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Geek Culture / Can you beat it?

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Three Score
20
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Joined: 18th Jun 2004
Location: behind you
Posted: 10th Feb 2007 04:06
I've made a game and would like to know if people can beat it...it's still not done and has only 12 levels(I plan to have at least 50) and their is a big bug that I haven't been able to fix...(though I now know what is wrong)

this game requires flash7....basically you just follow the object with your mouse...

http://jouleos.galekus.com/follow_me.swf

tell me if you find any bugs(so I can fix them now)
and I know about the play bug(context menus)

Jeku
Moderator
21
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Joined: 4th Jul 2003
Location: Vancouver, British Columbia, Canada
Posted: 10th Feb 2007 04:44
It worked for me, but only when I refreshed the page once. The first time it loaded I saw everything except the ball with the line, so I didn't know what to do. Fun game though

AlanC
18
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Joined: 28th Sep 2006
Location: Seattle, WA
Posted: 10th Feb 2007 04:51
Dosent work very good on a laptop.... but fun


Antidote
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Joined: 18th Mar 2005
Location: San Francisco, CA
Posted: 10th Feb 2007 04:57
I beat it in about 10 minutes. Pretty fun, frustrating for me because I have a tendency to click.


indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 10th Feb 2007 05:20
I made it to level 4, then i died ( of boredom ).
Interesting start to something very strange.

Three Score
20
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Joined: 18th Jun 2004
Location: behind you
Posted: 10th Feb 2007 06:21
lol...anyone want to submit something? I know the click thing is annoying but if you are allow to click then you can click and then flash won't detect that your mouse rolled off the button

I still have yet to beat level 11...tis a hard level


eventually might make some kinda password system for every 10 levels or so, so that you won't have to play the same levels over and over

Phaelax
DBPro Master
21
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Joined: 16th Apr 2003
Location: Metropia
Posted: 10th Feb 2007 07:01
Same problem as Jeku.

The motion is just too choppy, it kept saying I lose even though my mouse was clearly on it.

Three Score
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Joined: 18th Jun 2004
Location: behind you
Posted: 10th Feb 2007 09:41
no you just don't know how to play..lol jk
hmmm...wonder what's with that first refresh thing...(/me tests my own game on a website)

too choppy?, like even in level 1? might try lowering the quality or something like that

MonoCoder
18
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Joined: 4th Dec 2005
Location: england
Posted: 10th Feb 2007 15:47
Perhaps it messes up the first time because it doesn't have a chance to load?

Looks set to be a good game when you get it working right. Reminds me a little of the phrase marker from Elite Beat Agents.


Uber Tails fan. monocoder.spaces.live.com http://MonoCoder.bebo.com
Benjamin
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Joined: 24th Nov 2002
Location: France
Posted: 10th Feb 2007 15:55 Edited at: 10th Feb 2007 15:57
Pretty cool game. The collision sucks a bit. I got to level 7 but it seems to make me lose the game the second I position the mouse on the pencil.

Edit: Mhwahaha I beat it. What. The hell. Is level 11.

Tempest (DBP/DBCe)
Multisync V1 (DBP)
Peter H
20
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Location: Witness Protection Program
Posted: 10th Feb 2007 16:01 Edited at: 10th Feb 2007 16:02
sort of fun...
played all twelve levels (and beat )

one MAJOR problem i kept running into was that when i first moved the mouse onto the object i might accidentally slightly "clip" a bump on the object before getting into the middle (so i'd hit a piece of it, then hit some white, then go into it)

that resulted in it restarting just from me moving the mouse onto the object which was really frustrating...

[edit] yeah, same problem benjamin had, except i had it with almost everything not just the pencil

One man, one lawnmower, plenty of angry groundhogs.
Zotoaster
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Joined: 20th Dec 2004
Location: Scotland
Posted: 10th Feb 2007 16:11
Woohoo! I won!

5Louiz
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Location: Brasil
Posted: 10th Feb 2007 16:36 Edited at: 10th Feb 2007 16:46
That's a nice start on Flash

Some hints for you. In the first frame you type this:



Place a dynamic text field in the stage and pass "msg" as variable.

still in the first frame, you put this simple preloader:



If you increase the frame rate to 20-25, you will avoid some hitTest/rollOut problems.
Hope that helps


Three Score
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Joined: 18th Jun 2004
Location: behind you
Posted: 10th Feb 2007 17:10
Quote: "If you increase the frame rate to 20-25, you will avoid some hitTest/rollOut problems.
Hope that helps "

20-25 will make me have to remake all those levels...I use a wierd array system for storing where the "next" level is, I do this for the cheat system and for a few other reasons...lol you should've seen it when I was first making it..frame rate of 8, now that was choppy...at my current framerate(which I have forgoten for the moment) and with the original scaling, it isn't jumpy at all(on my pc)

glyvin101
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Joined: 27th Jan 2005
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Posted: 10th Feb 2007 23:30
I found a way to cheat so easy don't hover over the item, just right click and press play and you beat the level lol

might wanna fix that , other then that its pretty cool

glyvin101
Les Horribres
18
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Location: My Name is... Merry
Posted: 11th Feb 2007 05:36 Edited at: 11th Feb 2007 05:40
set framerate=60... I love frame rate 60.

