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Project:Deathrun

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I got tired of the RPG game cause it's too hard, but right now I'm working on a deathrun style game, where you avoid traps and move on various styles of tiles.

This thread will be the project log, also I will post the SOURCE CODE here, if any of you fellow codes wants to look at it. I will post new levels as I make them too here.

 

Work done so far:

http://www.swfupload.com/view/100380.htm

 

Script:25%

Design:20%

Music:0%

Story:0%(Yeah I started making the game randomly without thinking of a story!)

Edited by Eldest
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Same could be said for me XD I have so much going on ist hard to focus :-P

 

I get what ya mean, you start working on one project, then another good idea pops up, then you start working on that, then another good idea comes and so on and so on, if only we had unlimited amount of spare time to do these things..

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I am currently recoding the engine and following a tutorial on how to do it.

Current progress:http://www.swfupload.com/view/106285.htm

And here is the source so far, tho, I doubt it's any use to you guys xD

Source:

_root.attachMovie("taevas1","taevas_uus",1,{_x:-20, _y:-20});
_root.attachMovie("player","player_uus",3,{_x:240, _y:220});
var xkiirus:Number = 0;
var ykiirus:Number = 0;
lev = 1;
teeLevel(lev);
player_uus.onEnterFrame = function() {
xkiirus = 0;
ykiirus = 0;
tile_x = Math.floor((tiles._x-200)/80)*-1;
tile_y = Math.floor((tiles._y-180)/80)*-1;
misTile = level[tile_y][tile_x];

switch (misTile) {
	case 1 :
		//tavaline
		break;
	case 2 :
		//paremalenool sinine
		xkiirus += 3;
		break;
	case 3 :
		//vasakulenool sinine
		break;
	case 4 :
		//ülesnool sinine
		break;
	case 5 :
		//allanool sinine
		break;
	case 6 :
		//exit
		lev++;
		_root.removeMovieClip("bricks");
		draw_level(lev);
		break;
	case 7 :
		//uksed
		break;
	case 8 :
		//uksed2
		break;
	case 9 :
		//saag
	case 10 :
		//punane paremale
		break;
	case 11 :
		//punane vasakule
		break;
	case 12 :
		//punane üles
		break;
	case 13 :
		//punane alla
		break;
	default :
		//surm
		surm();
		break;

}
if (Key.isDown(Key.LEFT)) {
	xkiirus -= 3;
}
if (Key.isDown(Key.UP)) {
	ykiirus -= 3;
}
if (Key.isDown(key.RIGHT)) {
	xkiirus += 3;
}
if (Key.isDown(key.DOWN)) {
	ykiirus += 3;
}
tiles._y -= ykiirus;
tiles._x -= xkiirus;
taevas_uus._x = -20+((tiles._x-240)/10)*-1;
taevas_uus._y = -20+((tiles._y-220)/10)*-1;
};

function surm() {
tiles._x = 240-(80*_root.xspawn);
tiles._y = 220-(80*_root.yspawn);
kiirus = 0;
teeLevel(lev);

}
//ehita level
function teeLevel(number) {
level = new Array();
switch (number) {
	case 1 :
		_root.xspawn = 0;
		_root.yspawn = 0;
		level[0] = new Array(1, 1, 1, 0);
		level[1] = new Array(0, 0, 1, 0);
		level[2] = new Array(1, 1, 1, 0);
		level[3] = new Array(0, 0, 0, 0);
		level[4] = new Array(0, 0, 0, 0);
		break;

	case 2 :
		_root.xspawn = 0;
		_root.yspawn = 0;

		level[0] = new Array(0, 0, 0, 0);
		level[1] = new Array(0, 0, 0, 0);
		level[2] = new Array(0, 0, 0, 0);
		level[3] = new Array(0, 0, 0, 0);
		level[4] = new Array(0, 0, 0, 0);
		break;

	case 3 :
		_root.xspawn = 0;
		_root.yspawn = 0;

		level[0] = new Array(1, 0, 0, 0);
		level[1] = new Array(0, 0, 0, 0);
		level[2] = new Array(0, 0, 0, 0);
		level[3] = new Array(0, 0, 0, 0);
		level[4] = new Array(0, 0, 0, 0);
}
}

_root.createEmptyMovieClip("tiles",2);
tiles._x = 240-(80*xspawn);
tiles._y = 220-(80*yspawn);
for (y=0; y	for (x=0; x		if (level[y][x]>0) {
		depth = y*12+x;
		ehita = tiles.attachMovie("tile", "tile_"+depth, tiles.getNextHighestDepth(), {_x:x*80, _y:y*80});
		ehita.gotoAndStop(level[y][x]);
	}
}
}

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