Flash :: Store Levels - Side Scrolling Racing Game?
May 3, 2007I'm making a top-view side-scrolling racing game in Flash AS3. I'm unsure about the best way to store levels in the game.
View 1 RepliesI'm making a top-view side-scrolling racing game in Flash AS3. I'm unsure about the best way to store levels in the game.
View 1 RepliesI'm making a top-view side-scrolling racing game in Flash AS3. I'm unsure about the best way to store levels in the game.Please provide suggestions for both tile-based and art-based backgrounds.
View 2 RepliesI was just wondering what the best data structure would be to use to represent data objects in a side scrolling game, basically the stuff the user can't see isn't on the stage so I would generally create a custom class to define its properties (x,y,weight,type, derp, etc) and then push that into an array and as the user moves forward I project the info from the array while checking if their x position is.
The problem that can occur is that the user can move left and right so whats the best way to keep track of the indexes?
My goal: To create a side-scrolling motocross game (horizontal - already have terms on side scrolling methodology).The bike - should react to jumps, etc.Wheels need to turn when gas is pressed, etc (is this a basic animation on keyboard events, or is it actually what 'drives' the machine??)The rider - should hang on to bike, lean forward, backward, etc.My question lies within where should be the best place to start? I know this isn't going to happen over night, and my primary focus is on the bike & suspension & rider physics (making sure the suspension/bike/rider react correctly to bumps).URL...
View 2 RepliesAs you may have seen from my previous posts, I am creating a side-scrolling action game in Flash/Actionscript 3.0. Right now I am trying to get enemy objects to face the player's direction. Here is what I mean (dartD1 is an instance of the enemy character object. If its scaleX is 1, it's facing right; if its scaleX is -1, it's facing left):
[Code]...
I am trying to figure out the collision physics for a top-down racing game in Flash / AS3. I am currently using the hitTestPoint method for detecting collisions, but I don't know how to apply a decent physics method to bounce a vehicle off of a wall that it hits.
View 2 RepliesI want to develop a car racing game using flash and actionscript3.
View 1 RepliesHow can I modify 2d racing game to seem like isometry? Flash + ActionScript3
ScreeShot:: The game is totally in 2d. Car moves like it should and while it drives the ground everything is fine.I've added a grey ramp. Now the car should move like the arrows are showing, creating illusion of a 3d (isometry).
Ramp is divided in 3 sectors
-first,sector to the right (where the car is currently situated);
-second,sector to the left;
-third, sector on top;
Plus I need the car,to jump out from the ramp when the speed is high. I reffer to old scholl game Rock'n'Roll Racing (Blizzard's game for Sega)So the questions are
1) How should I change car's angle and velocities(velocityX and velocityY) when driving on the ramp ?
2) How can I initiate jumping out of the ramp? For example like in Rock'n'Roll racing? or how Blizzards essentially did it?
how to respond when a rectangle hits another rectangle? I already know how to detect the collision, I just don't know how to respond to it. I'm just trying making a simple side-scrolling platform game where I have platforms I can walk on and bump against on all sides.
View 9 Replieshey everyone. im currently making a side scrolling game and its going good. especialy thanx to sum people from here. anyway. i was trying to make it so that u could enter vehicles and then control the vehicles and shoot with them and then u could exit them. Im not asking you to write the code for me. but if u guys know of any examples/tuorials, or if u could giv me sum ideas on how i could do this.
View 1 RepliesI want to make a 3D Racing game, becuase i only see crappy overhead one's that are tooo simple to make. so I was wondering the best approach on how to do this. i was thinking of make the race track, as a animation then adding events so when arrow key is moved play event act but then how would the bike react at the same time?
View 15 RepliesI'm building a top-view racing game and I'm using the uch published code to calculate my x and y speed:
speedx = Math.sin(rotation1*(Math.PI/180))*speed*-1;
speedy = Math.cos(rotation1*(Math.PI/180))*speed;
My question is, how can I modify this code to give the car more of a rally-style movement whereas it will go sideways as I go around corners?
I am trying to make a racing game with an overhead view looking down. There will be a separate mc for the ground and another separate mc for the players car. How can I do this? O ya and just in case i am thinking the way I did: I tried to "rotate" the ground but when the car moves down the ground it moves away from the registration point, so therefore it rotates non relative to the car i want to make this game in as3.
View 2 RepliesI have recently started working with Mahjong game. But being not so experienced developer. I am just confuse about many aspects of it. So if anyone could throw some light on it. I have to build the game where there could be different number of tiles on screen. 32, 48, 64 , 80, 96, 112 and so on Now I have questions regarding the levels of blocks in this game. I mean the layouts of the game should be predefined or they should be dynamically created? Also I wanted to know how the surface of enable and disable symbols are created?
View 2 RepliesI am still learning and I am trying to design the game levels for my first game(a platform one).
I have some straightforward questions because I feel I am on the wrong way.
Should each level have its own class ?
The way I am trying to do is, when one finishes the first level I set to null the variables that pertains to that class, unregister all events and remove all children from the stage, call a second level constructor, without declaring any variable, new level2(); and set to true a static var "in order to save" that progress in case one wants to play that level again.
However I see the code becomes messy, I run into issues, and memory management concerns so much.
