Shootorial #1

Shootorial #1

par Kongregate
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Shootorial #1

Note:
4.0
Sortie : October 14, 2008
Dernière mise à jour : October 16, 2008
Développeur: Kongregate

Tags pour Shootorial #1

Description

Ce tutoriel de création de jeux flash niveau débutant couvre les déplacements de base d’un sprite via le clavier.

Comment jouer

Terminez les Shootorials et apprenez à créer vos propres jeux Flash.

FAQ

Qu'est-ce que Shootorial #1 ?
Shootorial #1 est un jeu de tir spatial classique créé par Kongregate pour enseigner les bases du développement de jeux Flash.

Qui a développé Shootorial #1 ?
Shootorial #1 a été développé et édité par Kongregate dans le cadre de leur série Shootorial.

Quel type de jeu est Shootorial #1 ?
Shootorial #1 est un shooter spatial 2D solo, axé sur les mécaniques de base du genre et les concepts de programmation.

Comment jouer à Shootorial #1 ?
Dans Shootorial #1, vous contrôlez un vaisseau spatial avec le clavier pour vous déplacer et tirer sur les ennemis, en évitant les obstacles et en détruisant les cibles.

Qu'est-ce qui rend Shootorial #1 unique ?
Shootorial #1 est conçu comme la première étape d’une série de tutoriels de développement, offrant une expérience pratique pour créer un shooter spatial de A à Z.

Commentaires

0/1000
Altwing avatar

Altwing

Sep. 01, 2010

203
11

Okay! Today I decided, after playing on Kongregate, that I wanted to learn how to create my own game in Flash. So I just downloaded CS3. I have a 30 day free trial. Which is good, as I know nothing.

Attempted to do the “Shootorial” series. It took me about 4 hours to get through a 5 minute tutorial, because I did not realize that ‘velocity=10’ is different from ‘velocity= 10’. Apparently Flash is both case-sensitive and spacing-sensitive. Good to know.

Anyway, I drew my own little spaceship and got it to move around the screen! I feel very accomplished now, and figure that another 36 years at this rate and I'll be cranking out "Cursed Treasure" and "Epic War" and games like that.

NinjaNo1 avatar

NinjaNo1

Jul. 14, 2010

230
15

Ok, i was stuck on page 9 fora a long time, and couldn't find any answer as to why my ship stood still, but then i realized that my class was named Ship, but my code was saved as ship.as. So yeah, you need to match the casing as well. Hope this helps someone.

DragonSpire avatar

DragonSpire

Jun. 07, 2010

91
11

For whom the ship doesn't move, make sure you're: using ActionScript 2.0 not 3.0, saving both files into the same folder, watching for case when naming files and properties.

12sea21 avatar

12sea21

Aug. 22, 2010

34
3

All right, i got this code:
class Ship extends MovieClip
{
var velocity;

function onLoad()
{
velocity = 10;
}

function onEnterFrame()
{
_x += velocity;
}
}

Note that the _x is += (adding) velocity, and not becoming itself + velocity,
Try this. then try to make the ship as an instance name (SHIP).
If nothing works. pm me.

3nd0fw0r1d avatar

3nd0fw0r1d

Jun. 20, 2010

103
13

When doing the tutorial, make sure you save the file the same name as the "class" name. Sample Line 1: "class Ship extends MovieClip {" you would save the file as "Ship".
Note: You cannot "test movie" unless your script files have been saved already.
Also Note: make sure the name of the actual MovieClip is the same as the class name.
2nd Note: Make sure when you start, you use "Flash File (ActionScript 2.0)"
Last Note: Read the tutorial carefully and click on the pictures to make them larger. If you get any errors, make sure your script looks like the tutorial's and that all script files have been saved.
P.S.: Make sure all Brackets "{" pair up with an end Bracket "}" somewhere in the script. The number of brackets and end brackets should be the same.