View Full Version: A Day of Paintball

lassie >>In production >>A Day of Paintball


<< Prev | Next >>

Shofixti- 11-14-2007
A Day of Paintball
What is "A Day Of Paintball"? well it can be summed up in 4 points and a screenshot. 1: A doomed mini-project resulting from boredom 2: A attempt to see just how far gameplay alone can take a game 3: An effort to prove to myself I can finish what I start 4: The result of a total lack of drawing ability. ---------->WARNING! Looking at the picture below may result in retina damage and corrosion of the eyeball due to sheer awefullness<---------- A Day of Paintball is the story of a young "greenie" who's only purpose in life is to finally try the elusive sport of Paintball. Starting out in his own home, you must somehow lead this young "hero" from complete noobyness to the master on the field. On the way he encounters not only the usually problems: Money, Age, and Location, but also some intresting twists... Which you'll need to wait for yourself to see. Really, this game is more of a small hobby and attempt to increase my artistic talent from nill, to near-nill. I'll be trying out a few basic Game design principles, namely Multiple paths and relative "freedom" aswell as things new to lassie such as a currency system. (dont ask how, I'm not 100% sure yet) Feel free to compliment me on my Uber-Talent in flash.

NigeC- 11-15-2007

Sounds interesting :D Its a great way to starting basing a story on a hobby or interest Hey.. don't knock yourself, you should see the graphics i used in my first AGS game! I may know a way to make a npc react if he's shot, I've never tried it on animated objects but it works well on static ones :wink:

Shofixti- 11-18-2007

The project is moving along nicely, Oddly I havnt started to get tired of drawing stuff yet and am slowly getting better at it. I just had a few questions: 1: Its a longshot, but can I display a variable instead of a word? Like when you look at "cash" it would say "I have $ {CASHVAR}" but replace Cashvar with a running total of the amount of "money" the player has? (you would be able to pick up and lose money by subtracting or adding to the variable). 2: could I add a clock to the UI that keeps track of time even after changing rooms? 3: Anybody here actually PLAY paintball? Thanks.

NigeC- 11-18-2007

2 not sure about the variables 2 a clock is possible, a guy did it in a Lassie director game called virus, i think he just used a timer as an inventory item 3 no I've never done paintball, its somewhere on my "before i die" list

bigmac- 11-18-2007

1) Off the top of my head, you've got me stumped on a quick and dirty hack that would accomplish that. But never say "impossible". I'll think about it and get back to you. 2) Clock... sure. The TIMe object is a dynamic class so is open to additions. I'd say that would be the best place to put it. You could also append methods that would access it's running value. Keep in mind that Flash has a native time counter. You can always read off that. If you want to skew variables against a start time, just capture the start time and write it as a variable onto the gamedata.gameVars node. Then it would get saved with your game! 3) Nope. Still have never tried it.

Shofixti- 11-19-2007

Thanks, while I think I still need to study exactly what you said, I get the idea. One more thing, I have a password input in one of the minigames, and I want the output to be all asterisks... so even if the player wrights "pass1234" it comes out "********". How would I go about doing that in flash and would AS still be able to check what was said against what the correct password is?

bigmac- 11-19-2007

How would I go about doing that in flash and would AS still be able to check what was said against what the correct password is? Pretty simple... set focus to a hidden input text field, then have a second dynamic text field as your presentation display. As the user enters text into the hidden field (onKeyDown), generate a string of asterisks equal in length to the number of characters entered, then push that into the display field. When the user submits, just -*test*-('") the contents of the hidden field. Just make sure to design your interface in such a way that it's obvious the field has keyboard focus (a big thick outline or something). This solution would prevent the display field from having a blinky type cursor indicating input.

SeanCyrusTowel- 11-19-2007

I figured I'd just answer #3.... Yes I have played it.... hmmmm... twice.... once indoors and once outdoors

Shofixti- 11-19-2007

Ahhh good, not all of my in-game jokes will be lost then. And thanks bigmac, I think I got it now.

Matt Kempke- 11-20-2007

Hi there, your concept sounds nice :) Well - I never played paintball. But I want to. I'm a first person shooter fan ... and that's FPS in real life :) ... and I know there are people who would start complainin' now that it's all brutal and not good for kids. Age restricitions should be acknowledged and parents/guardians watch the kids - and strange people (who get funny ideas while playing that) will get funny ideas by watching Bugs Bunny too ... or even by reading Shakespeare. Or maybe not. Anyway - let the games begin :)

Shofixti- 11-20-2007

Paintballs is int this simulated war-game that the media often puts it up to be, in fact professional Speedball (Speedball is a variety of paintball in a small field with a few preset inflatable bunkers) feels more like a sport than anything else. Trust me I've been playing paintball for 2-3 years now, and it is NOT in fact a wargame. in fact we sortof make fun of people who call it that, as shown in this comic. http://www.the-whiteboard.com/autowb319.html Anyway, another question (ever since I started making this game I feel more and more stupid) Can I override the keyboard input bringing up the menu? just for one minigame? I need the user to have access to all of the letters and the shift button... but in AS right now it just pauses the game; Any way around it?

bigmac- 11-20-2007

Erm, honestly, I don't member. Hang on.... hmmm. Here's the code: private function setMenuListener():Void { var listener:Object = new Object(); listener.onKeyDown = function() { if (Key.isDown(Key.SPACE)) { //purge dialogue if space is pressed _root.dialogue.purgeDia(); return; } else { //otherwise, call menu Key.removeListener(this); _root.gAction.tim = [["fadeToMenu", "game", 60]]; _root.runActions(); } } Key.addListener(listener); } That exists on the menu object (don't ask me why). Ugh... this this is so badly built, I really didn't know what I was doing with action script when I composed this engine build. Kind of ties your hands in these scenarios. Well, maybe you could overwrite this function? It's technically private, but AS2 doesn't do run-time privacy checking. You could probably hack it.

Shofixti- 11-20-2007

And how exactly would I go about "hacking" this?

bigmac- 11-21-2007

Try putting some frame actions into your menu movie... add in: function setMenuListener():Void { } or delete setMenuListener; That should overwrite the function with a null behavior or delete it entirely. You should then be able to write in your own keyboard integration. Oh, wait... check the DOM diagram, the menu graphics clip is probably loaded in as a child of the menu controller object on which that command exists. You'd probably have to target _parent. Dunno if it'll work, I'm pulling at straws here. I built the engine to work a certain way, not to be hacked.

Shofixti- 11-21-2007

Hmmm no dice on that... I'm just going to need to be more creative in a way around it...

Forumer™ is Voted #1 Free Forum Hosting provider
Build your own community today with the largest message board hosting company.