Flash or Director for a Platform Game

Hi all,
First of all, I want to say that this post is not meant to
start another fight about these 2 great app, I just want your
advice about which one can give me better performance on the web. I
feel comfortable using Lingo and Actioscript 3, however I am not a
programmer but I can do things move. I am posting here because, I
know many Director users are now using Flash.
These are some considerations:
1. If I go for Actionscript 3 the game will be Tile-Based
2.Using Tile-Based with AS3, I think, copyPixel will be a
good option
3. If I go for Director both techniques, Art-Based and Tile
Based are valid options
4. I have not decide which collision method to use in both
cases
5. I will need connection to MySql, with Flash I know how to
do it, with Director I do not
My concern is performance, not programming. I will appreciate
your feedback
Regards

It's okay but it limits your chances of getting help.

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    The AVHardwareEnabledDomain settings seem to be getting ignored regardless of whether the user is a standard user or an administrator. I also checked to make sure it wasn't just a local problem by going to a website that uses a microphone (http://www.testden.com/accent-reduction/systemcheck.htm). Adding the requested domain to the list (AVHardwareEnabledDomain = train.act360.com) still didn't bypass the allow/deny dialog box.
    We know that the mms.cfg file is being read because setting "AVHardwareDisable = 1" will result in no prompt and that section being greyed out in Global Settings. I saw a post that suggested this setting was required to even make the AVHardwareEnabledDomain work, but it seems to block the local entirely and still brings up the dialog query on the internet site.
    Thanks,
    Torrey

