Saturday, June 30, 2018

Generator Posted!

Okay. I have created the idea generator that I'm going to use to decide which elements will go into the next project. Here it is:

https://www.deviantart.com/johnjenkins2315/art/Generator-752314698

There is a problem with duplicate elements, but I think that might not be such a big problem. Perhaps I should just add in more than one of the elements that are duplicates. This could easily backfire, however. I also added in pointers as well. Here's what I want to change:

1. Take the Button Pressed out and put it back in after the shuffle, because this should not be randomized.

2. Take out duplicate listed items.

3.  Design it up a bit. Looks a little sparse.

Like I said, I'll try it with the duplicates and see how it works out, for now.

Next Project: Idea Generator!

Here's the next project. How to make a generator that prints out six game elements  at random that I can use to create my games. 

Here's how it will work:

1. Put a text field on the first frame or second frame and fill it with text.

2. Create an array (or a vector). Create a second one for the result

3. for (var i:int=0; i<5;i++) {
result.push(array.pop(floor(Math.random()*array.length));
}

4. resultField.text = (result+ ", Buttons.");

Also, I'm going to add another element. This one will be creating a pointer. I've done this once before. A pointer is a sprite that pivots and rotates to point at another object, traditionally a mouse pointer. It's going to be fun adding this into the mix. I can't wait to see what's coming up next!

First Project Done!

Okay, I have completed the first example in the series. The requirements as follows:

1. Hit Test Point
2. Animation
3. Random Numbers
4. Buttons
5. Preloaders
6. Saving Local Data.

You won't be able to see from this example (because it loads so fast) but it has a fully-functioning preloader which displays how many kilobytes are loaded and how many remain. I doubled down on the random numbers. Not only does it display a random number when you click the button, but if you look at the sliding piece you see that it moves irregularly. That's because the sliding animation is randomized, so that it moves a random number of pixels each frame.

Quick tip: If you type in text as a label for your buttons, make sure to break up the text boxes by click control+b a few times. If you don't, the text field will block the button. When this happened, I thought that something was wrong with my code. The event listener can't see through a text field. Remember that.

Here is the link to the finished project:

https://www.deviantart.com/johnjenkins2315/art/QuinKai-1-752236473

Saturday, June 23, 2018

Already, Some Issues

I haven't even started yet, and already I have to change some things. First of all, the collisions option should specified as Hit Test Point, not Hit Test Object. These two are vastly different. Second of all, I will have to add the buttons element to every game, because I don't think that Hit Test Point alone will allow me to select in a way that is productive and practical. It's far to easy to overload the system if all you have to do to advance through the menus is to roll over the option with a mouse. So here's the modified list:

  1. Saving local data
  2. Random numbers
  3. Animating
  4. Loading screen
  5. Hit test point
  6. Buttons (Every game will need this.)
So what kind of game will I be able to make? I don't know. At first I was thinking that I would use HitTestPoint to make a sliding menu - that takes care of Hit Test Point and linear animation - but how would I incorporate the rest? Loading screen is easy. Just make a block and use the loaded bytes to move scaleX on the bock (or maybe scaleY?) and then have a button pop up which advances to the next frame. I think I have it figured, now. The only thing I haven't incorporated is Random Numbers. That may be simpler than I am assuming. I wish I hadn't restricted myself to so few elements, but I'm just learning. The game doesn't have to be the next GT5, at least not yet :).

My New Idea

Here is my new game-making idea. I have 25 game elements crated. I got them from studying a book on Flash game development. So, I will make a variety of games using those elements. I think it should be easier than I'm assuming. I already have the code. I already know that it works and if it doesn't work for some reason, I have something to fall back on.

So here's what I'll do. I will grab five elements at random, and then make a small game from them. This is a lot better than my previous strategy, because I actually know what I'm doing this time. And it should help me to learn the elements faster, so that I can make myself a true game design champion.

I will:

  • Pick five elements at random. 
  • Create a game with those five elements. 
  • Polish and refine the game. 
  • Publish it and show the results. 
 Let me know if you have any further advice. 

Without further ado, here are the first five game elements.

  1. Saving local data
  2. Random numbers
  3. Animate
  4. Collision 
  5. Preloaders