New pc yeehaw!.
PRELOADERS
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It's pretty much known around the Flash stratosphere that preloaders are -always- a pain in the ass to get working. The first INSANITY game was a complete nightmare to set up, I had to painstakingly go through every movie clip, untick the Export in first frame box and drag each one into an asset holding movieclip on the 2nd frame of the main timeline. THEN for each and every sound I had to build a layer and drag the sfx onto their own individual layer. And even so everything was set up properly I still had some weird issues like sounds playing randomly on the title screen and such. To this day I still wake up Ripley style after a disturbing dream related to preloader setting up.
So there I was coding the 2nd INSANITY game thinking - "Oh man sooner or later I'm going to have to go through all that bs again" when I thought of something that might work.
I set up my timeline for the preloader as usual:
- 1st FRAME - Preloader code&graphics
- 2nd FRAME - Empty skippable Frame *used for the assets*
- 3rd FRAME - Title screen
- 4th FRAME - The entire game
I started dragging things into the second frame for a bit then I thought I'd try something. I went into Publish Settings/AS3/ and in the Export To Frame box I changed the 1 to 2. So Assets are all loaded on the second frame. Then I just compiled the game as normal and to my surprise and delight the preloader worked perfectly! Without the hassle of dragging all that crap into an asset holder.
Well slap my ass and call me Sally but I had no idea you could do this that easily. Do take note.
OTHER NEWS
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Hmmm, well as far as I know 'INSANITY II' is pretty much sold. I'm onto my new *unnamed* project, a Golden Axe clone. Currently struggling with pixel art and such, though I believe I'm onto a good technique. Actual fighting engine code is coming out smoothly as essentially all I'm doing is exporting my AS2 Streets of Rage demo engine to AS3. This time I'm all about keeping the game simple, done&dusted in under 3 months. No complicated ideas that will lump on production time. A few bits here and there to up the replay value by including many random factors.
Example- any 'stage' can contain a number of random enemies but their properties will be controlled by the difficulty level of that stage. Also there will be a chance some randomly selected enemies will be 'LORDS' ie a little bit higher than their actual level, like the Black Phantom characters in the PS3 game Demons Soul. You can win the game as quickly as in 5 lucky hint-giving stages, or just go through the game stage by stage and try to complete all 99 (for a special medal of course).
Damn coding a fighting game is fun. And it's playable almost as soon as you get your main sprite launching combos with a keypress. Why didn't I do this earlier?