  • Help with platform game

    I can't solve this for days already... When the hero object dies, the floorObject do not remove completely, such that one of them remains. And the hero object
    disappears. Thanks for all the help.
    package
              import flash.display.MovieClip;
              import flash.events.KeyboardEvent;
              import flash.events.*;
              import flash.utils.getTimer;
              public class Platform extends MovieClip
                        // movement constants
                        static const gravity:Number = .004;
                        // screen constants
                        static const edgeDistance:Number = 100;
                        // object arrays
                        private var fixedObjects:Array;
                        private var otherObjects:Array;
                        // hero and enemies
                        private var hero:Object;
                        private var enemies:Array;
                        // game state
                        private var playerObjects:Array;
                        private var gameScore:int;
                        private var gameMode:String = "start";
                        private var playerLives:int;
                        private var lastTime:Number = 0;
                        private var currentX:int = 0;
                        public function startPlatformGame()
                                  // constructor code
                                  gameMode = "play";
                        public function startGameLevel()
                                  createHero();
                                  addEnemies();
                                  // examine level and note all objects
                                  examineLevel();
                                  // add listeners
                                  this.addEventListener(Event.ENTER_FRAME,gameLoop);
                                  stage.addEventListener(KeyboardEvent.KEY_DOWN,keyDownFunction);
                                  stage.addEventListener(KeyboardEvent.KEY_UP,keyUpFunction);
                                  // set game state
                                  gameMode = "play";
                        public function createHero()
                                  hero = new Object();
                                  hero.mc = gamelevel.hero;
                                  hero.dx = 0.0;
                                  hero.dy = 0.0;
                                  hero.inAir = false;
                                  hero.direction = 1;
                                  hero.animstate = "stand";
                                  hero.walkAnimation = new Array(2,3,4,5,6,7,8);
                                  hero.animstep = 0;
                                  hero.jump = false;
                                  hero.moveLeft = false;
                                  hero.moveRight = true;
                                  hero.jumpSpeed = .8;
                                  hero.walkSpeed = .15;
                                  hero.width = 30.0;
                                  hero.height = 40.0;
                                  hero.startx = hero.mc.x;
                                  hero.starty = hero.mc.y;
                        public function addEnemies() {
                                  enemies = new Array();
                                  var i:int = 1;
                                  while (true) {
                                            if (gamelevel["enemy"+i] == null) break;
                                            var enemy = new Object();
                                            enemy.mc = gamelevel["enemy"+i];
                                            enemy.dx = 0.0;
                                            enemy.dy = 0.0;
                                            enemy.inAir = false;
                                            enemy.direction = 1;
                                            enemy.animstate = "stand"
                                            enemy.walkAnimation = new Array(2,3,4,5);
                                            enemy.animstep = 0;
                                            enemy.jump = false;
                                            enemy.moveRight = true;
                                            enemy.moveLeft = false;
                                            enemy.jumpSpeed = 1.0;
                                            enemy.walkSpeed = .08;
                                            enemy.width = 30.0;
                                            enemy.height = 30.0;
                                            enemies.push(enemy);
                                            i++;
                        public function examineLevel()
                                  fixedObjects = new Array();
                                  otherObjects = new Array();
                                  for (var i:int=0; i<this.gamelevel.numChildren; i++)
                                            var mc = this.gamelevel.getChildAt(i);
                                            // add floors and walls to fixedObjects
                                            if (mc is Floor)
                                                      var floorObject:Object = new Object();
                                                      floorObject.mc = mc;
                                                      floorObject.leftside = mc.x;
                                                      floorObject.rightside = mc.x + mc.width;
                                                      floorObject.topside = mc.y;
                                                      floorObject.bottomside = mc.y + mc.height;
                                                      fixedObjects.push(floorObject);
                                            else if ((mc is Treasure) )
                                                      otherObjects.push(mc);
                                  fixedObjects.sortOn("leftside" , Array.NUMERIC );
                                  for each (floorObject in fixedObjects)
                                            trace(floorObject.leftside);
                        // add treasure, key and door to otherOjects;
                        public function keyDownFunction(event:KeyboardEvent)
                                  if (gameMode != "play")
                                            return;
                                  }// don't move until in play mode
                                  if (event.keyCode == 37)
                                            hero.moveLeft = true;
                                  else if (event.keyCode == 39)
                                            hero.moveRight = true;
                                  else if (event.keyCode == 32)
                                            if (! hero.inAir)
                                                      hero.jump = true;
                        public function keyUpFunction(event:KeyboardEvent)
                                  if (event.keyCode == 37)
                                            hero.moveLeft = false;
                                  else if (event.keyCode == 39)
                                            hero.moveRight = false;
                        public function gameLoop(event:Event)
                                  // get time differentce
                                  if (lastTime == 0)
                                            lastTime = getTimer();
                                  var timeDiff:int = getTimer() - lastTime;
                                  lastTime +=  timeDiff;
                                  // only perform tasks if in play mode
                                  if (gameMode == "play")
                                            moveCharacter(hero,timeDiff);
                                            checkCollisions();
                                            scrollWithHero();
                                            death();
                        public function moveCharacter(char:Object,timeDiff:Number)
                                  if (timeDiff < 1)
                                            return;
                                  // assume character pulled down by gravity
                                  var verticalChange:Number = char.dy * timeDiff + timeDiff * gravity;
                                  if (verticalChange > 15.0)
                                            verticalChange = 15.0;
                                  char.dy +=  timeDiff * gravity;
                                  // react to changes from key presses
                                  var horizontalChange = 0;
                                  var newAnimState:String = "stand";
                                  var newDirection:int = char.direction;
                                  if (char.moveLeft)
                                            // walk left
                                            horizontalChange =  -  char.walkSpeed * timeDiff;
                                            newAnimState = "walk";
