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Thread: **astro-lander**

  1. #1
    Programmer
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    Aug 2007
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    **astro-lander**

    Check out my game....ive build it for Nonoba so if you register ...u can also win awards of the game:

    http://nonoba.com/hunty93/astro-lander


    hope you like it

  2. #2
    Senior Member
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    it seems kindoff slow whats your fps at?

  3. #3
    ism BlinkOk's Avatar
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    looks ok. i would consider using mouse based controls.
    Graphics Attract, Motion Engages, Gameplay Addicts
    XP Pro | P4 2.8Ghz | 2Gb | 80Gb,40Gb | 128Mb DDR ATI Radeon 9800 Pro

  4. #4
    Programmer
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    Aug 2007
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    Hello...yea FPS WAS 12 (woops)

    -----------------------------------------------
    New Tweaks
    * I have changed the frame rate to 30 FPS
    * Completely Changed the Base values to fit it
    * Removed and Created New Awards
    -----------------------------------------------

    Please check out the New Tweaked Verson and tell me what you think

    Link: http://nonoba.com/hunty93/astro-lander

  5. #5
    Senior Member
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    Feb 2003
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    I dig it. I think the controls are great the way they are. I think the mouse might make it a little more clumsy for lazy people like me. Or, you could even make it an option to use either/or.

    I would prevent the user from rotating the ship while he's sitting on the launch pad.

    I would make the level transitions a little slower, just for presentation's sake.

    Maybe in future versions you could make a scrolling terrain and fuel powerups. And maybe an alien ship that floats by and shoots at you. Perhaps an "unstable" landing pad. Volcanoes, Meteorites, etc. There are a lot of interesting things that could happen.

    I only played 3 levels, so I might be suggesting things you've already done.

  6. #6
    Programmer
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    Aug 2007
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    thx for the comment WATTS

    great ideas

    and yes there is a fuel power up on level 5

    what does every one mean by mouse control?

    as in thrust on click??

  7. #7
    Senior Member
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    Feb 2003
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    i think thrust on click, and have the angle of the ship follow the mouse cursor.

    also, another idea: if you haven't already, maybe make a landing pad that is upside down, at a funky angle, etc.

  8. #8
    Programmer
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    Aug 2007
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    how do you make the ship follow the mouse...i cant work it out

  9. #9
    Senior Member
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    Feb 2003
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    How do the keyboard controls work? i imagine you simply adjust _rotation when you press left and right arrows, and then adjust an x momentum and y momentum variable from there? That's how I usually handle movement like that.

    this is a quick and dirty way:
    Code:
    dx=_root._xmouse-_root.ship._x; //difference between the mouse's x and the ship's x
    	dy=_root._ymouse-_root.ship._y; //difference between their y's
    	angle = Math.atan2(dy, dx)/Math.PI*180; //Math.atan turns dy and dx into an angle, Pi*180 turns it into degrees
    	_rotation=angle;
    There might be other/better ways to do it. Also, this method will make the ship always point towards the mouse. There will be no delay in rotation, it will be instant. This might alter gameplay significantly.

  10. #10
    Programmer
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    Aug 2007
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    lol sweet .... just added mouse control on somthing i made yesterday

    http://img178.imageshack.us/my.php?i...outdup2lv7.swf


    Move ship (mouse postion)
    Shoot (SPACE BAR)

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