ALSO, turn each 'level' into a movieclip, as long as you don't have any "on(event)" conditions, you will still be able use the on(event) conditions on movieclips within the clip. This fixes your "array system". (use _root.nextFrame()? on win)

Also, place the path in a layer BELOW... took me a few secs, but I finally realize why you keep making me LOSE when my mouse was in the right place. (insert rant about using paths in a program in the first lave).



Uhh, what is wrong with using onClipEvent(enterFrame) ? Right now, you kinda confused me, it looks like you are making a variable a function without having anything execute the function (Well, currently running MX, so that might change). Aditionally, doesn't an apostophe signify a character and quotation marks signify a string?
Either way... Flash is evil, and now you've gone and reminded me I 'STILL' have to figure out a way to make a pathfinding system for my bugged up never gonna work flash game.

If you fear speaking for yourself, make use the words of others while discovering your own voice.
Gil Galvanti
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Location: Texas, United States
Posted: 11th Feb 2007 05:44
Fun game, I got annoyed on level 11 but finally beat it after about 5 minutes trying .

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Live the life of a pirate.
Agent Dink
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Posted: 11th Feb 2007 06:06
11 was horrible! 12 was pretty easy. I half expected it to be even more evil than 11! Took me about 10 - 15 minutes to complete it all.

Sometimes the only way over a wall is to pile up enough bodies to climb over - Dave W.
Three Score
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Posted: 11th Feb 2007 08:46
I use the simplistic on(rollOut) event, easier than implementing the hit thing
yea, I actually have the "you can just play through the level" thing fixed, it's just not uploaded..
....really I have no plans for changing the already perfectly working array level system..(sometimes I put random frames imbetween levels for times when I forget to implement something ebfore the first level so...

(this will also let me rearrange my levels quite easily, which I plan on doing)

what do you mean, shouldn't have a path for level 1? btw the path shown is the actual guide path I use(copied to another level so that you can actually see it though)

5Louiz
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Posted: 11th Feb 2007 19:10 Edited at: 11th Feb 2007 19:17
Les Horribres,

60 fps is NOT recomended in Flash. In this case, it is not even necessary.

As for "onEnterFrame = function()": onEnterFrame and all of the other functions that start with "on" are events. the prefix "on" means event. So onEnterFrame is the function that is executed atomatically each frame.
In the same logic, if you say "onMouseDown = function()", Flash will set the object as a listener of the Mouse class and, for each frame, will check if the left mouse button is down and execute that function.
Using "= function()" is good for creating objects and changing their behaviour on each event at runtime.

You can not use "onClipEvent(x){" as frame action. The only way to change _root's functions is by assigning them to a bunch of code in the timeline.

As for the apostrophe, it is just habit. Apostrophe and quotation marks work the same way. You can use apostrophes when you want to put quotation marks in your string


Les Horribres
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Location: My Name is... Merry
Posted: 11th Feb 2007 23:47
I know not as a frame action, but I always use movieclips... just habit of mine.

What I was meaning is that on() is the function, but onEnterFrame is just a variable (well, according to flash) without a eventListener attached to it. If flash is automatically assigning the eventListener then that is in a newer version (insert rant on how I really hate how flash handles variables).

I often use 60 FPS because I often need that higher rate for the smoothness and an increase in calculations per second. As I control everything with action script (except for premade animations, which can be incrimented by AS too) simple uses of timers keep everything running smoothly. I know that Flash IS powerhungry and will grab 100% of the cpu rate at high refresh rates, but when that occurs I'll reduce the fps to 30-45. Simple managment of functions keeps the CPU from getting too overworked...

Quote: "....really I have no plans for changing the already perfectly working array level system..(sometimes I put random frames imbetween levels for times when I forget to implement something ebfore the first level so..."

Perfectally working isn't allways a perfect answer. Even what I am suggesting isn't a perfect answer... I just prefer it, it seemingly makes things much easier... but then again, it is your perogative.

Quote: "(this will also let me rearrange my levels quite easily, which I plan on doing)"

Using individual motionclips does this with extreme ease. Instead of having to keep track of frames, you only have to keep track of 12 movie clips, you can even just put each movie clip in a frame after it.

Quote: "what do you mean, shouldn't have a path for level 1? btw the path shown is the actual guide path I use(copied to another level so that you can actually see it though)"

My (insert rant here) is about USEING paths... but what I WANTED you to do is put it a level below the 'button'.

If you fear speaking for yourself, make use the words of others while discovering your own voice.
Pricey
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Posted: 12th Feb 2007 10:04
it works, but man is that game UGLEH!

fix those fonts, to something almost readable instead of scribble, improve the colour scheme and improve those blobs that you're meant to be following and it would be a slightly more enjoyable game.

maybe you could put a nice space scene in, and have the player have follow a spaceship or something? just an idea. lots of room to improve, not bad though, i've never really got to grips with Flash

Three Score
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Posted: 24th Feb 2007 03:47
@pricey...
the "fonts" are handwritten, it's suppose to look handdrawn!

colour scheme? why add extra overhead for no reason?

blobs? well my creativity was a bit lacking so..(did you ever get to the pencil!?)


space scene!? why!? ....

yea my flash skills are still quite limited, if you want to see something ugly and crappy look at
http://jouleos.galekus.com/click_a_mole.swf
that was my first actionscript made thing!

Open86 --My Emulator (now with it's first super alpha release
I'm addicted to placebo's...I would quit but it wouldn't mean anything! lol

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