ActionScript 3.0 :: Developing An Horizontal Shooter Game?
Jan 10, 2012I just started developing an horizontal shooter game, but how can i make enemies ( movieclips ) moving randomly around the screen?
View 1 RepliesI just started developing an horizontal shooter game, but how can i make enemies ( movieclips ) moving randomly around the screen?
View 1 Repliesi am an newbie as3 developer, and i am working on a basic, horizontal shooter platform game.and my question is: how can i make enemies move smart, towards the player? ( but ofcours you are in able to dodge)so like, an enemy is moving to me so when i am not dodging, it will hit the player.
View 2 RepliesI'm currently learning Flash (CS4, AS3) and am creating a game. I have currently 1 flv file with 4 scenes, I then move from left to right and then to scene 2 and go from left to right. This is the game where items pop up that need to be clicked on and you get points.
Is there any way I can combine these onto 1 scene? Flash only allows you to have a maximum of 2880px wide.The reason for this is the transition between the scenes is RUBBISH and that my AS is not working correctly in between scenes (it loses values).
I have a simple shooting game set up. 25 monsters appear on the screen, one after another, until no monsters are left. If you hit one before it disappears, the score increases. If you don't, the score stays the same.
In the actions frame, I placed an empty dynamic text box named score, and set it equal to 0 (declared in the main actions frame). But, seeing as though the monster actions are coded into the library item itself, do I have to declare score, and the score increase there instead?
I've only played around with a dressup and dating sim - and coding using actionscript (and coding in general, only done a little bit of VB and Python before). I've been following a nice arcade side-scroller tutorial on this site which has three parts, if you want to view and go over them to help. It was designed for Flash 5 and I'm using Flash 8 Pro.[code]Anyway, as I was going through and coding/drawing the whole thing I came across a lot of problems and glitches (and a lot of times when the game coding would crash and I'd have to abort it and remake the entire coding again). I sort of stumbled around blindly, deleting and editing code to get things to work, and I'm up to the point where I'm almost finished with the thing. It's still glitchy though.I was wondering if any Flash coders could help me out?I'm going to be creating a Flash game for my programming class and I would prefer if it wasn't screwy (if I need to remake it with less cutesy graphics). xD;; If you could download the .Fla file and fix the coding problems I have.
Playable SWF game on my deviantart account.FLA downloadable file (@ Mediafire; no viruses, trojans, blahblah attached)The enemies tend to randomly explode before the missile has even hit them.The original enemy movie clip doesn't even want to explode.The score counter won't tick for each kill.The boundary box (?) of the player/enemy seems to be too big. You die before you should - in certain positions the enemy gets close and I guess the boundary boxes hit, which initiates the hitTest. It seems premature though, I'm wondering if I can reduce the boundary box, or have it so the enemy and player collide on the actual graphic, and not the movie clip box? I have no idea if this makes sense, I hope it does.There seems to be a bunch of other small glitches too.
I'm very new to flash,and have been digging through google and this site for information on how to piece together an AS2 shooter game.Its going well enough, but I'm having slowdown issues the longer the games runs, and I was hoping someone here could point me in the right direction.To paste an enemy movie clip on the screen, i'm using this:
Code:
var spawn =_root.attachMovie("monster1","monster1"+_root.getNextHighestDepth(),_root.getNextHighestDepth())[code]........
I need them stored in an array so that the player's shots can test weather or not they've hit any monster on the bullet's enter frame function, then call that monster's movie clip's take damage function. I'm using a for loop to do this:
Code:
for(var i in _root.player.foes){
if (this.hitTest(_root.player.foes[i])){
_root.player.foes[i].takedamage();}
}
I think the problem with the slowdown is that each time I place an enemy on the screen the array gets bigger and bigger. The slowdown only happens while the player is shooting, and I suspect the ever longer for loop with the hit testing is causing it.
I'm already removing the monster's movie clips as they get killed or exit the screen, I guess what I need is a way to reduce the size of the array at the same time, or at least tell the for loop not to do a hit test unless the monster is still alive.
