It's the first day of the month, and what does that mean?
April Fools!
But apart from that, it means that I've got my download speed back to normal, so I can WRITE this post. Now, to waste it all again...
First of all, listen to Caustic Redemption, because it was done as a collaboration between me and HNI and we did about 50% each, although he did most of the synthesising (apart from the lead synth) and I did most of the arrangement (apart from the intro). Other than that it was basically 50/50.
Also, I've given up on that previously mentioned Flash project. Well, I haven't given it up entirely, but I think I need to work on my programming skills a bit more before I get back to it. I'm still thinking of making overhead games, maybe a shooter like StickArena, but I can't figure out how to get the actual "shooting" working. I mean, the guy fires the gun when you click, but how do games like that detect whether you've hit an enemy or not? I tried drawing a line from the gun to the crosshair, but that's a really stupid method, because it's messy, the line doesn't go past the mouse, and I don't even know how to check that something is colliding with the line.
So, if any AS experts are reading this, I would appreciate some help. =)
I'd also like to know what the hell ".addListener()" is good for. As far as I know, all the listeners, like "onMouseDown" are built into the program. How could you add another?
Anyway...
Here's an image. I will add a proper background when all the basic gameplay elements are added:
Geoplex
Doesn't look too bad so far, I don't know how you could detect the line and whatever. I'm usually one for using the messy methods because I find them a lot easier...
blackduckie
3 years later response - mainly just because i wanted to write down this idea
you would use atan2 to find the angle a line between the player and the crosshair makes with the horizontal
and then check whether the angle made with the player and the enemy is within a few degrees of that
only problem i can see is that this way the bullets would have a wider range at a distance, like the domain in which an enemy gets hit extends like a V or < shape from the player in the direction of fire
so it would need to check between a smaller range of angle values at a large distance, or else just have a lower accuracy programmed in