flashSwords (beta testing)

playing revision 258

commands.xml
or type ‘list’

ScreenShots
ScreenShots

changelog

Revision: 258 Date: 8:58:03 AM, Monday, February 04, 2008

Map starts out with a random scene (switch in cfg)
random scene has between 1 - 5 enemies
and between 1 - 4 weapons

Added new command spawn_random which generates a new random scene (spawning new models, not replacing existing)

Added new command reset to clean out all models on the map

Modified all spawn commands to spawn randomly anywhere in the visible area of the map, instead of directly in front of player.

Added a slightly random AIinterval for Enemy (random * 3 + (defaultAIinterval - 1.5)) (default is 5 seconds)

stupid AI is still thinking even though the game is paused (when console is open)

Revision: 257 Date: 1:58:32 AM, Monday, February 04, 2008

added ‘stupid’ AI to enemy class
4 basic stupid random AI decisions

  • 3/10 chance attack
  • 3/10 chance equip
  • 2/10 chance defend
  • 2/10 chance dance

5 second updateAI interval (rolls every 5 seconds)

attack: quickly move towards player and attack

equip: quickly move toward weapon and equip
if no weapon found, reroll

defend: slowly move toward player and defend

dance: evade by running towards random points on the visible part of the map

these are 4 basic actions, but more can be added. this AI type is ‘stupid’ but will soon be controlled by a real AI subsystem that records player’s actions and counters them, sending commands to set enemy AI actions towards forcing player to do other actions in order to survive and succeed.

there is no hit test yet.

Revision: 256 Date: 11:24:55 AM, Sunday, February 03, 2008

Added new class FPSMonitor which is enabled by default
Added new console command cfg_fps to toggle FPS monitoring

Revision: 255 Date: 9:59:31 AM, Sunday, February 03, 2008

added new console command spawn_enemy
Map can spawn a non-moving enemy with no AI now

Revision: 254 Date: 11:14:27 PM, Saturday, February 02, 2008

added quick simple hit animation in human model:head_mc
and a quick temp key listener for T to test hit animation

Revision: 253 Date: 1:28:27 AM, Friday, February 01, 2008

added new keybinding R to dropWeapon()

Player can now pick up E and drop weapons R

Revision: 252 Date: 12:03:11 AM, Friday, February 01, 2008

added ability to play left handed or right handed (right handed by default)
did not remap any keys for left handed players, but did enable left hand specific attacks (defends on the right side)

added new console command cfg_handed to set handedness

Revision: 251 Date: 11:38:35 PM, Thursday, January 31, 2008

pickUp() now picks up the entire Weapon model and attaches it to Player.
Weapon replaces Player object’s default arms_mc
stores a reference to default unequipped movieclips for later when you can drop a weapon (swap back to original)

added arms_mc replacement frames to bostaff model.
now walking, defending, and attacking are possible while bostaff is equipped.

better body part management in Player class.

Revision: 250 Date: 8:44:37 AM, Thursday, January 31, 2008

added new keyBinding E that picks up items on the floor
if the item is a weapon model, Player.as equips it by removing the Model’s movieClip from the Map and creating a local reference to that Weapon object as equip_right.
still have to replace the Player’s body part with that removed movieClip. so as of now, it just looks like the item dissappears.

Revision: 249 Date: 01:08 AM, Thursday, January 31, 2008

added new command to Console: spawn_weapon
takes one parameter, the name of the weapon model
attaches the loaded model -100 y of the player onto the Map model
randomly rotates the weapon model
if no parameter is given, help is provided

created a new class Weapon that extends Model, but doesn’t do or describe much yet
when a model is spawned, it reports back to console (if there is one available)

changed the positioning of the Map model, is now set to 0,0, then centered onInit.
added very useful get PlayerX and PlayerY methods on Map

rescaled the bostaff weapon model down

cleaned up some listeners in the relationships between Model and the Map,Player,Weapon a little

Revision: 248 Date: 11:13 PM, Wednesday, January 30, 2008

rewrote commands.xml in gedit to avoid double line feeds from windozes crlf

All current console commands work now, arguments work too.
(help, list, clear, echo) and a catchall [noCommand] that shows a friendly error for typos and stuff.

  • help accepts a single parameter or none, obviously defaults to show help’s own help. or get help on another command.
  • list lists all command nodes in the xml file, optional parameter searches for command names that start with.
  • clear, obvious
    added new one
  • echo, turns console echo on or off, (0/1, off/on, false/true)

Revision: 247 Date: 08:32 AM, Wednesday, January 30, 2008

checks input and output for backticks and tilde characters and strips them

Revision: 246 Date: 8:24 PM, Wednesday, January 30, 2008

fixed console bug that appends all new commands before ‘st’ instead of at the end of the output
by adding 2 new lines to the end of initial output

Revision: 245 Date: 01:01 AM, Wednesday, January 30, 2008

added basic attack/defense methods [left block, right block, left attack, right attack] are built in, but using left block and right attack by default for now.
[right handed] attack : click
[left handed] block : space bar

do not want to attack/block while walking, but will be able to attack while moving, maybe for tricks later

Revision: 244 Date: 12:41 AM, Wednesday, January 30, 2008

added rotation to the human model.
human always faces in the direction of the mouse.