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 am playing around with the Vertical Shooter by Ernesto Quezada aka _Bruno
link on kirupa: http:[url]....
how can I pause the game.I added a button, but I need the right coding in AS2
Im attempting to make an overhead shooter game. Ive got the basic movement down already, and rotation towards mouse. For when he shoots, ive set it to duplicate a bullet movie clip, but i only understand how to set it towards one graphical direction(ex: x +, y -)
The code i know ive gotta fix is
onClipEvent (enterFrame) {
this._x += laserMoveSpeed;
if (this._x>1000) {
this.removeMovieClip();
}
}
The little x + part has to be fixed, but i have no idea what to substitute in order to make it shoot from the front.
'm testing functions to make myself a First Player Shooter game and now I have problem with the fire delay. I want a limit of let's say 1 shot per second. I thought that maybe restricting the clickings counted, so it doesn't register the mouse clicks too close to eachother. Or put some kind of interval at the functions delaying the sound and event function, but that seems too hard.
The game so far:[URL]As u see one get multiple sounds when clicking a lot and it's possible to get several points by clicking the ball a lot.Also, when the ball goes behind the tree it's not supposed to be able to shoot. The Flash File: [URL]It's not the exact same, some junk code trying to make the delay...
I'm trying to make a game that's a top down shooter kind of like Asteroids, but there are no asteroids, just enemy ships. Anyway, I'm trying to make a radar for it. The area for the ships to shoot eachother in is 2400 pixels length and height. The stage is 650 x 500 pixels. The radar works fine for when I'm traveling up and down, but the enemy ships on the radar move in the opposite direction as the enemy ships on the screen when I move left to right. When I move left the enemy ships on the radar also go right, instead of left.[code]this code is called from a move objects function which is an ENTER_FRAME event if that helps any.
View 8 RepliesI'm trying to create a flash shooter game as my first project. But I can't remove the bullets and enemies when they are hit or off-screen.I've searched for a solution on the problem multiple times and copied about 4 of them (plus I've tried my own ideas) but they are not working.The current method of checking for collisions is:[code]How can I remove the enemies and bullets? removeChild and splice?
View 1 RepliesI'm pretty new to actionscript and so but I manage to read and understand and alter other people's code a little. I'm testing functions to make myself a First Player Shooter game and now I have problem with the fire delay. I want a limit of let's say 1 shot per second. How do I do that?
I thought that maybe restricting the clickings counted, so it doesn't register the mouse clicks too close to eachother. Or put some kind of interval at the functions delaying the sound and event function, but that seems too hard. The game so far: [URL] As u see one get multiple sounds when clicking a lot and it's possible to get several points by clicking the ball a lot.
Also, when the ball goes behind the tree it's not supposed to be able to shoot. The Flash File: [URL] It's not the exact same, some junk code trying to make the delay... The file I used for help (if someone finds it useful for making a game of their own [URL] Here u see the target isn't shot behind the pics. Is that because it is a button there and a mc in my file?
when you use attachMovie how do you set its position on the stage?
View 3 RepliesWhat is a good framework to build a multiplayer game in Actionscript? I want to create a multiplayer 2D shooter like Asteroids on the Blackberry Playbook; my main concern is latency - a shooter wouldn't be fun if the bullets are super-jerky and unexpectedly hit people. I'm guessing that a UDP-based framework would be the best.
View 4 RepliesI am developing a flash maze game and I have a problem with changing direction of my movie clip. I can move around my maze and I have a hit test sorted. But what I want is when a player presses a keyboard button, the first animation of the MC rotating will be played, then when the play head hits stop the MC will stay in this same position (pos from last frame) until another key for example up is pressed.
[Code]...
I just start to learn Flash AS3 and trying to make a Facebook social flash game. How is Facebook flash game divide its data into many parts for loading? For example, it's usually found that if we click on a new item (ex: character cloth, hair, eyes, etc) and drag it into stage, we need to wait for loading it from the ....er the sever(host), is it? what is the system of this and how where can i learn it? So there will be many people playing the game. therefore how can we store the accounts' data and load it when they start? How does the fullscreen system work? two separate flash?
View 2 RepliesI 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'm trying to work through the Vertical Shooter Game within the tutorials section of this site:[URL]I noticed an code error of if spriteX -= steps; (which should have been += steps)However there are further errors within the tutorial as on page 3 where the man should be able to move and shoot his arrows, mine just shoots his arrows and has stopped moving. I'm using CS5 ActionScript3 to do this tutorial.
//---- variables ----
var steps:Number = 5;
var spriteX:Number = 265;
var spriteY:Number = 265;
[code]....
