Check my Flash Isometric Game

Started by
18 comments, last by framais 22 years, 2 months ago
I don''t understand why you can''t use

7,9,1 and 3 on the numeric keyboard for the different diagnol directions.
Advertisement
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
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
Francesco Maistohttp://www.maisto.cjb.nethttp://www.goldyard.net
> 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.
Wow, very nice. I''m impressed.
Pretty neat!

Moe''s site
Very nice, I think you deserve a good pat on the back! ( Go ahead, you''ve earned it ;-)

Really though, it looks and plays great. Well done.



"If all that matters is what you get in the end, why go through life?
~Michael Sikora
additonal points here... very very good!
http://www.dualforcesolutions.comProfessional website designs and development, customized business systems, etc.,
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
Francesco Maistohttp://www.maisto.cjb.nethttp://www.goldyard.net
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?
: Man is the warmest place to hide :

This topic is closed to new replies.

Advertisement