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February 19, 2006
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very early stages
muches of works to be doing

mad props to tonypa
[link]

press f11 if you cant see all of it.

i need help getting kirb to turn around in the air and to land on the default frame.
i'll probably find it out eventually :P
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:iconvictor2:
victor2 Featured By Owner Nov 3, 2008
add an attack like a star shot and an enemy spawning area.that would be awesome.
Please i nform me of updates.=D
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:iconnekolynx:
nekolynx Featured By Owner Feb 22, 2006  Hobbyist Digital Artist
Sweet! I cant wait until the real one comes out
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:iconnachtmusik-in-dminor:
a useless comment for you:

make it all pink!!

:ninjabattle:
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:iconandypaxo:
andypaxo Featured By Owner Feb 21, 2006  Hobbyist General Artist
That's cool so far. I have come across Tonypa's iso tutorial before - you found a good place to start.
*GuyFlash's suggestion is probably the easiest way of making sure the sprite is always facing the right way.
Also, you need to know when Kirby has landed in order to put the player back into the walking/standing animation and reset the jump counter.

You must have somewhere in your script a check to see if the player has hit wall/ceiling/ground. Find where the collision to ground is detected and put the code to change back to walking in there.

Solid progress so far - it will be nice to see the next iteration
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:iconunderclocker:
Underclocker Featured By Owner Feb 21, 2006
i actually found a better way then checking for collisions directly involving the script.
my script prints either -1, 0, 1 for y and -1, 0, 1 for x
so if i use the formula that i made up (x + 2)*3) + (y - 1)
every possibillity of x an y together would print out 1,2,3,4,5,6,7,8,& 9 which i can use for each angle by
kirby.clip gotoAndStop (((x + 2)*3) + (y - 1))
not positive if it'lll work but i spent periods 5-8 busting my ass on it :D...
now im going to fail all of my tests.. :(
thanks for the help ^_^
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:iconrapidvision:
rapidvision Featured By Owner Feb 20, 2006
Dude that is so awesome.
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:iconrgnet:
rgnet Featured By Owner Feb 20, 2006   Digital Artist
looks promising :D
wanna see how this is going to come along :D
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:iconguyflash:
GuyFlash Featured By Owner Feb 20, 2006
not bad, you certainly know how to pick a tut (the tile method here was used in the 'n' game) cometo think of it I could actually do with checking some of that stuff for my bunnies of fury sequel...

as for you're game it works pretty well, it took me a while before I realised i had more than one jump, but apart from that, this is a pretty good system you can build on :D

(also, to fix your problem I usually have a variable to store which direction the character should be facing, every time you change the frame of player anim you use, check the direction :D)

can't wait to see the finished thing :+fav:
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:iconunderclocker:
Underclocker Featured By Owner Feb 20, 2006
wow thanks :D
i'll try the variable. this is my first time working with actionscrifpt (doing more then just a preloader O_O) so getting simple things like limiting the jumps towork only after kirby starts falling took me over 6 hours...

mabey when i get as proficient in AS as you are i'll be able to do it in a much shorter time
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:iconguyflash:
GuyFlash Featured By Owner Feb 20, 2006
if i'm honest, I've only recently started to learn how to do tile based stuff in flash for... well, a *top secret* project :D but it is a pretty efficient way of working and if you do it right you can have custom level editors and create massive flash games that run fast and have tiny filesizes...
if this is you're only actionscripting (apart from pre-loaders) the major congrats. but remember with tutorials it's more important to understand the code, then you can own it when you want to do something beyond it :D (but it looks like you get it and some :thumbsup:)

I'm really looking foreward to see how this works out :D
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