Saturday, July 17, 2010

Solved resize problem/ scaling and aspect problem in flash as3...

I've been thinking about setting up my game for redoing the size of the graphics, so computers with high resolution displays(like mine and most gamers) could benefit from the look of the game, as well as people with small screens(800x600 -1024x768- average mid west american).
On setting flash to scale to 100% width and height, it would scale the game as if the browser was 2/3s larger...
I googled, tried many "fixes", including editing and changing as3 code to try and deal with it.

What finally ended up working?

Publishing for flash player 10.1 instead of 9- apparently flash player 9 is not compatible with full screen flash- done correctly :-o

Another reason to look into unity3d, of methods of using javascript for games....

I would say flash only has as many bugs hidden in it as the amount of time flash IDE crashes - sometimes 0x in a day, to over 1x a minute!

Thursday, July 15, 2010

Adding User interface to diablo flash game (Nemesis)

I re-added the ability to create items with the item manager today, and "pick up" the items.

The problem is, to get the items back to full functionality, I need a window system for the inventory window. Beyond that, for character traits/states/exp, and quests, I need windows as well.

So I tried out creating a basic game starting interface, and a pause menu for the game, and the engines UI portion works beautifully, quickly, and just the way it needs to.

Now I need to create the different in game windows, skin them, and make sure positioning works- though I may have to add that if I haven't already, as well as adding optional "limits" to where the windows can be dragged, so they are not dragged outside the visible area.

Also, may have to have groups- so that they know which one is selected, and will bring those to the front.

Lots to do- I am hoping to start using agile software development techniques to aid me in finishing this monstrosity. I still need to get at least screen shots of my other game "MadWand" before August, for the intel game competition. It would add a chance of making money, and more importantly getting publicity. I first need to  have a few iterations of creating games proficiently before I can start creating them at a decent rate, but at that time I would like to be setup to be able to create flash, desktop, and android games, even if just ports of the same game at first.

Well, back to work before my gf gets off of school at 10pm! have about 15minutes to try to get the game windows created, skinned, and determine which features need to be re-added to the window class-

Thursday, July 8, 2010

Working more on flash Diablo game- porting to engine.

Porting my Diablo/RPG game to my game engine to hopefully tidy up development, and seperate basic functions from the game itself, to abstract them into two seperate pieces.

Finally got the hero moving again, and the screen scrolling, as well as the A* and collision working.

I added entities+ enemies, and going to work on re-adding items, inventory, equipping items, and finally NPC's and quests again.

I'm trying to keep things from being too dependant on each other, but some things need to be. Since all entities are map objects, they need constant communication with the map, such as which tile they occupy, if the destination tile is clear, or what occupies it if it isn't, ect.

Tomorrow I'll have to start compartmentalizing classes so they can be more independent, and function (if possible) without their dependencies in tact- so that if I ever have to remove enemies, but jsut test the hero, he won't be looking specifically for enemies.... But then again he does need this information if he will distinguish from one entity type to another- so again, problems with deciding where to compartmentalize objects.

I'll at least get everything working that I had before, then start trying to plan out the best way to tear each system apart and break dependencies, so systems might be able to used on future games without as much work converting them to different object types.

I'm reading a good book "introduction to game development second edition" which seems very comprehensive. Goes into almost every aspect of game development, from business and professional standpoints to programming tidbits. Very good so far!