I searched it for all over the internet but I can't find any tutorial that explain it in details, so I'm trying out many ways of achieving what I want, but now I am really in need of some advices on it to not get lost.
Ive got some high level questions about vector graphics. From what I understand, when you draw stuff in the Flash IDE, you are creating vector graphics. Is there any way to view the actual XML (or whatever code) that is generated 'under the hood' ? Is there any way to save the drawing as a .SVG file or something? Ive looked at a few free SVG drawing tools, but I'm wondering why not just use Flash directly, instead of creating my vector drawing in a separate program, and then trying to import it ?
Im thinking of different ways to build maps/levels for my flash game, and right now I'm thinking that building the levels out of vector shapes seems to offer the best features in terms of fast/easy collision detection, fast map creation, small level size, etc.The problem is, once I draw a level in Flash, how do I break the individual shapes apart (rectangles, lines, circles, whatever), into useable pieces I can use in the code? For example suppose I simply draw a big rectangle for a super-simple level. How do I grab the coordinates of the corners for use in my actionscript code? And how do I determine that the shape is a rectangle, and not a general polygon or just an unclosed set of lines?
For example I imagine the SVG code for a rectangle looks something like this:RECT 120, 60, 400, 500
But where can I grab that text from using actionscript, If I drew that rectangle in the flash authoring tool?
And one more, im still new to flash and im thinking which database is best to be used for flash. i got some ideas in SQL server and Microsoft Access.
View 1 RepliesIs there a way for Flash to store content that will not be deleted with the browser's cache?Imagine a game that runs in the browser but is still heavy enough that you don't want your users to go through downloading assets again every time.Now that LSO obeys browser cache deletion (it does, right?), is there another way? Using Air would work but you'd have to download and install a client, which defeats the purpose of browser games.
View 2 RepliesSince Apple loosened their terms again, is it posible to develop a game in FLash CS5 and publish it on the Apple App Store? Are there actually any real apps / games on the App Store that were build on Flash?
View 1 RepliesI have a movieclip that is scrolled by means of a 'sensor' on each side of the stage. The clip scrolls fine in both directions, however here is my problem:When the users mouse leaves the stage, the movie clip stops dead in it's tracks, and this does not provide a nice smooth effect. Looking at the code below, is there any way I could tell the animation to ease out when the users mouse leaves the stage rather than simply stop suddenly?
class Sensor extends MovieClip {
public function Sensor() {
}
[code].....
create a side scroll game in flash..and i dont know whats the easiest and best to do it,, if i can i wish my game can access to a database to save and load it.
View 5 Repliesi'm kind of new to flash and I started creating a game and i've gotten to the point where my game can: shoot, move char., kill enemy and add to score, once lives = 0 then game over, and multiple enemies that shoot.Ok, my problem now is that i'm trying to get it so that once my score is over a certain amount then increase the number of enemies, and i'm using this code now to control how many enemies are on the screen at once:[code]but for some reason this just doesn't work... Can anyone tell me why or link me to a tutorial on how to create levels in a game?
View 14 RepliesI'm currently making a game with over 100 levels. I have a level select screen where you can go to any of the 100 levels.I want it so that only level 1 is unlocked first then when you beat it level 2 unlocks and so forth.What's the best way to go about this? I was thinking an external text file maybe like this:
Level1:Unlocked:UnBeaten
Level2:Locked:UnBeaten
Level3:Locked:UnBeaten
and so on,then when the levels are unlocked and beaten updating the text file. Is this possible? Even making a class which stores level variables including beaten and locked.
I am trying to make multiple levels for my game, I have made 1 level and want to make more, with more challenging aspects. Anyway, I get this error:
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my game is tile based and split up into myMap=1, myMap=2, etc.at the end of each level u are sent to a page that says yay u win, cont? and i need that cont. button to go back to the script frame and play myMap=2,skipping myMap=2
View 1 RepliesI am building a game right now. I have a variable, saying that Points are 0 and points can be collected throughout the game. And I want the level change to happen when the points are greater that some number. IE: 30 points. I thought I could write something like
if (_root.poeng == 30) {
gotoAndStop(15);
}
or
if (_root.poeng <= 30) {
gotoAndStop(15);
}
trying to make a platform game using a tutorial on emanueleferonato.com, but I dont know how to create multiple levels. How could I create a door that when touched by the hero is sent to the next level? The tutorial is here:
http:[url]......
I'm trying to make a game where the character stays in the middle of the screen and the background scrolls as the arrow keys are pressed.
I've got it moving fine, but the background scrolls off the stage when you reach the edge. The background's bigger than the stage. I want to stop the background moving before this happens.
I'm trying to put a Tween in here so it's less 'rude' when I roll over the bottom bar (interface).See the swf here:(Press Start, then one of the windows)Script:
Code:
private function scrollMovement ( event:Event ):void
{
[code].....
Trying to create a game with several levels with multiple sequential steps in each.
So far I've created a document class ("Controller") which initializes the game and then calls functions in a sequential fashion:
Code:
function initGame()
{
xmlGameData = new XML( ... );
displayStartDialog();
[Code].....
As the project grows I'm afraid this structure will not do.
How should I keep track of the state of the game, tween objects in and out, show scores etc.
Should all the logic be handled by the controller or how much should be outsourced to other classes?