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reddyheart2004 — Flash engine v0.14

Published: 2011-07-17 21:21:28 +0000 UTC; Views: 3800; Favourites: 8; Downloads: 164
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Description Hi again! I know, I know, "where is the drawings?" you must be saying. Sorry about the slow days, I am busy with the comics and I am saving my weekends to the earthly matters and my flash programming. But I think I will be able to show something juicy soon.

This version have a huge improvements. We have items and traps such mines and spikes. Also, now the hero can run and shoot on same time. And he can shoot jumping too. I made others fixes too. Please check how they behaves, this is much important!

Thanks for the support!
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Comments: 27

SladeC [2011-07-25 11:36:52 +0000 UTC]

nice work,

if you need some help with code

i'm web developer..may i can ghelp (just an offer)

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RocMegamanX [2011-07-24 03:49:23 +0000 UTC]

I haven't gotten around to asking you for help, because my laptop had gotten stolen since we last talked. My laptop had Flash on it.

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PopsicleCat925 [2011-07-20 22:38:03 +0000 UTC]

Nice little updates! I like the tripmine. There is something I don't like, though. You can't move while jumping. You have to be walking to jump in any direction.

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reddyheart2004 In reply to PopsicleCat925 [2011-07-21 11:53:15 +0000 UTC]

I found this way more elegant. But I understand your thought. The jumping parts will not be too hard on the final game.

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PopsicleCat925 In reply to reddyheart2004 [2011-07-21 16:35:03 +0000 UTC]

That's good. So far you're off to a good start on this.

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reddyheart2004 [2011-07-20 11:57:41 +0000 UTC]

I will not add grabbing and throwing enemies. But I plan to focus more on the fighting than the adventure. Will be necessary to jump spikes, gaps, etc. It's like a arcade game. About the shooting aspect, I am thinking in puting a energy bar for all the weapons, not one for each weapon. The normal cannon spends that bar as well, so Roll will have to get personal against the enemies. That energy bar can fill with the time or hitting enemies.

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El-Quanjugono In reply to reddyheart2004 [2011-07-20 14:24:19 +0000 UTC]

I like the sound of that!

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El-Quanjugono [2011-07-20 08:00:05 +0000 UTC]

I liked it, hundred percent, as a basic gameplay model I think this will be great, the only thing I'd mention would be the same thing everyone's mentioned since your first beta and that's the camera following the player when jumping. Frankly I love the whole megaman vibe you're going for and can't wait!

I have been reading what other people have been saying tho and I do have to ask, what kind of game play do you want? I don't mean to make you second guess what you're doing but I gotta say I'd be happy if the game play was even more megamanish with the slide and charge shots. I really don't know how you could implement a solid melee system... like I saw one user mention grabbing and throwing enemies, that seems much to me, honestly I'm already impressed there's a melee attack at all.

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olafredland [2011-07-20 06:01:37 +0000 UTC]

Nice steps. Keep it up. Also, feel free to email me again, I'd still like to help with this.

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reddyheart2004 In reply to olafredland [2011-07-20 11:52:30 +0000 UTC]

Oh, sorry. I really forgot it!

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olafredland In reply to reddyheart2004 [2011-07-21 03:18:44 +0000 UTC]

its okay. drop me a line.

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proroklebioda [2011-07-18 19:01:23 +0000 UTC]

Bravo, awesome work! I didn't find any bugs. If I may I'd suggest some additional features: grabbing/throwing enemies, splashes after hitting or being hit, making the enemies either slide down the wall when they hit it after being KO'd or thrown at the wall. Can't wait to see your progress with it!

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reddyheart2004 In reply to proroklebioda [2011-07-19 20:29:11 +0000 UTC]

Thanks! I will leave the grabbing/throwing enemies to the next phase, I already tried before and it was a total mess. The sliding against the wall is a great idea, it will be tricky I think I can implement this.

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AUB3d [2011-07-18 11:14:22 +0000 UTC]

When you jump you must be able to see the ground.
the pullet must stop when it hits someone.
enemies should have random moves.
may be, moving in four directions is much better (if you can do it easily then go for it).

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reddyheart2004 In reply to AUB3d [2011-07-18 12:00:21 +0000 UTC]

Thank you for the notes. I am still preparing the AI. These enemies needs to find and pursue the hero. There will be more enemy types.
About hero movement, I thought using 4 directions, but they are kinda too complex and don't add much on the gameplay. This engine is more focused to acton/adventure games like super mario e megaman.

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FaceDownDagon [2011-07-18 02:37:23 +0000 UTC]

Ah, so you attack the blue boxes to get the health out of them. Just a note to all others testing this, heh.

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RocMegamanX In reply to FaceDownDagon [2011-07-24 03:47:49 +0000 UTC]

I didn't know you could press "control" to hit stuff with your fist.

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reddyheart2004 In reply to FaceDownDagon [2011-07-18 11:55:42 +0000 UTC]

Yep. I forgot to say.

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GMHog [2011-07-18 00:51:55 +0000 UTC]

Awesome work as ever

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Dr-Syn [2011-07-17 23:20:14 +0000 UTC]

Don't worry about the art. You do what you gotta do. Since this work will one day figure into a musclegirl game, you're still doing work towards that end.

Anyone who actually thinks "Where's the drawings" is a dick

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reddyheart2004 In reply to Dr-Syn [2011-07-18 11:55:16 +0000 UTC]

Thanks man.

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Dr-Syn In reply to reddyheart2004 [2011-07-19 01:17:52 +0000 UTC]

No problem. We're in no position to make demands.

I know you'll get back to drawing in good time

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DocWolph [2011-07-17 22:54:04 +0000 UTC]

Jumping still needs a little work. Clearing those spikes is harder than it should be. A bit more forward movement when "run jumping" would be useful.

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reddyheart2004 In reply to DocWolph [2011-07-18 11:54:58 +0000 UTC]

What do you mean about jumping needs work? Please explain.
About the spikes placement, I wanted to every player to fall on them, they need testing.

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DocWolph In reply to reddyheart2004 [2011-07-19 23:53:30 +0000 UTC]

Just as I said. There needs to be a little more forward movement in the run jump.

Granted, you said you needed to test the spikes to insure that mechanic works. Although simply having an impassable pit of spikes, which you did add further in the demo, would work just as well. Otherwise, it looks like something, in the basic gameplay, that needs adjustment.

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kidmanga86 [2011-07-17 22:14:12 +0000 UTC]

nice improvements

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BlackSandrock10 [2011-07-17 21:41:14 +0000 UTC]

Very good work! Nice improvement.

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