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neosano, y do u come on these tutorials? theyre good, and u seem to spend half ur life coming on these and saying how bad they are. issues...
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neosano if you dont like shootortials make your own tutorials, the way you talk, you should be the best flash developer in world, so make a tutorial, maybe we could be so pro as you in 8 tutorials of 15 pages each! REALLY?
LOSER -.-
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i tryed to download all the file for shoot8 becasue when i add stuff here my game did not work any more, but what i downloaded is just rubbish! the game doesn't work, and i haven't changed anything, anybody know why?
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really noobish, you must use some class like effect or just a sound, and then you use _root.souns.explosion() and it makes whatever is there, you don't care. If you use this it will be easier to disable sound and music.
1/5 for all shootorials.
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hey all yall havin trubl with music,
put the code for the background music in the onLoad function,
i had the sme trubl before and now its working perfectly
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I'm slightly annoyed... I added my own enhancements while I was doing it. All the way through these I've been findign what I've done is covered in later tutorials, but I still have some features this doesn't.
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I loved the tutorials, my game looked like... a really clumsy version of the real game... but maybe kongregate should make tutorials for Mouse input, platform games, animations and a coding help spot. Its really hard to keep up after Shootorial 6. Still... amazing.
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I did everything the shootorial said and still couldn't a sound to play. Also, I don't get sound in the place that shows what the final game should look like. Any ideas?
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dysalot, you can pause the game by creating a variable that is set to true whenever you want to stop the game. In all of the onEnterFrame functions, check to see if it is true and don't do anything if it is. Then you can build a menu the same way the game over menu was built.
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talk about comment spam \/\/, this is not really a game and how would you use badges with a tutorial? Get to the final page... impossible 60 points
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I have a couple of questions: 1. How do I make boundaries to stop the ship being able to fly off the screen?
2. How can I change the collision detection to activate when it's closer to the ship?
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Oh, and you can easily not get points for the enemies when you die by changing your method that updates your score to not do so if the ship isn't visible (or have the logic that explodes the enemies instead just remove them). These tutorials actually cover a lot of the basics required - you just got to apply them :)
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Level transitions - Easiest way to do this is have a "level" variable in ship, which increments when the boss dies. Have a second background, display it (and set the first's visibility to false) when the boss dies, reset the ship's _x position. Change the look of the enemies by having the code that creates them check the level variable before creating them, and creating the one(s) appropriate for the level (new classes required, unless the enemy ships can change their own graphic).
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Extra lives: Have a counter that stores # of lives in the ship class. Display it on screen like the score. When checking for ship death, change the logic if the #lives > 0. Add a power-up type that is extra life, basically by doing the same thing the power-up class is doing
Weapon upgrades - Add a variable in the ship class called "weapon type". Add a power-up type (or types) which the weapon type variable. When shooting, check what weapon type you have, and have different logic for different weapon types (easiest would be to change the shot cooldown, or add a second shot above/below the normal shot - could also add shots with a rotation and y-component to their speed, probably easiest to do that with a new "AngledShot" class). If you want the weapon upgrades to be cumulative, then have an array of power-ups you have acquired.
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good, only issues are, you get points for all the enemys on the screen when you die, Also extra lives, weapon upgrades, and level transitions would be other elements that need to be explained
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mummyman it seems you don't really have a high IQ... Anyway, anyone have an idea for a classic UFO blasting space shooter name?
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Thanks, i9000! The first one worked. When I tried putting the second on in the OnLoad() for the enemies, it didn't work. Any idea why?
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@ CodeGuy
You can put this in the onEnterFrame event: swapDepths(_root.getNextHighestDepth())
or when a new sprite comes into the game (more efficient):
_root.ship.swapDepths(_root.getNextHighestDepth())
this should work.
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These tutorials were great. There are a couple more things I'd like tutorials on, like how to implement Save Game systems or how to do basic flash animation like the explosion.
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i dunno about these, i tried to make one and i had MUCH better luck just writing the actionscript myself... these never worked :P