|
|
|||||
Topic, Game "Captain Dan v Zombie Plan" | ||||||
| ||||||
You must register or log in to post a message.I know how it's broken though, so I'll probably have it fixed in the next few minutes. EDIT: fixed Thanks, Sillius! How many levels do you think you'll be able to make? I can send you some bits of the script to work in after you tell me this. I've now finished writing the story script, all I need to do is make levels for it. When I finish those, I'll update the story mode with all 15 new levels. There will also be an update to the game's music. ATTENTION EVERYONE: If anyone wants to help me make those levels, I'd be glad for the help. All you'd need to do is design a level and add in the script that I wrote for it. I have specific ideas for some of the levels in my head, which I'd explain if you sign up to help. I do want to be sure of the quality of your levels though, so if you want to help, make sure there's a level you've already made that I can look at. (post a link to your best one) btw i'm thinking about background blocks but i'm asking miself how you wil add them if there aren't colours... In overall score, it doesn't work quite the same, since the person with the lowest score would probably be the person who has played the least levels. Thus, this list is sorted by how many levels you've beaten, and then whoever has the lowest score within that. EDIT: also, sorry for not updating this game in the past week or approving any levels. I need to take a quick break to work on something else to distance myself from this project so I can come back to it with fresh eyes. Everyone, when you make levels, try not to trap zombies inside boxes as it causes the game to lag significantly. where [_] = wall O = zombie [_][_][_] [_]O.[_] [_][_][_] situations like this are taxing on the game system, whenever I see them in a level I usually try to see if it's possible to take it out of that level without hurting the gameplay. A better solution would be something like this: [_][_][_][_] [_]...O...[_] [_][_][_][_] I wish it was sorted better, like being able to have two tabs so I knew that before, thank you for answering that. EDIT: I am stuck on 10 and 20. I can not seem to beat level 20. I have levels 1-9 and 16-19 beaten, just because of the glitch when I tried to play my level. The 'adding tiles while not editing' glitch is still possible, and now, it seems to log function isn't working. onMouseDown = function() { BLManager.log(">...>: "+BLManager.paused,2); //rest of mouseDown } is the code in my editor right now, I don't see anything being logged. I've kept the broken version up this time, it might help you to see it, and I'm really tired of re-fixing this glitch after every time I test it. @jp - Still seems to be throwing errors... From my output window: **Error** C:\Documents and Settings\Ian\Desktop\API\f8\MyEditorManager.as: Line 35: Syntax error. override public function blWelcome() { Which is just one of six errors of the same nature. [edit] There was a problem with blPause and blResume in AS2 version of the classes. Now it's corrected and I've updated the site with the new AS2 packages. The override functions seem to create errors in mx04. I'm not sure "override" is supported, removing it seems to stop the errors, but also makes the editor not work at all. I've finally given up and decided to go with a function local to the editor swf that relies on some shoddy hitTesting. Not the most elegant solution, but it works. EDIT: the changes in the as2 version of the api don't seem to work in mx04? With no modification, the aforementioned glitch occurs, in addition to this, the gameManager seems to just barely not work as well. It loads levels fine, but all the text and images at the white strip in the bottom are missing except for the menu button. Also, I'm not sure it registers a score when I beat a level. The current version I've got on the site is a working version using the API before I downloaded the new version, but I can upload it with the newer version if you want to see the glitches for yourself. If you wish to keep the variable updated, you can add in your extended method this line : super.blResume(); If this is still doesn't work, you should add a log in the blResume method in the editor to be sure it's called. According to the log, the Manager tries to call blResume on the editor. send(BLPlayerConnectionSnd1231841005568) blPause send(BLEditorConnectionSnd1231841005568) blResume callSwfCallbackDelayed function Function() {} >>>>>>>>>>>>>>>>>>>>>>>>>: false EDIT: Either I'm doing something very wrong or this doesn't work the way you think it does. Maybe I need a more updated version of the BL classes or something? Here is this code I'm using: public function blPause() { BLpause = true; } // Is called by the level manager, when your game is resumed (put in foreground) public function blResume() { BLpause = false; } //cap404 custom function public function isBackdrop() { return BLpause; } As you can see by testing the game, you're still able to place tiles even when the editor is not in the foreground. in my onMouseDown function I check for BLManager.isBackdrop() == false I also tried checking for BLManager.paused to no avail. EDIT again: It appears I was using an out of date version. I'll be sure to let you know if the problem persists though. EDITx3: despite being now up to date, the game is still deciding to not do a %$#@ing thing I tell it to. EDITx4: I added a log in the editor to check the value of BLManager.paused each time the mouse is clicked. As you can see in the debug console, it it constantly coming up as false. I'm too tired to work out what that means right now... Actually when we swap from the editor to the game, we call blPause on the editor and blResume on the game. And for the reverse, we call blPause on the game and blResume on the editor. The default implementation of blPause and blResume update a variable valled "paused" (true or false) so you can test BLManager.paused or imlpement your own blPause / blResume. This can be used for many kind of actions. For example, I use blPause on the game side to stop the music. jp, I looked over your gameManager and editorManager classes to see how exactly the cursorOverBLGUI works. For reference, here's the code. public function cursorOverBLGUI() { return cursoroverbl; } // Don't modify this function public function setCursorOverBLGUI(b) { this=_root.BLManager; cursoroverbl = b; broadcaster.broadcastMessage("onBLGUIChanged",b); } It looks like this is only checking for when the menu pops up. Maybe this function could return two values. Assuming setCursorOverBLGUI() is called every time a button is pressed bringing up the menu or putting down the menu, maybe this could have another value indicating which indicates whether the editor or the game is visible. So calling cursorOverBLGUI might return an array value of [0,1] or something. Checking to see if the editor is up would be as simple as x = cursorOverBLGUI() if (x[0] == 1) { //menu is up } else if (x[1] == 0) { //editor is up } else if (x[1] == 1) { //game is up } An entirely separate function for telling if the editor or game is visible might be even better. cap404beta is my account I give out to friends and family so they can test the game for me without actually needing an account on here @bir - I haven't ever actually run into this glitch and it doesn't make much sense that it would even occur at all...you said the game was working fine except for the player being see-through, right? @zakko - yeah, I've run into this before but have been too lazy to fix it. I guess I'll have to get off my butt now and do something though, eh? @jp - cursoroverblgui seems to only check to see if the cursor is actually over the GUI itself for me. So if the menu is down, I can still place things in the editor even if the game is up. I assume it would work in reverse too, although I haven't actually tested that theory. @doomlord, this sound like a normal behaviour, the official levels are locked for now, taht means you have to complete a level to play the next one. And if you have the delete option and start testing a level and then click on a wall it has been deleted when you stop testing. | Games forumPlay Game "Captain Dan v Zombie Plan"First post of the topic |