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Old 04 April 2003, 02:01   #1
ant512
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IK+ Flash

What do you get if you mix a month, 30,000 lines of code, 600 frames of animation, a dozen sound samples, an Amiga, WinUAE, a PC, a classic beat-'em-up, and Flash MX?

http://ant.digitaldonkey.com/ik/ik.php

It's still a work in progress at the moment - still a long way to go before it's finished. Any comments, criticisms, suggestions and general feedback anyone has will be greatly appreciated.

(NB: I know that the red guy turns white when he turns over.)
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Old 04 April 2003, 03:25   #2
Djay
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where's the "drop trousers" button

good work...

maybe you could make it two player (online) and stick in EAB's arcade!!!
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Old 04 April 2003, 08:30   #3
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Not all keyboards have an easily accessible ; key. For me I have to hold shift and press , to get it and it doesn't seem to do any english keyboard reading (reading the actual key pressed so it's another key)
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Old 04 April 2003, 10:39   #4
ant512
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It'll have an option to redefine the keys when it's finished. There are two problems with having set keys in such a complicated game:

- Foreign keyboards have different layouts, which you've already noted as a problem;
- Not all keyboards can handle the number of keypresses needed (up to an expected maximum of 6).

An option to change the keys (possibly remembered with cookies) will solve these issues.
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Old 04 April 2003, 10:50   #5
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looks really cool.
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Old 04 April 2003, 11:52   #6
mintsauce82
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Sweet! I'll be getting my mates to take me on in the library later.
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Old 04 April 2003, 14:15   #7
Drake1009
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Most keyboards can handle 6 keypresses at the same time, but too bad it's not always the keys you want. My earlier keyboard wouldn't have me holding Shift, C and D togther to mention one combination. But I could hold Q V T J A P R B N without problems.
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Old 04 April 2003, 14:41   #8
RCK
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really nice, would be excellent to add it into our Arcade zone when it will be finish.

@Djay: I'm afraid two player mode won't be implemented
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Old 12 May 2008, 16:44   #9
spannernick
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I tried this on the PSP but its very slow and you can't start a game..is there any way of changing the keys..?

Oh what is the screen resolution of the game..?

PSP is 480 by 272

Use the folowing keycodes for the directional pad
Up - 38
Down - 40
Left - 37
Right - 39

The X button can act as a left mouse click, mouse is the analouge stick

Last edited by spannernick; 12 May 2008 at 16:50.
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Old 12 May 2008, 16:47   #10
BippyM
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Are you on about the flash version or amiga version?
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Old 12 May 2008, 16:50   #11
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He must mean Amiga, cause the flash site is down.
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Old 12 May 2008, 16:54   #12
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Well he is playin on the PSP so I am curious..

If it is amiga ver then your post is off-topic spannernick
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Old 12 May 2008, 17:38   #13
alexh
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Quote:
Originally Posted by TheCyberDruid View Post
He must mean Amiga, cause the flash site is down.
http://ant.simianzombie.com/games/ik/ik.php
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Old 12 May 2008, 17:42   #14
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I meant the one from the first post. But thanks for the link
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Old 12 May 2008, 18:00   #15
spannernick
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Thats the one...

Got flash MX 2004 and source code..how do you change the keys in the source..?

I can't play homebrew on my psp slim at the moment,needs pandoring..
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Old 12 May 2008, 19:32   #16
spannernick
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So i what to be able to prees x to start the game,any help would be great..
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Old 12 May 2008, 19:34   #17
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Well he is playin on the PSP so I am curious..

If it is amiga ver then your post is off-topic spannernick

Terence Andrews (DAD)
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Was that your dad bippy...hope he RIP...i am a Andrews too..
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Old 12 May 2008, 21:28   #18
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Yeah, I got rid of the original domain name and replaced it with something equally obtuse. Changing the keys, eh? From what I remember, you need to change to about the 4th frame or so on the main timeline (or just keep moving along the timeline until you hit the frame that shows the actual game layout). Click on the white fighter, bring up the Actions window, then locate the keydown function (OnClipEvent(keyDown), or something like that). There should be a big switch() statement; each value represents the keycode of a key on the keyboard. If you can work out which buttons on the PSP correspond to which keycode it should be easy to change the values, recompile, and run it.

Note that you can get a little bit more speed by switching to "fast" mode; I think that they key to enable this is listed in the attract sequence. It should definitely be on the website, anyway. I *think* that you can get at the extra keycode functions by clicking on one of the components of the score bar. It'll be the fist logo, or the speed indicator, or the timer, or one of those things. You should find the keys to change the background graphics, the speed keys, the start game keys, etc.

Alternatively, you could try searching the entire project for "keyCode". However, Flash MX's ActionScript search functionality is *rubbish*.

Spaghetti code (necessitated by the dismal lack of speed exhibited by Flash MX) is one of the big reasons why I never got around to finishing the game.

Oh, the game is double the original resolution, so it's 640x400, or thereabouts.
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Old 13 May 2008, 01:14   #19
spannernick
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Quote:
Originally Posted by ant512 View Post
Yeah, I got rid of the original domain name and replaced it with something equally obtuse. Changing the keys, eh? From what I remember, you need to change to about the 4th frame or so on the main timeline (or just keep moving along the timeline until you hit the frame that shows the actual game layout). Click on the white fighter, bring up the Actions window, then locate the keydown function (OnClipEvent(keyDown), or something like that). There should be a big switch() statement; each value represents the keycode of a key on the keyboard. If you can work out which buttons on the PSP correspond to which keycode it should be easy to change the values, recompile, and run it.

Note that you can get a little bit more speed by switching to "fast" mode; I think that they key to enable this is listed in the attract sequence. It should definitely be on the website, anyway. I *think* that you can get at the extra keycode functions by clicking on one of the components of the score bar. It'll be the fist logo, or the speed indicator, or the timer, or one of those things. You should find the keys to change the background graphics, the speed keys, the start game keys, etc.

Alternatively, you could try searching the entire project for "keyCode". However, Flash MX's ActionScript search functionality is *rubbish*.

Spaghetti code (necessitated by the dismal lack of speed exhibited by Flash MX) is one of the big reasons why I never got around to finishing the game.

Oh, the game is double the original resolution, so it's 640x400, or thereabouts.
When I change the resolution it makes it smaller but you can only see abit of the game screen..?
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Old 13 May 2008, 11:59   #20
ant512
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If you're changing the size of the canvas in Flash's properties pane, you're not changing the resolution. You're making the available space smaller, but leaving all of the movie clips at their default sizes. The only way to change the size of the game is to either scale it in the HTML embed tag (change the width and height) or to manually resize all of the movie clips within the Flash file. However, this might cause problems depending on how I deal with co-ordinates (can't remember now).
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