Revision: 243 Date: 12:25 AM, Wednesday, January 30, 2008

replaced the (perspective) human with a new top view (head+shoulders) version.
this new human only faces in a single direction and has less labeled frames/states to deal with and less movie clips
now only (headmc, armsmc, legs_mc) where
head_mc is single frame
armsmc has (‘stand’, ‘walk’, ‘rightattack’, ‘rightblock’, ‘leftattack’, ‘left_block’)
feetmc has (‘stand’, ‘walk’, ‘leftforward’, ‘right_forward’)
animation control is a lot simpler now.

Revision: 242 Date: 01:02 AM, Tuesday, January 29, 2008

fixed wrong xml path in cfg
replace lt and gt symbols in command descriptions with [brackets]

Revision: 241 Date: 12:40 AM, Tuesday, January 29, 2008

added xml directory
added commands.xml file that will contain all of the available commands for the console and help information
added ‘init’ node which is what prints in console output when the xml file is loaded
added 3 commands in the xml file. help, list, clear.

Console.as loads commands xml file.
added a enough error catching and reporting methods.
displays the ‘init’ node on successful load.
does not run any of the command methods yet.

Revision: 240 Date: 10:16 PM, Monday, January 28, 2008

fixed walking while showing console bug.

i should really create a ‘pause’ function and use that instead.

fixed console onInput Focus / Output scrolls to 0 bug

made console input focus automagically.

Revision: 239 Date: 12:24 PM, Monday, January 28, 2008

added basic functionality to Console

  • uses tweening (Robert Penner’s Quint easing effect)
  • initially visible, hides automatically
  • tilde key toggles Console
  • erases tilde character from input/output fields
  • input line appends to scrollable output box
  • disables game user input when console is visible
    • this part is a little broken still onKeyUp

Revision: 237 Date: 01:07 AM, Monday, January 28, 2008

started work on the developer console
fl.controls.TextInput is not playing nicely with me right now.

Revision: 236 Date: 11:34 PM, Sunday, January 27, 2008

tweaked the side walking animation

added bgm mp3 from DjWillis

Revision: 222 Date: 11:50 PM, Tuesday, January 22, 2008

refactored the MovieClip tree of human.fla
instead of the root having 8 labeled frames, there are 5 movieclips on a single frame (own layer) (‘headmc’, ‘torsomc’, ‘armsmc’, ‘legsmc’, ‘feetmc’) each with 8 labeled frames (states)
this will at least make swapping each of these 5 child clips possible, to add weapons, shields, armor, etc. as long as they stick to the 8 labeled frames convention.

this doesn’t completely simplify the swapping child clip solution since i’ll have to be doing lots of frame to frame work by hand, it would be nicer if i can attach weapons directly on these child clips, but i can’t because of the 8 frame problem… each time the frame changes, whatever is attached will be released. this will give more freedom and possibilities. it’s now harder to sync each child clip’s animations to each other, there’s a lot more guess work (trial and error positioning) involved now, breaking down each child clip’s labeled frames into single framed grandchild clips would be a sync/positioning nightmare.

updated Player class to loop through the 5 child clips to gotoAndStop them on the correct state in each listener method.

each listener method needs to be run once, currently the onPress is triggering multiple times as you hold down a key.

Revision: 221 Date: 11:15 PM, Thursday, January 17, 2008

working on the perfect human

Revision: 220 Date: 5:34 PM, Wednesday, January 16, 2008

working on refactoring the human model movieClips…

Revision: 219 Date: 10:40 PM, Tuesday, January 15, 2008

added simple weapon model: weapon_bostaff

Model has 404 error handling

tried to stop moonwalking in Player class. now it just moonwalks differently

Revision: 218 Date: 5:19:03 PM, Tuesday, January 15, 2008

simple player movement through Map walk() methods

Revision: 217 Date: 2:16:36 PM, Tuesday, January 15, 2008

added keyboard listeners to Main.as and movement methods to Player.as

Player model can now play movement animations (but does not move the map yet.)

Revision: 216 Date: 9:08:22 AM, Tuesday, January 15, 2008

added some common classes, a AS3 Model class, cfg, tweens, and new Player class that extends Model. also a few stolen resources for testing purposes.

Revision: 215 Date: 1:20:12 AM, Tuesday, January 15, 2008

added animated states, frontwalk, backwalk, leftwalk, rightwalk to human model

Revision: 214 Date: 12:29:19 AM, Tuesday, January 15, 2008

created new project with temporary name “flashSwords”

added human model with full art for 4 different stationary states. front, back, left, right

Screenshots

showing attack radius with bostaff
attack radius with bostaff

working on bostaff attack
working on bostaff attack working on bostaff attack working on bostaff attack

post em up…. ^_^

DjWillis808 said

Jan 15, 2008 @ 09:17 PM

Needs more cowbell…

DjWillis808 said

Jan 24, 2008 @ 05:39 PM

Intro? Ending? Somewhere in between? http://remixtechnology.com/assets/2008/1/25/11-muse-knights_of_cydonia.mp3

DjWillis808 said

Jan 24, 2008 @ 05:40 PM

I actually got that song from Guitar Hero 3, then i was playing yesterday and thought it might work for flashSwords…

DjWillis808 said

Jan 30, 2008 @ 09:17 AM

Revision 243/244 are very similar to this NES game. http://www.youtube.com/watch?v=ZMDthmydL1c

DjWillis said

Feb 01, 2008 @ 01:02 PM

City tileset http://www.teamanti.com/rmxp/zzcity.png

DjWillis said

Feb 01, 2008 @ 01:05 PM

More tilesets: http://www.teamanti.com/rmxp/tile_sets.htm

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