I is chuckmul again. I am starting a new game of war stratigy. It has an Isometric veiw point. I was just wondering how I could first make the I sometric grid using flash and second make a fully interactive enviroment
View 7 RepliesI'm using Flash CS5 to make an iPod app/game. The provided layout makes the default setup 320x480, which is the standard way to hold your iPod VERTICALLY. I want to flip these dimensions to hold the iPod on it's side during gameplay.
So here's my question: If I just flip the document...to (480x320) will the iPod know how to manage the game from that point on? Or do I need to draw everything horizontally and animate that way too? I tried to do just that, but when I test the scene, it only wants to flip that first frame, so everything flops off screen and it ruins the animation. So how do I develop a HORIZONTAL iPod app/game?
im trying to make a third-person shooter game similiar to those "hide" when you press Down and "attack mode" when you stand Up, sort of like Time Crisis.I've done first person shooter games before.The hero character's move clip contains three clips, one of him in hiding, one in attack mode, and the last being hit. How do I script it such that the "hide" clip does not receive any commands from the enemy clip (which tells the hero clip to advance to "hit" clip and lose a health").
View 3 RepliesI'm a bit of a newbie to this so I decided to follow this URL...The problem is that the dragons don't stop so I tried adding a time limit like this:[code]Frame 6 is my game over screen and the removeMovieClip works for the knight and the arrows but not for the dragons. They still carry on.
View 2 RepliesI'm trying to make a space shooter type game, and I followed a tutorial on flashkit, and I have all that done, but. How do you do powerups? And how can you make the level end? And how can you make a boss? How do you make a powerbar instead of just "Lives" going down when you get hit. I am also doing a FPS type game related to star fox.
*SCREEN SHOT*
I'm working on a StarFox side-scrolling shooter in MX. I need instructions for the coding of the following features:
|Character Has Lives
|Arwing (ship) Takes Damage
- Explodes After All HP is Lost
|Arwing Cannot Leave the Screen
|Arwing Can Perform Special Moves
- A Barrel Roll That Will Deflect Enemy Lasers
|Game Timer
|Pause
|Power-Ups
- Regain HP
- More Weapons
|A Boss at the End of Each Level
- Boss Has a Health Meter
- Goes to Next Level After Boss is Defeated
I'm in the middle of creating a side scrolling shooter and I am wondering if anyone knows any good tutorials for creating enemies?
View 1 RepliesI've been trying to work on this simple vertical plane shooter. I got as far as creating everything and am now on the step to check if my bullet hits an enemy plane or an enemy bullet hits my plane. Because the enemy planes are created dynamically, I am trying to counter that with assigning then names when created so that the bullet knows what to look for. My approach for this might be somewhat wrong though. As for the enemy bullet hitting my plane, I just tell it to look for the instance of the plane already on the stage. Both result in the same error of undefined(the object can't be found).
Here is the code for both bullet collisions and the code for creating enemies.
ActionScript Code:
public function enemyHit(e:Event):void {
//declare i
var i:int;
//check if the bullet hit any enemy object
for(i = 1; i <= MovieClip(root).amount; i++) {
if(this.hitTestObject(enemy + i)) {
trace("enemy hit");
[Code] .....
The bullets have their own class files and the spawn enemy code is located within the fla file.
I am very new to flash, I got a player, and the idea is for a top down shooter kind of thing, I got the player to rotate with left and right, and its rotation equals its direction, now how can I make it move forward in its current direction when I press up?
View 3 RepliesI have figured out how to duck out of enemy site. I need to know if i can have two layers running the same thing at the same time, but only one is viewed and you use the spacebar to switch between the ones being viewed. For example one layer is a person ducked behind a box and getting shot at and the other is a person standing in the open getting shot at, to switch from the ducked to the standing you have to use the spacebar. Is this possible?
View 3 RepliesI was trying to make a shooter from a bird's view perspective...So far I've got my character which is a simple circle, and a rectangle protruding from him (the gun), and it rotates depending on where the mouse is located.I've also got a custom cursor set in, to add some kind of excitement...Here's the dumb question... How do I get it so that whenever I click (shoot) the cursor movieclip will play a certain frame inside of itself? I want it to do something like:
Code:
on(release){
gotoAndPlay(2);
}
It just says that I can't have mouse functions unless it's a button.I was thinking of just making a huge button that covers the whole stage, set the alpha to 0, and when that button is clicked, it will play what I want it to play.