how to make a Space Invaders game (with a twist). I have previously made a game in Actionscript 1.0, which may be viewed at [URL] (press S to start the game after typing in your name).
I want to use this project as an exercise for learning AS 3.0, and I a cannot really see how I need to use separate AS files (Actionscript classes)
I am making a space invader game as a uni project. Please seee attched file.I am getting an error:TypeError: Error #1009: Cannot access a property or method of a null object reference. at MethodInfo-19()It only happens sometimes when an invader is removed in the moveBullet method I think but basically the game behaves incorrectly and sometimes goes to the You Win frame even if the user has lost or just lost a life.
I've been following a tutorial on [URL] but changing and removing various things to fit to the game I am (very, very slowly) trying to make. I am attempting to make an up-side-down Space Invaders like game, but with balloons instead of aliens.
So far (by following the tutorials and being lucky) I have managed to make the player's ship which moves by pressing the arrow keys and can shoot two (blue) lasers when the spacebar is pressed. The enemy balloons randomly appear below the bottom of the screen and shoot a laser upwards towards the player's ship when the player goes above (Y axis I think) any balloons.
The problem is that the balloons fire a massive stream of shots (red lasers), but I want to delay each next shot by a few seconds, but the time of the delay doesn't matter because I'll tweak it later.
I've been trying to make delays for the balloon lasers by copy/pasting bits of code from Ship.as in an attempt to make it work ...Maybe it's a good time to say I am a complete noob at AS3 apart from when it comes to messing up and having no idea what is going on
I've attached my current (broken) work and a working SWF of before trying to add delays to the balloons shots. If you want to see it working first hand then replace the Balloon.as in actionscript.game with the Balloon(working).as and change the filename to Balloon.as.
I am working on making a Space Invaders clone to practice up my AS3. One of the main things in this project is that I want to make all of the graphics through Actionscript, simply because I have never worked with any sort of object in Flash that way. It's been an interesting challenge so far but I keep getting stumped on firing lasers. From what I can tell I have it semi-working, but when I press Space to fire I get this error:ode:TypeError: Error #1009: Cannot access a property or method of a null object reference.at Laser$iinit()at Ship/::movePlayer()Here are my as files nudge in the right direction. Laser.as:
I am making my first game and it's my first time using actionscript. I am making a sniper game themed with the L96A1 sniper rifle from COD: Black Ops and the map nuketown. I'm in cs5 with ac3 and on my stage I have two movie clips that I'm working with. I'm not really sure if they're supposed to be movie clips though. Anyways, one is the gun, and the other is the zoomed in scope overlay thingy.
For now, I'm trying get the zooming in to work. I haven't done anything else though except collect graphics for enemies, the landscape, the gun, and the scope. I want to make it so that you zoom in and out by holding and letting go of the space bar. Also,I want to make it so that when you are not zoomed in, the gun moves horizontally at the bottom of the screen (aligned vertically with the cursor). And when you are zoomed in, the scope crosshair is the cursor.So my idea was to set the gun as the cursor and make it only move horizontally at the bottom of the stage and then make an event listener that listens to when the spacebar is pressed and when it is, disables the gun as the cursor (and makes it transparent to get it off the screen) and makes the scope the cursor [was transparent, now opaque and unrestricted(vertical movement also)].
I got as far as making the gun move horizontally at the bottom with the cursor. I cant get the event listener working because I don't really know how to go about changing the opacity of each movie clip and how to switch cursors. So I am asking how do I change the opacity and switch the cursors when the spacebar is held and then reverse those changes when the spacebar is released? Here's my code on an "actions" layer [I haven't done any animations yet, so everything is on frame 1. Also, I used a couple preset code snippets since I have no previous experience with actionscript (I can understand most of it though)]:
Code: import flash.events.KeyboardEvent; // make gun cursor stage.addChild(gun);[code]..........
Here's a link to a zip archive with all the files used so far (I hope this google docs link works): link
currently i making this game and objects would spawn at random and be able to click but when de game starts itself, the spawn is correct but i am unable to make it stop when time goes to 0seconds.
