Archive for September, 2010

R-zone boss level movement

Thursday, September 23rd, 2010

Okay so I added some boss level movement. Essentially when you get to the point that you can move to the top and bottom of the screen, you’re in the boss level area. Which means you can move all over it. You won’t see anything until you hit the wall on the right side. In the near future I don’t think I’ll allow you to a point of being able to see the right hand wall so that the boss level feels infinite. But I’ll need some way of making sure you don’t hit the wall once the game starts autoscrolling again.

RZone20_03

As usual, arrow keys or wasd to move. Make sure to click in the window to use the controls. In firefox this just means left clicking pretty much anywhere.

R-Zone build 0.2

Wednesday, September 15th, 2010

Okay there’s not much new here, except I have changed how I’m loading my maps. Instead of dynamically loading them, I’m loading them all at once, so now there’s a little loading screen before getting to the game itself (as well as the flixel loading screen). I’ve finalized how I want to move in the game, but I have not implemented boss level movement. That is my next task before actually starting on the game-proper. Let me know if this is a problem for you. Not that I’m expecting any, however, there’s some pretty large tilemaps, and I’m hoping they don’t cause any problems.

RZone20_02

R-Zone next — Out of order version

Saturday, September 11th, 2010

I purposely put some of the levels out of order so people could test. Mostly I’m curious as to if the paths are easy enough to figure out. That is when you look at it, does it look like you can make a decision about which path to take. so level 1, 3, and 5 — although these will take a bit of time to go through Please bear with it.

Arrow keys to move (or w,a,s,d)

Also realize that it stops if the ship hits the map in front of it — this is simply so you can move out of the way without getting trapped with the collision stuff. Mostly for debugging.

RZone20_OoO