ActionScript 3.0 :: Flash "Choose Adventure" Framework Or Library?

Feb 23, 2011

I wanna make a flash game at the style of a "Choose your own adventure" book. The ones where you read make decisions and arrive at different endings. The thing is that I want to know if there is a set of librariess or a framework to make this type or game or even an app that produces an XML facilitating this task or do I have to code this all from scratch?.

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I'm trying to create a little adventure/flash movie game.. where you click around on things and something happens, but the main idea is a little quest where you trade items with few NPC's around the game to get to the end..

As an inventory I have plain drawn inventory, and invisable items/movie_clips on it, that only go visible once the NPC's did action of giving you them and making it visible in your inventory spot (I know, stupid but I'm a noob).. The reason for this is cause I wanted the Quest Items to be as Drag/Drop items while giving to NPC's, not just press/dissapear routine thing..

What I'm having problem with is, saving quest items the Character got from the NPC's.. (in other words they dissapear once the character goes back to the FIRST scene/frame of the game) What I'm looking for is a code that can check if in previous scene/frame were those movie clips visible or invisable, and apply that to the next scene.. so that the items/movie_clips wouldn't dissaear when switching between scenes/frames..

here is an example of what I'm doing, but with out the nessasery code for checking, so it doesn't work properly from the second frame and when you go back to the first one again: here is a link for the flash on deviantArt:the codes that I'm using are multiply drag&drop that I found:[URL] Code in frame for multiply drag&drop:

stop();
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[code]....

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I'm currently working on an action adventure game and have run into some issues. I am using flash CS4 and AS3. On the stage I have created a user input text field with the instance name of textbox and a button with the instance name of btn. I'm trying to set it up so that when the user types in a word that word is cross referenced with an array and a function is run. I have noticed that some times the functions are not run in the order there typed. For example if I type "enterdoor. lookaround." Than the following is traced.

" you have entered the door.
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you are looking around, but don't see anything.
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Which is good but if I reverse the order and type "lookaround. enterdoor." then I receive the following.

"you are looking around, but don't see anything.
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Also if I were to type "gobacklookaroundenterdoor" then the following is displayed.

"go back you have entered the door. you are looking around, but don't see anything."

Notice that the function "enterdoor" is run before "lookaround" even thou "lookaround" was typed first. Also if I were to type "enterdoorlookaround enterdoorlookaround" then the following is displayed.

"you have entered the door.
you are looking around, but don't see anything.
you are looking around, but don't see anything.
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I cant seem to figure out why the functions are not run in the order they are typed by the user. Not sure if this helps but I have determined that if a function is typed 3 times or more then it only returns the function twice. For instance if I were to input "enterdoorenterdoorenterdoor" then the following is displayed.

"you have entered the door.
you have entered the door. "

I would also like for the user to have the option of typing a function as many times in a row as needed. It seems to me that I'm missing some thing simple. I was thinking if I change the commands "array" to an "associative array" it might process the functions in the correct order. It seems to me that the commands array is being compared to the inputholder array.

this.stop();
import flash.events.*;
btn.addEventListener(MouseEvent.CLICK,textChanged)

[code]....

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Im trying to create an inventory for an adventure game (escape the room esque interface).Basically I have an array inventory system - you click on an object that is listed in the array,it moves the item off the main screen and into your inventory (bottom of the screen) and resizes it. Then you can use the object as an inventory object.This is fine on frame one (where all the items are at the moment).But when you move to another frame and then come back to frame one the items are back on the screen in their original position but now non clickable(aswell as being in your inventory working how they should). If i put the items in frame two and no items in frame one I get the following message and the items become unclickable:

Code:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Inventory/makeInventoryItems()
at InventoryOne

Im guessing the errors are because the items don't exist on all frames but the code does as it is in the games properties as the class type (class Inventory), but i have no idea how to get around it.

Inventory/makeInventoryItems() is the following AS code.

Code:

function makeInventoryItems(arrayOfItems:Array) {
for(var i:int=0;i<arrayOfItems.length;i++) {
arrayOfItems[i].addEventListener(MouseEvent.CLICK, getItem);[code]............

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