My project is almost complete except for this last little thing that's been bugging me. A tutorial I followed had you start the game by clicking a button but I would like to change that to pressing the spacebar starts the game. I tried:
I am currently working on a new game and I need help on this part. It is probably simple to do but I am a noob. Basically I am making a window cleaning game and I have set it up so that the dirt slowly dissapears through the frames. What I need to know is how to I script it so that each time I press space it jumps to each frame.
e.g hit space jump to frame 2 press again jumps to next frame.I know How to set up the key press and know space is 32..
Im trying to make my character attack, the attack animation is inside the character movie clip on frame 4. But i dont understand how to do it? I want him to attack once, if SPACE is pressed. I have tried this:
trying to color objects that are flying around in my space game.When I shoot and hit them - the affected enemies shall blink. The graphics are pre-rendered (i.e. there's an rotation array and function where the degrees and their appropriate rotation for the objects are stored / calculated for better performance).
So - my idea was to enhance that rotation function with a functionality for additional coloring; but the colored AND rotated objects shall be stored apart of the normal rotated objects. To accomplish this I made a nested array:in row one there are 360 rotated graphics of one object and in row two there are 360 graphics of a rotated and colored object.
Problem: Coloring works but they are not rotated (always at 0 degrees).
Code: public function createRotationWithColorBlitArrayFromBD(sourceBitmapData:BitmapData, inc:int, offset:int = 0):Array { trace("sourceBitmapData.width=" + sourceBitmapData.width);
I was trying to make a game with simple spaceships and a bullet that is supposed to hit them and delete them on screen. As all ships are deleted the level gets up by one, increasing number of ships to delete. I think the collision detection part of my program works fine, but their is some problem in their motion synchronization.
Code: package { import flash.display.Sprite; import flash.events.Event; import flash.events.MouseEvent; public class HitGame extends Sprite { [Code] .....
So far my logic seems fine for half of the experiment, however, not the other half:[URL] What I'm trying to accomplish is when a user holds down the mouse and drags it across the stage the movie clip will rotate in 3D space horizontally. That works, however, when the mouse is released the movie continues to rotate along with the mouse position. When the movie clip is clicked again then it will stop rotating, but it cannot be clicked and dragged a second time. The link above explains it the best. Also I want to make it so the movie will start to rotate when the mouse is down anywhere on the stage and not just the mc itself.
The problem is: when the game starts, "SPACE BAR" is working fine and changes the game from day to night. When the game ends and I press restart, the SPACE key is not working. On the third time it works, on the fourth not and it follows that way. Every second time that I play the game, the SPACE key doesn't work.
The game initializes the player and sends him as a parameter a stage object and the player listens for KEY_UP.When I press restart, the game runs the init() function again.Below there are the Game.as and Player.as classes.
I am in the process of creating a vertical scrolling space shooter game for deployment on mobile platforms using AIR.I've used some excellent tutorials online, video tutorials on Lynda and several books, including Game Programming University.Something they all seem to gloss over are the various screens that will be used.
For instance, my game right now will use a splash screen, a main menu screen, a credits screen,a settings screen, a difficulties screen, an instruction screen, an end game screen and save/load screen...and a play game screen, where the actual game will be played.I've created the screens as seperate frames in the main timeline with stop commands in between and code on each page (I know... bad!... but easy).So basically,they can navigate through the menus using buttons (mouseclicks, which will work with touchs as well) and when they are How do I pass data between them? I was thinking of storing it in shared object.
I am working on a Heads up display and I am having some problems. The Problems are i cant seem to get Flash to do what I want...I am relatively new to flash but I know that I need to use action script 2.0 and Kismet to make what I want happen. (I am using the UDK and Scaleform for the development of the game I am helping with)Here is what I am doing.
I am making a cross hair. When I highlight an enemy it should turn red. When it Highlights an ally it should turn blue.I have made a heart beat Monitor that needs a animation for a heartbeat and Flat lining. The Background of the Heart beat monitor Changes color according what has happened to the player, If the player Gets hit the background of the heartbeat monitor changes color. If the Player gets hit too much the Heart Beat Monitor will flat line.Then I am making a radar for the hud.
