Wednesday, July 25, 2007

STREEEEEETS OF RAAAAAGGGGE!!! (umm..and spike-out)

SO, here's the story. I was fiddling around with the Streets of Rage tutorial and thought "Hmmm this engine is coming along rather well" and decided to scrap the tute and embark on actually creating a proper game. So here's what I've done so far;-

USE THE ARROW KEYS FOR MOVEMENT- DOUBLE TAP ANY DIRECTION TO RUN

W = BEAT BUTTON Q = JUMP D = POWER


BEAT BUTTON CAN BE USED FOR COMBOS+GRAPPLE ATTACKS/THROWS
POWER BUTTON CAN BE RELEASED AT SET LEVELS TO PERFORM A SPECIAL MATCHING THAT LEVEL (AKA.SPIKE-OUT)










ENJOY!

Yes it's only a basic demo, just a small preview of what's to come- but at least the mechanics at this point are- in my opinion- pretty fluid. Took a lot of fiddling around with keyhandlers and the like to get it working like that. There are soooo many beat-em ups out there that look fantastic, but playwise lack the juice to keep you intrigued. This is mostly down to controls being unresponsive (bad coding) or the characters movements too slow (bad design). So I made an effort to keep things frictionless.

Pretty much everything I'd love to see in a 2d fighting game I intend on having, borrowing the best bits from the best games and leaving out the poo. Floating combos, multiple grapple techniques, power-up attacks, firearms, hitting grounded enemies. God I'm violent. There's only a handful of those in the demo so far, but keep your eyes peeled...


I you can draw real art, (ie something other than crappy little cutesy characters), please get in touch. There's money to be made for a good artist in Flash these days. Companies are beginning to realise the huge potential of advertising within online games and financially speaking things lousy sponsorship deals are becoming a thing of the past and giving way to percentage earnings. In other words, the day may be dawning when we can actually earn what we're worth. As you can see, the current demo uses placeholder graphics and one day I hope to either put in my own graphics, or hopefully get someone who has some real talent on the job.


I discovered a couple of handy coding techniques along the way with this puppy, such as saving a reference to whichever bad guy the hero is beating on after he comes up on the hitTest--bleh, difficult for a moron like me to explain, but in other words, you could do something like. hero.current_enemy._x=500;
In other words you have all of the current enemies properties available from within the player object. It saved me a lot of time. Guess my skills are improving, but I'd still love to know how 'real' programmers manage to code entire games without putting any lines within their movie clips as I completely struggle to figure out ways of avoiding that at times. There's that old coders adage that "It's not the code but the game that matters" but it's a great feeling when you know your coding is clean and organised (and all on one frame!).


Had an odd urge to go back to coding the remake of Nexus once again. I know the project is supposedly abandoned, and I had no intention of returning to it, but I can't help it- recently great ideas for how it could be done just keep popping into my head. I started scribbling down some map diagrams for the base and who knows, I might just break open the old swf and get cracking on it again.

This doesn't mean I'm blowing off Bounty Hunter 2, but the scale of that game is so large I'd be crazy to focus entirely on it when there's other more attainable visions to chase. Go with the flow of your mind dudes, that's all you can do. As long as you never stop a project completely you'll always have stages in the year when you feel like adding a little bit to it here and there.

5 comments:

Anonymous said...

NICE BLOG AND GAMES. I'M STARTING WITH GAMES TOO.
WWW.DEMOMODE.BLOGSPOT.COM
RESPECT

Anonymous said...

Nice demo.

It's very awesome to see something like that working so well.

I'm a big fan of fight games and walk-n-thumps myself. I think I have about 5 different fight engines started but unfortunately, my time is so limited right now, I never really continued with them.

Quick question though: Is the reason the Blanka switches to Axel when grappled because you had a lack of frames?

EvilKris said...

It's just that the graphics are all placeholder anyway, and so I haven't bothered switching them all around. It's only an engine, not a game-in-progress.
If I make any games from it (which I intend to eventually) I'll have to replace those graphics with something original. I could use Capcom sprites but they'll probably sue my ass if I make any profit from the game.

Anonymous said...

I wanted to ask what happened to the tutorial on this engine. It provided a nice start to my game developement. It would be nice to see how you did the combo system again.

EvilKris said...

It's simply that I stopped writing code in AS2 about a year ago, along with most other people, and I felt continuing tutoring people in a semi-obselete language might be a little pointless.
Why haven't I written the articles in AS3 then?
Mainly due to the nature I code in. AS3 uses OO and as I've yet to be proficient in it I'm not too keen to put any tutorials up until I've reached a satisfying level.
I can pretty much code anything I want in my own wonky way, which results in the same at the end of the day, but the code is sheer ugliness to look at and I wouldn't dare pawn off my dodgy techniques to other people- who would be given a much better start by learning someone elses code.