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September 18, 2009
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Use A and D to run, space bar to jump (or arrow keys with the up arrow to jump).

Look around with the mouse.

1-3 (And the keypad too) changes weapons (Weapons not yet functional but look cool)

--- Version 10 ---

Right now I'm just learning flash actionscript 3 and I just got this working in the last couple of weeks (After lots of research and learning for few months) so not everything is quite programmed yet :P

I've got the character physics mostly working, but now I have to rework the animation structure. Right now I have to re-re-re-redo the whole animation tree so I can get a system that will sync up the arm and body animations so when you switch weapons they will line up properly.

For the weapons, I could use regular-ass pew-pew bullets (and some weapons will have that), but for bullet and laser based weapons, I'm trying to come up with a method that draws a line from the weapon at the angle the weapon is facing, detects objects intersecting that line and picks the closest intersecting object and registers a hit on that target whether it be enemy or ground so the beam and bullet weapons will have an instantaneous feel to them. And of course it will have to remove those hit detect objects so it doesn't eventually bog down the computer with all the shots you've ever made invisibly cluttering up the memory. I'm really not sure where to start on that one :P

But for now, if the animation system doesn't work, the rest of it's not going to work.

So far the only animations are idle stance, running and back pedaling. I'm only going to keep it to those three until the animation tree works properly.

I am extremely proud of the way this is working right now, especially the way that camera moves. Thank you, Flash for Dummies, Kongregate Shootorial, and Mr.Sun's tutorials for letting me reverse engineer what you guys did and come up with my own solutions! Heh, but of course none of their code ended up working properly for this particular game, but the theories sure did!

Well, check back for updates if I can ever my life back in order...
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:iconthebooblovingking:
thebooblovingking Featured By Owner Sep 15, 2013  Student Artist
its real nice, very fluid animations. (love the boobs too.) speaking of which, by any chance, will there be any breast expnsion and/or lactation features added in the future? like a milk powered gun and "tank" upgrades for said gun?
Reply
:icontekweapons:
tekweapons Featured By Owner Sep 20, 2013
Well, this isn't one of 'those' kind of games. It was supposed to be a PG 13 non-fetish related game, but I haven't worked on it in a while.
Reply
:iconthebooblovingking:
thebooblovingking Featured By Owner Sep 21, 2013  Student Artist
ah, alright, you do what you like. either way, this plays great! i sure hope to see more of it
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:iconholehjebuz:
holehjebuz Featured By Owner Feb 2, 2013
it wont lemme play :c
Reply
:iconmaximiuz2002:
Maximiuz2002 Featured By Owner Nov 17, 2013  Professional Artist
Found you.
Reply
:icondadalos:
Dadalos Featured By Owner Apr 8, 2012
impressive.
Reply
:iconcadillac-blood:
Cadillac-Blood Featured By Owner Aug 21, 2011  Hobbyist Digital Artist
FFFF- I love this. I ran all the way to the BLUE ABYSS OF NOTHINGNESS EXCEPT BLUE SWIRLY THINGIES. YAH!
Reply
:icongamedragon89:
Gamedragon89 Featured By Owner Feb 23, 2011
1 compound word: Flashpunk. They have the "collision line" function you're looking for already built-in. A simple finite state machine should assist in animation. Don't make an animation tree, but rather a net of linked animations that transfer into each other based on certain conditions For example:

idle can link to walk (accelerating), jump (moving up & in air), fall (moving down, and in air), and duck (down arrow pressed).
walk can link to idle (decceleration and speed is 0), run (speed is too high for walking to look right), jump, fall, and duck.
jump can link to fall.
run can link to walk, jump, fall.
duck can link to idle.

Most of the conditionals can be repeated, but it's just a matter of making something along these lines:

update(){
switch(state){
case idle:idleUpdate(idleAnim);break;
case walk:walkUpdate(walkAnim);break;
case jump:jumpUpdate(jumpAnim);break;
//and so on.
}
}

...then you have your individual states control both animation and actions.
Reply
:icongamedragon89:
Gamedragon89 Featured By Owner Feb 23, 2011
Oh wow, I just noticed I already commented on this piece saying to use Flixel earlier. >_< yeah, Flashpunk's more "I barely know how to program stuff"-friendly.
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:iconjibjob78:
jibjob78 Featured By Owner Dec 10, 2010
This is pretty good! Has a lot of potential.
Now the thing i've learnt with past experiences using Flash, is that with level design, sometimes it's better to have a smoother and flatter ground to move on. just so you dont get legs poking out and possible glitches...
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