Shootorial #1

Shootorial #1

di Kongregate
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Shootorial #1

Voto:
4.0
Rilasciato: October 14, 2008
Ultimo aggiornamento: October 16, 2008
Sviluppatore: Kongregate

Tag per Shootorial #1

Descrizione

Questo tutorial per principianti sulla creazione di giochi flash copre il movimento base degli sprite tramite input da tastiera.

Come si gioca

Completa i Shootorials e impara a creare i tuoi giochi Flash.

FAQ

Cos'è Shootorial #1?
Shootorial #1 è un gioco tutorial sparatutto spaziale classico creato da Kongregate per insegnare le basi dello sviluppo di giochi Flash.

Chi ha sviluppato Shootorial #1?
Shootorial #1 è stato sviluppato e pubblicato da Kongregate come parte della loro serie shootorial.

Che tipo di gioco è Shootorial #1?
Shootorial #1 è uno sparatutto spaziale 2D per giocatore singolo, incentrato sulle meccaniche base degli sparatutto e sui concetti di programmazione.

Come si gioca a Shootorial #1?
In Shootorial #1 controlli un'astronave con la tastiera per muoverti e sparare ai nemici, cercando di evitare ostacoli e distruggere i bersagli.

Cosa rende unico Shootorial #1?
Shootorial #1 è pensato come primo passo di una serie di tutorial di sviluppo, offrendo esperienza pratica nella creazione di uno sparatutto spaziale da zero.

Commenti

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.