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Thread: Retro reanimation contest WIP

  1. #61
    Neoteric Lukstr's Avatar
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    Originally posted by mbenney
    also set the html publishing settings to no scale
    html publishing settings?
    - Lukstr

  2. #62
    Hype over content... Squize's Avatar
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    mbenny your link works again now. Nice

    The fps I got was between 24 & 26 ( Mainly steady @ 25 ) with the scrolling not having much impact on it.

    Duron 800mhz, 128 meg.

    Squize.

  3. #63
    Neoteric Lukstr's Avatar
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    so that's kid icarus. I've played it before. Man, animation is going to be a bisyatch, so many frames. Good luck fellow game makers!
    - Lukstr

  4. #64
    DOT-INVADER marmotte's Avatar
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    Originally posted by Squize
    Do you mean the "0" and "o" get kinda filled in ( Sometimes "A", "P" etc. )
    yes, they are not "empty" like such a letter is meant to be... do you thinks it's a mac bug? (i think you are mac, right?)

    > take a look at my kid icarus font:

    imagine the same results in a text box with a lot of words in it...

    mmmh... vectors... don't forget i have plenty of texts in dynamic text fields, since there's some RPG in it... we have to find out a solution... for the moment, the fonts of my new web site look awful!

  5. #65
    Hype over content... Squize's Avatar
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    No it's not a mac bug ( I'm stuck with a PC I'm afriad ), it's an actual player bug.
    I know it's no use but the new version of the player is meant to cure this and the bitmap bugs.
    The work around I used on my Arkanoid clone - http://www.shoah.co.uk/pages/swf/arkanoidlite.html - ( Which uses the "emulator" font, i.e. the old arcade font which looks so nice ) was to actualy cheat and use a different font for the dynamic text boxes ( Lame way out I know ), and vector images for the other text.
    If you know what is going to be in your text boxes ( i.e. The score, so only numericals ) you can convert each image into a vector and then store that as a mc ( So you can just gotoAndStop(5) to display the 5 character ).
    Again, a far from ideal solution.

    I don't know enough about fonts ( truetype etc. ) but it's like the image is slightly broken and the player flood fills it by mistake. I don't know if trying to repair the font by hand in a good font editor would be an option ?

    Sorry this is more ideas than real help. I've come across it lot's of times, you'd think there is a fix/ workaround out there somewhere.

    Squize.

  6. #66
    Neoteric Lukstr's Avatar
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    I put a one pixel edge on the right and bottom edge of my gifs and there is still no difference. Do I need to put it all the way around?
    - Lukstr

  7. #67
    Neoteric Lukstr's Avatar
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    er I did a complete one pixel edge, but now the character can't move! someone help me
    - Lukstr

  8. #68
    DOT-INVADER marmotte's Avatar
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    the new version of the player is meant to cure this and the bitmap bugs
    apparently no...

    you can convert each image into a vector and then store that as a mc
    that's what i did with my bubble bobble port. as a result, the score text is visually perfect, 100% fideless to the original game.
    but in the case of my new web site, there'll be plenty of text, like: "that door seems to be closed; i cannot open it", or "ha, i was just wandering around when i saw something strange right in front of me"...
    > no, here vectorisation is really not a good choice.

    repair the font by hand in a good font editor would be an option
    well, maybe? i'll try when i'lll have the time.

    btw your arkanoid game is sooo well done. a hut in my village?.
    maybe you can also put it for the contest a make an open source version? ^^

  9. #69
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    OH CRAP!

    I so wanted to take part in this competition but i've been away for a while and forgot about it!
    When does it finish and can i still take part?

    Marmotte:
    In your bubble bobble game you had music in it and the game file size was tiny. What kind of Music File did u use?
    IS THERE ANY WAY TO IMPORT MIDI INTO FLASH (Mac or PC on MX coz i have both)

    and i understand this compo is 8bit games only right?
    What year?

    Hoody
    E-mail: ssj_hoody@hotmail.com
    MSN Messenger: ssj_hoody@hotmail.com
    Yahoo: ssjhoodyuk@yahoo.co.uk

    BAH!

  10. #70
    DOT-INVADER marmotte's Avatar
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    What kind of Music File did u use?
    i imported .wav or .mp3 files, converted into mp3 for flash player.

    IS THERE ANY WAY TO IMPORT MIDI INTO FLASH
    no. they explain it in the sound forum. no way to work with midi in flash. but you can put a background midi music in the html document. very limited interactivity though

    his compo is 8bit games only right? What year?
    8bits, 1987

  11. #71
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    ^_^

    Thanx marmotte.
    Anybody know where i can get a list of 1987 games?
    You guys may even see a DIZZY conversion from the Amstrad CPC 464
    1987 = 1 Year b4 i was born
    I love retro though

    Hoody

    E-mail: ssj_hoody@hotmail.com
    MSN Messenger: ssj_hoody@hotmail.com
    Yahoo: ssjhoodyuk@yahoo.co.uk

    BAH!

  12. #72
    Senior Member mbenney's Avatar
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    vimm.net has pretty much all of the nes game, you'll have to browse through and look at the release dates.
    [m]

  13. #73
    DOT-INVADER marmotte's Avatar
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    squize
    about the font's problems:
    http://www.flashkit.com/board/showth...highlight=fill

    i just went to ultrashock's web site, and it looks very interesting ^^

  14. #74
    Hype over content... Squize's Avatar
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    marmotte:
    I'll check Ultrashock soon. Thanks
    I'm going to putting Arkanoid in as a pre-loader game on something I'm working on at the moment ( I've done it before, but the version wasn't as good ) so let me tidy up the source and I'll post it if you want ( Be early in the New Year though ) ?
    I really thought the new beta cured the bitmap problems ? Oh, well there's always the next release...

    Hoody:
    1988 !!! I've had a real hang-up about hitting 30 this year and now you've just made me feel about 700 BTW closing date is New Year's eve ( Although I imagine the final posts will be done New Year's day. In the afternoon. Really quietly ).

    Lukstr:
    Is it a collision detection problem ? I wouldn't have thought that would have made much difference to a tile based engine ? Did you try turning off the smoothing before re-sizing the bitmaps ?

    Delta:
    I've started doing the attack waves ( Using the OOP method I kinda mentioned in an earlier post ). They work, but I think it's going to take me about a zillion years just to do the first level.
    As soon as it's worth showing I'll post it.

    Squize.

  15. #75
    Neoteric Lukstr's Avatar
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    smoothing is off, and all the tiles are now 18x18 (instead of original 16x16) because of the one pixel edge, and it won't let me move or anything. It has to be because of the images.
    - Lukstr

  16. #76
    Neoteric Lukstr's Avatar
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    Oh yeah, if anyone uses MSN messenger, please post your address.
    - Lukstr

  17. #77
    Senior Member mbenney's Avatar
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    tile size (the actual image) doesnt affect collision in most tile engines, tile width and height are stored in variables, so u could change the size of the tiles and this shouldnt affect the collision.

  18. #78
    Neoteric Lukstr's Avatar
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    yeah, but it does! also I changed the character's width & height with one blank pixel, which probably effects this too.
    - Lukstr

  19. #79
    Senior Member mbenney's Avatar
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    how many points are you testing? just the x and y of the player?

  20. #80
    Neoteric Lukstr's Avatar
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    the whole thing is tile based, so it used getBounds() which is going to screw up because it's now 18x18 instead of 16x16 which is the space between or of tiles, so he now hits the tiles.
    - Lukstr

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