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Thread: [DISC] What way would you do it ?

  1. #21
    Senior Member youmex's Avatar
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    Since its free we don't really advertise it

    For everyone who want's to give it a try:

    http://www.bomberstudios.com/sciteflash/
    Be a worm and catch fruits in a parallax scenario:

    http://www.nibbly.com/flug.html

  2. #22
    Who needs pants? hooligan2001's Avatar
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    I try to make my game fully variblised(don't even know if its a word)
    What i mean by this is have a varible for everything which is loaded in the first frame.

    me1 = 1;
    me2 = 0;
    me3 = 1;
    me4 = 0;
    me5 = 1;
    me6 = 0;
    me7 = 1;
    me8 = 0;

    I even add varibles that dont do anything until you change their varible to higher then 0. Just so that i can come in and rather then go through my functions i just change it their and customise my game through varibles.

    I try to avoid placing any actions inside movieclips and on them apart from stop(); just for the matter of organisation and confusion so i know where all my code is. I avoid container clips for on enterframe things all my code is in functions and anything that need to be changed every frame i put in a master enterframe function which calls them.

    Eg
    Code:
    function trace() {
      for(a = 0; a<= 50; a++) {
        trace("hello"+a);
      }
    }
    
    function trace2() {
      for(b = 0; b<= 50; b++) {
        trace("hello"+b);
      }
    }
    
    function trace() {
      for(c = 0; c<= 50; c++) {
        trace("hello"+c);
      }
    }
    then the master one
    Code:
    this.onEnterFrame = function() {
      trace();
      trace2();
      trace3();
    }
    An all this is on my actions frame which is a locked layer. This has its benifits but im not sure how effective the way i do it really is.

    Another area im curious about is planning of a production.

    What steps do you normally take. I know sometimes for clients i just do an inspiration peice when its a little job where i just make their game in one sitting and all ideas are moment ideas and no planning is involved. But for biggger jobs i do alot of planning.

    But after planning comes development of the actual ideas for the game. Now i find working out where to start was a big problem for me but ive read into it and come up with a little planning thing that help's me alot in the planning or even the development stage.

    The steps i go by are
    1. - A text description of the game.
    2. - Work out my assets
    3. - Go into more detail on what my assets do.
    4. - Do a breif sketch and write down what i want my graphics and sound for the asset.
    5. - Work out the structure for my assets for they will be put together.
    5.1 - Work out each propertie that will effect the asset
    5.2 - Identify the user interactions with the asset.
    5.3 - Identify the user interactions.

    Thats pretty much how i do it what about everyone else?

    "Ow and for record im talking about game assets in the above guide not my asstets "

    chow

  3. #23
    Who needs pants? hooligan2001's Avatar
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    Ow and on that sound toggle thing. I agree with both of you cause sounds in games are essential. 50% of the film experience is made up of sound. Heard that today somewhere just really wanted to use it but you can get a game with that friggen enoying "boink!" sound. So toggle does comein handy.

    Errrrrrrrrr "boink!" "boink!" "boink!" "boink!" "boink!"

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