Sillyman wrote:
Uh... may I ask why this is being done in bitmap instead of vector? When I first saw this I thought: Hey, mediaclips, hit detection, and fixed movement amounts can do everything! Then I see that you're writing to a bitmap surface and actually implementing room state as data in a backend, which most flash games don't actually have, instead of just letting the graphics handle it... I finally worked up the courage to ask about it...
Edit: Ah, maybe it's the fact you're not using Adobe Flash, but rather an opensource actionscript compiler.
As I mentioned earlier - I think this would be a better way to go, but all the DROD graphics are implemented as bitmaps right now. If someone wants to actually draw up a tileset as a set of Flash assets that could be used though. I have Flash, and FlashDevelop can import Flash assets.
However, it wouldn't change the fact that the backend would basically have to track the grid - several aspects of DROD's game logic depend on having a reasonably accessible grid handy
eb0ny, character input codes in AS come as ints, but you can convert them to chars with String.charCodeAt. The problem is that for a code like "
backspace"
, this returns an unprintable character instead of something like "
BS"
that could be printed in the key config screen. So I wondered if perhaps someone has already written something that would print a readable equivalent.
Mazer, Beethro not really dying's already been covered, but I'm really bothered by the claim that the green door didn't drop - I've not reproduced that in any spec.. has anyone else encountered that?
Snacko, undo is already in.
I don't know if we need the Help screen at this stage, since the Prelude/KeyConfig screen covers everything it did.
[Last edited by hyphz at 08-23-2008 10:37 PM]