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framais

Check my Flash Isometric Game

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Hello everybody, I recently developed an isometric adventure game using Macromedia Flash, and I'd like you to check it out online at: www.goldyard.net/play.htm On the game site ( http://www.goldyard.net ), besides the game itself, you'll find extra contents and "behind the scenes" material. I'm eager for feedback so please let me know your opinions, suggestions, comments, and criticisms about the game. Also, bug-report is highly appreciated! Thank you all! Francesco Maisto http://www.maisto.cjb.net http://www.goldyard.net Edited by - framais on January 14, 2002 1:19:23 AM

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Hello.

This is very impressive. I have used Flash for quite a long time and I doubt that I could do this.

Congratulations.

------------------------------
Simple DirectMedia Layer:

Main Site - (www.libsdl.org)
Cone3D Tutorials- (cone3D.gamedev.net)
GameDev.net''s Tutorials - (Here)

OpenGL:

Main Site - (www.opengl.org)
NeHe Tutorials - (nehe.gamedev.net)
Online Books - (Red Book) (Blue Book)

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Thank you all for your nice comments :

Argus -
you're right the game is pretty linear. It has been a design choice to make the game simple and straightforward, the idea was to have something with a fast learning curve and arcade playability despite the adventure-like style, like those adventure games from the 80's ( who reminds the Sinclair ZX Spectrum here? )

About the "size" of the game-world, Flash could actually handle an expanded set of rooms, but I haven't had enough time yet to expand it, the current game took me something around 5-6 month development and I'd need at least 2 more months to double the number of rooms...

Again thanks everybody for your feedback... suggestions for improvements and additions also welcome

Francesco Maisto
http://www.maisto.cjb.net
http://www.goldyard.net

Edited by - framais on January 13, 2002 12:54:16 AM

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Hey, good work, but the Keyboard is conter-intuitive,
you should change that...
The rest is quite fine, I enjoyed the fact of the bouncing
skull actualy having a shadow on the ground.

[Hugo Ferreira][Positronic Dreams][]
"Research is what I''m doing when I don''t know what I''m doing."
- Wernher Von Braun (1912-1977)

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---pentium3id---

About the controls... I think that''s the curse of isometric games, controls are never as straightforward as in other types of games (unless the way of controlling the hero is through mouse clicks/path detection) for the simple reason that the perspective is rotated respect to the 2D plane.

Neverthless since this has been an issue for many players I tried to give as many choices to control the hero as I could.

You can either use the arrow keys or S-X-J-N. This last combination of keys is oriented as close as possible to the walking directions.
Also you may want to change the configuration of the arrow keys from the main menu: Settings -> Controls
That would give you one more option


---SnprBoB86---
That''s true, even tho if you go ahead with the game you can encounter some more enemies ( the gates and the final boss ghost).
I designed (on paper so far ) some more enemies, the only drawback is that the more complex AI of the enemy the slower the game runs, this is a general rule but it''s particularly true in Flash...

Thanks everybody for your nice feedback!


Francesco Maisto
http://www.maisto.cjb.net
http://www.goldyard.net

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Guest Anonymous Poster
This is the best iso-engine I''ve seen done in Flash. Very nice!

Collision detection is superb - You never get stuck on the walls. Game speed is excellent considering there must be a lot going on in the background. Nice menu interface. Good use of audio. You obviously put a lot of thought into the whole game.

The actual gameplay is not the most exciting in my opinion. It is just a matter of waiting for the bad guy to cycle through his movement sequence so you can sneak past. But I love the idea of exploring a graveyard and picking up items.

I would be interested in hearing how you handled the collision detection. Did you use a tile/grid system?

Keep up the good work!

btw - I remember those ZX spectrum games.

Felix Turner
MultiMedia/Web Developer
felixturner@hotmail.com
www.airtightinteractive.com

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Thanks Felix,

the way I handled collision is the following:

1 - collision between the hero and items, potions and doorways is grid-based, cause it didn''t need such a high degree of accuracy

2 - collision between the hero and the bad guys is based on screen coordinates.

3 - collision between the hero and the walls is based on a 2D map (a top view of the level) and, among other things, it can handle curved walls/obstacles (see the level with the castle tower in the graveyard)

P.S. I liked the Q*bert game on your site, very nice!

Francesco Maisto
http://www.maisto.cjb.net
http://www.goldyard.net

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Guest Anonymous Poster
> Thanks Felix,

Your welcome.

> collision between the hero and the walls is based on a
> 2D map (a top view of the level)

Does this mean your are using a hitTest between 2 MCs? With a square representing the hero, and a complex shape representing the walls?

That would be an interesting way of doing it. You would have to ensure your 2d map exactly matched the iso 3d view. You seem to be getting great performance. Did you do it this way (instead of using the grid method) to allow for curved walls?

> P.S. I liked the Q*bert game on your site, very nice!

Thanks! (It has the same iso control issues as your game.)

- Felix.

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Thanks everybody for your positive feedback, that is very motivating for me to go ahead with the project

Felix - about collisions

>Does this mean your are using a hitTest between 2 MCs?
>With a square representing the hero, and a complex shape representing the walls?

Exactly, only that instead of a square I use a hitTest between the shape representing the walls and 8 points around the MC that represent the hero in the top-view projection

Francesco Maisto
http://www.maisto.cjb.net
http://www.goldyard.net

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Amazing! Your flash game brought back some fond memories of my favourite games on the ZX Spectrum like Batman, Fairlight and others which were all isometric titles. Very impressive, well done. How long did it take you to do all that?

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