I am making mouse avoider game where idea is to avoid walls. and i want to create coins to stages and my problem is that i don't know how to make it so that when player collects coin he can go to goal but if he doesn't collect it he can't go to goal.. second option is that goal isn't seen if coi hasn't been collected.. Heres what I have done :
onClipEvent (load) { var coin = false; var game = false;[code]..........
I am making a word game app in flash for the touch screens, except I really don't know how to have the game recognize words. Is there some trick to doing this? To be a little more clear, I want to know how I can make the game recognize real words that the player will be putting together. I'm pretty sure I know how to have the game recognize the player's chosen letters, but that's really about it
I'm currently working on a new game using flash CS5. The game is really a simple quiz game.Basically I have written up an xml file with dreamweaver andI want flash to search for the Child element and return the Subchild.
<items> <Question>Legato is the musical term for what</Question>
I am in the progress of making a game....its based off of the TV Show, Charmed. I want to try and make it an online multiplayer game so three people can play online together as a team. Is there any possible way I can do this?
I'm making a top-down shooter game. I have keyboard input that moves the ship around and fires a laser.everything works perfect except that when the ship moves diagonal up left, or diagonal down right, the laser can't fire at the same time. It will work in any other direction, including the other diagonals. Just not those two
[Code]...
is this a common problem among movement in games? or do I just need to fix something?
I want to make a multiplayer flash game- something very basic, like each person controls a dot which they can move around (doing this as a learning experience, not because it seems like a great concept for a game ). I'm pretty new to PHP and mySQL, and don't have a lot of experience in making flash apps that interact with outside scripts... and here's the approach i've thought up so far.i design the swf so that every 30th of a second or so it checks an xml file on the server (http:servernamedata.xml), and also sends a request to the server to run a php script and sends it four boolean values (which keys the player is pressing). The php script runs- it loads a mysql database which has each players x/y coordinates, adjusts those coordinates according to the bool (if player is pressing keys), resends the x/y coordinates to the mysql database, and generates an updated version of the xml, which the swf running on each players client computer will check to determine where to draw each dot.So to get to the point, what i want to know is:
1: is what i described even possible?
2: if it can be done, is this a good way to go about it or is it horribly innefficient (i eventually want to make games more complicated than moving dots around, and have as much code run server-side as possible to prevent hacking/cheating)
3: if this is a possible and OK way to do this, what sort of AS3 script do you use to make a flash app have a server execute a php script?
I'm trying to make a simple animation where there is ten balls floating around the stage, I want to be able to click on any of the balls and "throw" them. I'd also like there to be a boundary around the stage so the balls bounce off this when thrown.
I seem to be going round in circles. I am making a little game with a character, I want it so when you pressed left and up it goes left and up at the same time. Does any one know how to do this?
I am in the progress of making a game....its based off of the TV Show, Charmed. I want to try and make it an online multiplayer game so three people can play online together as a team. Is there any possible way I can do this? If there is.
I'm using AS2 and fps120.I'm creating a tetris game, but I encountered a problem: I made a function which makes the block go directly to the bottom on the press of "space".I used
if(Key.isDown(Key.SPACE)){ ... }
But when I pressed space, the blocks stacked up immediately. It's because after I press space, another block apears immediately and goes to the bottom immediately, and keeps going until I release spade. It isn't a problem if I use lower fps, but my fps is 120, which means even I release space as quickly as I could, at least six blocks would stack up. I want to know is there anyway to detect the releasing of "space" or a detection which only detects on the instant I press, instead of when the key is down.
Dynamic text box on one frame that displays your currunt score or points youve got then ive got a Finnish button that ends the game and goes to the next frame with:another dynamic text box that i want to diasplay the total score aka:Display the socre from previous frame can i do that how? details:Score on first frame is called scoreBox Total score display text on second frame called: totalScore