Today is my birthday, and that is all this post is about – its just an fyi for everyone out there.
I am still programming like crazy the past couple of weeks with Flash and PHP, brainstorming on an story for an exciting RPG game (which I am currently partnered with Dhryn, who’s site is still in the works), designing the graphics, etc. So I have been keeping busy but will share the next steps in the RPG game development shortly when things begin to settle a bit.
Anyways, the other day I had a spare minute to play with Papervision3D and come up with a “possible” 3D isometric game in the future… hopefully not to far off future. Here is a quick demo with some ugly looking graphics (sorry I didn’t have too much time to polish – but you should get the idea):
Making an inventory for our Hero is needed. Our Hero is most likely going to pick up items along his/hers journey, and those items need to stored and saved for later use. The Hero could pick up some Potion or Bread and use that to heal himself when low on HP (Hit/Health Points). Well, lets start setting up a in game menu movie clip which is of course very needed as well. The in game menu movie clip at this point will just have a button called “Inventory” which will open a list of items our Hero has been carrying around, but we can use the in game menu for other things like “Options”, “Quests”, etc. But for now, lets just do the Inventory. Before I begin, prepare yourself for a lengthy tutorial.. but I assume you knew that before beginning? Lets start…
This is the third part of the RPG Character Movement tutorial, if you are not caught up, you can check out the other two here: Part 1, Part 2
Today I would like to show how to make our hero jump onto platforms. I know from our gaming experience we usually don’t have a top down RPG hero jumping around, but in this game, we are going to have our hero jump. I will also discuss how we could have our hero swim on a later date. I think having our Hero jump around the stage can be really nice if you want to place some gold, or a hard to reach item. Speaking of which, there was a request for an item inventory which will be in the next tutorial of this RPG development series.
Before we begin making our Hero jump, we are going to have to do several updates and changes to our code and movie clips. If you follow the steps in order you should be just fine. So lets begin.
Today I would like to share a game called “Ball Dodger”. The concept of the game is very easy: dodge the oncoming balls by using your mouse. This might not sound very fun, but it is and can be very addicting. In the Ball Dodger game we are going to build, we are going to add two game elements to make it more challenging: collecting items, and faster spawning of balls to dodge. Here is what the game will look like in the end (if the timer in the top left has stop, refresh your browser):
In the last tutorial we talked about basic movement and key detection. This time we are going to cover Hero walking animation and collision detection.
First, lets begin opening our Hero movie clip set in the Library. Highlight both the left and right circled arms and convert it to a movie clip. Give the movie clip the name “arms” since this movie clip are the arms of our Hero. In the “arms” movie clip, create a tween for each of the circled arms, moving them back and forth of each other to represent the moving arms of our Hero when walking.