R-Zone build 0.2

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

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

R-Zone 2.0

September 9th, 2010

Well I rewrote the core of the scroller part, so that now instead of resetting the state it’s all contained in one state. There are two tilemaps that I swap out every other level, so that it appears seamless. Basically it means loading up one map when it gets to the edge of the camera, and then when the old map is off camera removing the map (nullifying it), then it can be used for the next time. Nullification and creation are based on the level number, whether it’s even or odd, if it’s odd then it’s tilemap 1, and if even it’s tilemap 2. Works pretty dang well if I do say so myself. So now I’ve got most of the major areas blocked in, there’s nothing there yet though. Also levels 1-2 have only 1 path about a screen’s high worth, levels 3-4 have 2, and levels 5-6 have 3. Should make for some interesting replay. I just got to be able to make sure the user can somehow visibly see the paths he can take, probably by crafting the openings in such a way as it isn’t hard to choose. Anyways next up is actually adding ceiling and floors to varying degrees (up or down)… then I can start on the actual game (enemies as weapons).

If i get any response to this, and you want it, I will post the code later.
Here’s the swf — RZone20_01