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HO HO HO, MERRY EASTER, EVERYONE.
Sorry I've been a bit dormant over the past week(s). With uni and whatnot I've been a bit pre-occupied (ok, that is barely true... I only have uni 4 days a week). I've been learning ActionScript 3, and I mean really learning it, not just mashing together a bunch of code from tutorials and hoping it works. I'm using Flash Builder instead of Flash CS5.5, so I'm working entirely in code and I think I'm better for it.
Anyway, I'm making a platform game, and the idea is, the player is plonked into this world full of platforms of random sizes and positions, and he must run across the platforms as fast as he can, while being chased by a deadly laser to his left (the laser will cover the entire height of the screen, so there is no escape other than to keep running right). The game is based around Murphy's Law in that, if there is any possibility of something bad happening (no matter how unlikely), at some point in the game, it is going to happen to the poor old player. Call it Hell, if you will (without all the violent stuff). So, this means there may be the occasional flood, where the player must swim (slower than running) or jump onto the next row of platforms and perhaps be pummeled by a shower of flaming meatballs. You get the idea The aim of the game is just to survive as long as possible. It will keep track of stats like time spent running, time spent crying, meatballs dodged, calories burned, etc...
So far, I've been working on the physics and platform generation code. No visuals are in yet, so it is just the player (a rectangle) and a never ending array of platforms (also rectangles ). No laser yet. The platforms load in chunks of 4, so once the last platform enters the screen, 4 more platforms are generated just beyond the screen. Once the last of these enters the screen, the first chunk is dumped and the third chunk is loaded. The cycle continues, so there are always two chunks loaded at any one time (apart from the start, where you have just the one chunk).
Here is what I currently have. I'd like your feedback on the kind of performance you get and what hardware you are playing it on (gaming PC, normal PC, laptop, netbook, tablet, etc.). There is an fps counter in the top left. Ideally, it should be a solid 60 fps. Oh, controls, in case you lack the confidence to work them out, are the arrow keys.
Very shortly, I will be attempting to add another layer of platforms and that laser I was talking about.
Sorry I've been a bit dormant over the past week(s). With uni and whatnot I've been a bit pre-occupied (ok, that is barely true... I only have uni 4 days a week). I've been learning ActionScript 3, and I mean really learning it, not just mashing together a bunch of code from tutorials and hoping it works. I'm using Flash Builder instead of Flash CS5.5, so I'm working entirely in code and I think I'm better for it.
Anyway, I'm making a platform game, and the idea is, the player is plonked into this world full of platforms of random sizes and positions, and he must run across the platforms as fast as he can, while being chased by a deadly laser to his left (the laser will cover the entire height of the screen, so there is no escape other than to keep running right). The game is based around Murphy's Law in that, if there is any possibility of something bad happening (no matter how unlikely), at some point in the game, it is going to happen to the poor old player. Call it Hell, if you will (without all the violent stuff). So, this means there may be the occasional flood, where the player must swim (slower than running) or jump onto the next row of platforms and perhaps be pummeled by a shower of flaming meatballs. You get the idea The aim of the game is just to survive as long as possible. It will keep track of stats like time spent running, time spent crying, meatballs dodged, calories burned, etc...
So far, I've been working on the physics and platform generation code. No visuals are in yet, so it is just the player (a rectangle) and a never ending array of platforms (also rectangles ). No laser yet. The platforms load in chunks of 4, so once the last platform enters the screen, 4 more platforms are generated just beyond the screen. Once the last of these enters the screen, the first chunk is dumped and the third chunk is loaded. The cycle continues, so there are always two chunks loaded at any one time (apart from the start, where you have just the one chunk).
Here is what I currently have. I'd like your feedback on the kind of performance you get and what hardware you are playing it on (gaming PC, normal PC, laptop, netbook, tablet, etc.). There is an fps counter in the top left. Ideally, it should be a solid 60 fps. Oh, controls, in case you lack the confidence to work them out, are the arrow keys.
Very shortly, I will be attempting to add another layer of platforms and that laser I was talking about.
From Metro to Material
A lot can change in 3 years, and that's how long I've been away from deviantART (just very occasionally lurking). My apologies to anyone who tried to contact me in the last few years through dA - I'm going to try to stay on here this time.
In the last week or two I have been getting back into theming. As some of you may know, Firefox 57+ no longer supports traditional themes. This means if anyone wants to create a truly interesting and unique theme, they essentially only have one choice, and that is to make use of userChrome.css. Unfortunately, creating and managing themes with userChrome.css is a nightmare, because there's just one file to
Mech Arena - Demo #2
Hi guys, long time no updates! Last year I graduated from uni with a degree in... computer stuff. I've been looking for work, working full time, and working on my own projects ever since so don't worry, I haven't died. I majored in games technology so I am essentially a games developer (I spend 80% of my free time working on games). That's pretty much why I haven't been on deviantART or working on any Firefox add-ons or themes, I just haven't had the time and have put my games work in front of everything else. With that in mind, let me introduce to you the fruits of my labour over the last few months, Mech Arena:
Short version
Check out Besi
Metro for Firefox - Interactive Mockup
A little sneak peak at our plans for the future of Firefox themes :)
Pseutro - New Mockups!
Finished my first exam for the semester and thought I'd smash out a few Pseutro mockups (my version of relaxing lol).
I recently purchased a Lumia 1520 and now that I've got my hands on an actual Windows Phone device, I decided it would be a good time to mess around with Pseutro to update it to reflect some of the things I noticed in Windows Phone. I've updated some of the icons to be a bit smaller and thinner so the theme feels a little more "light". The toolbar buttons are now the same size as the address bar, which has been made a bit bigger. All toolbar button icons (except for the menu icon) have circles around them. I've incorporated a
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Perfect 60FPS
i5-2500K 4GB RAM, AMD Radeon HD 6770, normal HD.
i5-2500K 4GB RAM, AMD Radeon HD 6770, normal HD.