ActionScript 3.0 :: Make A Game That's A Top Down Shooter Kind Of Like Asteroids

Jul 29, 2010

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.

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ActionScript 2.0 :: Make An Overhead Shooter Game?.

May 18, 2011

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) {
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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.

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ActionScript 3.0 :: Working On A Basic, Horizontal Shooter Platform Game - Make Enemies Move Smart, Towards The Player?

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i 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.

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ActionScript 2.0 ::make A Third-person Shooter Game - "hide" Clip Does Not Receive Any Commands From The Enemy Clip?

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[CS3] Score Counter In A Shooter Game

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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?

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Memory Leak In My Shooter Game?

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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:
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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.

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ActionScript 2.0 :: Making A Top-down Shooter Game?

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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?

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ActionScript 3.0 :: Developing An Horizontal Shooter Game?

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Arrays :: Remove Bullets On Collision In Shooter Game?

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ActionScript 2.0 :: Fire Delay - Shooter Game - Shot Per Second

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I'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?

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[code]....

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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.

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couse if i ask
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button1.addEventListener(MouseEvent.CLICK, idi);
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