moving around fps = 45-51.
    FF3, MacBook Pro 2.4GHz Intel Dual core ,2G Ram.

    Looks pretty nice, although if the map could scroll rather than jump it would be nicer...
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    I think it's great! Although, I've got a soft...

    I think it's great! Although, I've got a soft spot for platformers...
    Despite that love, I'm never sure how well platformers perform with players generally (altho, adding the shooting works in its...
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    That's actually pretty fun... I like the...

    That's actually pretty fun... I like the multiplayer aspect (it raises what would be a rather straightforward single player game.)
    But all in all I like it!
    Good work.

    charlie
  22. Well, I just tried it, and I didn't notice any...

    Well, I just tried it, and I didn't notice any lag (FF3.5.2 Mac 10.5.8 2.4Ghz Dual core 2G RAM)

    When I played first time I did see what happened in the attached image, this sorted itself out when...
  23. I have to say, that I agree with some of the...

    I have to say, that I agree with some of the above, it could look nicer, there could be more polish.

    I also feel that you should crash into the enemies rather than just going over them.

    But,...
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    Or a job for another developer... ;) ...

    Or a job for another developer... ;)

    Unfortunately, it's too late for me to use box2d (and I couldn't really fit it into this job anyway...)

    I think I've got a solution forming tho...
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    So, following the image, I have the green joints,...

    So, following the image, I have the green joints, I know the indigo radius.
    The red joints have the same location as the green, but I need to find a way of moving the red joints about, whilst...
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