A Flash Developer Resource Site

Page 1 of 2 12 LastLast
Results 1 to 20 of 24

Thread: [DEMO] PipoL

  1. #1
    The Flashman earl223's Avatar
    Join Date
    Sep 2000
    Location
    Marikina City, Philippines
    Posts
    876

    [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
    i eat actionscripts for breakfast

  2. #2
    Senior Member chriserrorplain's Avatar
    Join Date
    Aug 2002
    Location
    london village
    Posts
    623
    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.

  3. #3
    The Flashman earl223's Avatar
    Join Date
    Sep 2000
    Location
    Marikina City, Philippines
    Posts
    876
    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.
    i eat actionscripts for breakfast

  4. #4
    Member
    Join Date
    Apr 2005
    Location
    London, UK
    Posts
    86
    Quite fun. Make more maps!

  5. #5
    The Flashman earl223's Avatar
    Join Date
    Sep 2000
    Location
    Marikina City, Philippines
    Posts
    876
    Yeah, lots and lots of maps will definitely (and hopefully) follow.
    i eat actionscripts for breakfast

  6. #6
    Senior Member
    Join Date
    Jan 2006
    Location
    USA
    Posts
    383
    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.

  7. #7
    Senior Member tonypa's Avatar
    Join Date
    Jul 2001
    Location
    Estonia
    Posts
    8,223
    Quote Originally Posted by earl223
    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.
    Change the sounds and music.

  8. #8
    The Flashman earl223's Avatar
    Join Date
    Sep 2000
    Location
    Marikina City, Philippines
    Posts
    876
    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.
    i eat actionscripts for breakfast

  9. #9
    n00b LeechmasterB's Avatar
    Join Date
    May 2004
    Location
    Switzerland
    Posts
    1,067
    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
    I do stuff that does stuff...

    J-Force

  10. #10
    The Flashman earl223's Avatar
    Join Date
    Sep 2000
    Location
    Marikina City, Philippines
    Posts
    876
    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.
    i eat actionscripts for breakfast

  11. #11
    Member
    Join Date
    Jan 2006
    Location
    Sweden
    Posts
    93
    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

  12. #12
    Senior Member Ray Beez's Avatar
    Join Date
    Jun 2000
    Posts
    2,793
    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?

  13. #13
    The Flashman earl223's Avatar
    Join Date
    Sep 2000
    Location
    Marikina City, Philippines
    Posts
    876
    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.
    i eat actionscripts for breakfast

  14. #14
    CostomJunky Xploder's Avatar
    Join Date
    Jun 2003
    Location
    Canada
    Posts
    635
    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.

  15. #15
    Senior Member UnknownGuy's Avatar
    Join Date
    Jul 2003
    Location
    Canada
    Posts
    1,361
    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!

  16. #16
    Senior Member
    Join Date
    May 2005
    Posts
    223
    About the background music. It wasnt working at first, but when I refreshed the site it worked . . .

  17. #17
    Senior Member Orkahm52's Avatar
    Join Date
    Jan 2006
    Location
    Perth, Australia
    Posts
    335
    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.

  18. #18
    The Flashman earl223's Avatar
    Join Date
    Sep 2000
    Location
    Marikina City, Philippines
    Posts
    876
    Xploder: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?
    Scrolling happens when the mouse pointer is around 50 pixels towards the edge of the stage. I actually had a "fastforward slider" which allowed you to do just that. The problem was getting the "fastforward" to work effortlessly. I used a setInterval to determine "pipol" actions based on time... but it slowed everything down when you have more than 30 of them on screen. So i had to take it out...

    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.

    UnknownGuy: 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.
    The countdown timer i was considering....

    imjoedaddy:About the background music. It wasnt working at first, but when I refreshed the site it worked . . .
    Yeah, it's a bug i'm still trying to figure out.


    Orkahm52:If a blocker is assigned when he is on top of another person, the other person is stuck fliping left and right.
    Yeah... that would happen... i still need to figure out how to prevent a blocker assignment if he aint on the ground.

    Thanks for all the comments.
    Last edited by earl223; 02-24-2006 at 10:47 PM.
    i eat actionscripts for breakfast

  19. #19
    Heli Attack! iopred's Avatar
    Join Date
    Jun 2003
    Location
    Sydney, Australia
    Posts
    923
    You need a Nuke button, I want to see them all explode at the same time! OH NO!
    Christopher Rhodes
    squarecircleco.

  20. #20
    Junior Member
    Join Date
    Feb 2006
    Posts
    11
    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.)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  




Click Here to Expand Forum to Full Width

HTML5 Development Center