Friday, 20 March 2009

Final Flash game!!!

Finally, my Flash game is finished. The design is as I wanted and I'm well happy with the rotation. However, there are some problems with coin collection ann impact whenb under platforms! O well I'm well happy with it:)

You'll have to visit maeda to see it becuase the upload thing wont work again. Argh.

The game was designed to act as a Flash version of the popular I Phone App, Rolando.





Flash Game Evaluation.

Roller is a platform game designed at anyone who wishes to play around with an interesting and attractive interface. The aim of the game is to collect the coins and destroy the enemies, before making your way to the end of the platforms.

The game idea routed from a platform game on the I Phone, Rolando, which involves the user controlling characters towards a goal. I basically wanted to try and recreate a version that could be used on a basic computer, hence the use of Flash. I’ve always been interested in games that brag beautifully considered design, so Roller is designed to look good as well as work well. There were problems on the way to achieving this though.

The initial scripting came from tutorials online, most of which were found on Mr Sun Studios. This gave me the detailed coding experience to allow me to see what was happening throughout my code and how I could amend this to create a game which met all the standards I set out to achieve. The first problem developed when I created a Photoshop background to act as the stage. I needed the background to move along the opposite way to the character, so it appeared as though it was leaving this part of the level behind. Simply placing the background on the page meant that the only thing I could achieve was the background moving along with the character. I solved this by converting the background to a movie clip and then adding the following to my code:

if(leftKeyDown){
lvlHolder.x += mainSpeed;
bck.x -= mainSpeed*-1;
mcMain.rotation-=30;

}
if(rightKeyDown){
lvlHolder.x -= mainSpeed;
bck.x += mainSpeed*-1;
mcMain.rotation+=30;

and later in the code:

mcMain.x += mainMove;
lvlHolder.x += mainMove;
bgHolder.x = 0;
bck.x = -860;

I found that -860 was the precise value for the background to move left and right accurately and remain in the same static position. If this value hadn’t been precise, the background components such as the houses would move position on the stage and would’nt be on platforms like I wanted.

Towards the end of the project, I felt very frustrated that I had not been able to make the character rotate like I had originally planned at the start of my project. With some help, I was able to create a rotation which runs perfectly. This was achieved by adding the following code:

if(leftKeyDown){
lvlHolder.x += mainSpeed;
bck.x -= mainSpeed*-1;
mcMain.rotation-=30;

}
if(rightKeyDown){
lvlHolder.x -= mainSpeed;
bck.x += mainSpeed*-1;
mcMain.rotation+=30;


However, by setting the value high to run smoothly, it meant that the coins were difficult to collect. I have been unable to figure out how to change this, and so disappointed at the final piece’s function.

When comparing the Flash idea I had at the beginning of the project, I’m very happy with the final result. The design and appearance of the final piece looks and feels professional. The functionabilty however, could use some improvement so that the coins can be collected more freely, and the glitchy jumps become smoother.

Sorted:)

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