                                            newDirection = -1;
                                  else if (char.moveRight)
                                            // walk right
                                            horizontalChange = char.walkSpeed * timeDiff;
                                            newAnimState = "walk";
                                            newDirection = 1;
                                  if (char.jump)
                                            // start jump
                                            char.jump = false;
                                            char.dy =  -  char.jumpSpeed;
                                            verticalChange =  -  char.jumpSpeed;
                                            newAnimState = "jump";
                                  // assume no wall hit, and hanging in air
                                  char.hitWallRight = false;
                                  char.hitWallLeft = false;
                                  char.inAir = true;
                                  // find new vertical position
                                  var newY:Number = char.mc.y + verticalChange;
                                  // loop through all fixed objects to see if character has landed
                                  for (var i:int=0; i<fixedObjects.length; i++)
                                            if ((char.mc.x+char.width/2 > fixedObjects[i].leftside) && (char.mc.x-char.width/2 < fixedObjects[i].rightside))
                                                      if ((char.mc.y <= fixedObjects[i].topside) && (newY > fixedObjects[i].topside))
                                                                newY = fixedObjects[i].topside;
                                                                char.dy = 0;
                                                                char.inAir = false;
                                                                break;
                                  // find new horizontal position
                                  var newX:Number = char.mc.x + horizontalChange;
                                  // loop through all objects to see if character has bumped into a wall
                                  for (i=0; i<fixedObjects.length; i++)
                                            if ((newY > fixedObjects[i].topside) && (newY-char.height < fixedObjects[i].bottomside))
                                                      if ((char.mc.x-char.width/2 >= fixedObjects[i].rightside) && (newX-char.width/2 <= fixedObjects[i].rightside))
                                                                newX = fixedObjects[i].rightside + char.width / 2;
                                                                char.hitWallLeft = true;
                                                                break;
                                                      if ((char.mc.x+char.width/2 <= fixedObjects[i].leftside) && (newX+char.width/2 >= fixedObjects[i].leftside))
                                                                newX = fixedObjects[i].leftside - char.width / 2;
                                                                char.hitWallRight = true;
                                                                break;
                                  // set position of character
                                  char.mc.x = newX;
                                  char.mc.y = newY;
                                  // set animation state
                                  if (char.inAir)
                                            newAnimState = "jump";
                                  char.animstate = newAnimState;
                                  // move along walk cycle
                                  if (char.animstate == "walk")
                                            char.animstep +=  timeDiff / 60;
                                            if (char.animstep > char.walkAnimation.length)
                                                      char.animstep = 0;
                                            char.mc.gotoAndStop(char.walkAnimation[Math.floor(char.animstep)]);
                                            // not walking, show stand or jump state
                                  else
                                            char.mc.gotoAndStop(char.animstate);
                                  // changed directions
                                  if (newDirection != char.direction)
                                            char.direction = newDirection;
                                            char.mc.scaleX = char.direction;
                        public function checkCollisions()
                                  for (var i = otherObjects.length-1; i >= 0; i--)
                                            if (hero.mc.hitTestObject(otherObjects[i]))
                                                      getObject(i);
                                  for (var j:int = enemies.length-1; j>=0; j--)
                                            if (hero.mc.hitTestObject(enemies[j].mc))
                                                      currentX = hero.mc.x;
                                                      gameComplete();
                        public function scrollWithHero()
                                  var stagePosition:Number = gamelevel.x + hero.mc.x;
                                  var rightEdge:Number = stage.stageWidth - edgeDistance;
                                  var leftEdge:Number = edgeDistance;
                                  if (stagePosition > rightEdge)
                                            gamelevel.x -= (stagePosition-rightEdge);
                                            if (gamelevel.x < -(gamelevel.width-stage.stageWidth))
                                                      gamelevel.x = -(gamelevel.width-stage.stageWidth);
                                  if (stagePosition < leftEdge)
                                            gamelevel.x += (leftEdge-stagePosition);
                                            if (gamelevel.x > 0)
                                                      gamelevel.x = 0;
                        public function getObject(objectNum:int)
                                  if (otherObjects[objectNum] is Treasure)
                                            gamelevel.removeChild(otherObjects[objectNum]);
                                            otherObjects.splice(objectNum,1);
                        public function death()
                                  if (hero.mc.y > 300)
                                            currentX = gamelevel.hero.x;
                                            trace(currentX);
                                            gameComplete();
                        public function gameComplete()
                                  gameMode = "dead";
                                  var dialog:Dialog = new Dialog();
                                  dialog.x = 175;
                                  dialog.y = 100;
                                  addChild(dialog);
                                  dialog.message.text = "Gameover";
                        public function clickDialogButton(event:MouseEvent)
                                  removeChild(MovieClip(event.currentTarget.parent));
                                  // new life, restart, or go to next level
                                  if (gameMode == "dead")
                                            // reset hero
                                            hero.mc.x = currentX;
                                            hero.mc.y = 0;
                                            trace("dead");
                                            setReplay();
                                            gameMode = "play";
                                  // give stage back the keyboard focus
                                  stage.focus = stage;
                        public function setReplay()
                                  for (var i:int = fixedObjects.length-1; i>-1; i--)
                                            if (fixedObjects[i].leftside < currentX)
                                                      this.gamelevel.removeChildAt(fixedObjects[i]);
                                                      fixedObjects.splice(i,1);
                                                      trace("Splice?");
                                  for each (var floorObject in fixedObjects){
                                            trace(floorObject.leftside);
                        public function cleanUp()
                                  removeChild(gamelevel);
                                  this.removeEventListener(Event.ENTER_FRAME,gameLoop);
                                  stage.removeEventListener(KeyboardEvent.KEY_DOWN,keyDownFunction);
                                  stage.removeEventListener(KeyboardEvent.KEY_UP,keyUpFunction);

    Ok, I fiured it all out, the other way you mentioned. Just opened up the character MC, and named 2 frames. One LEFT and one RIGHT. Then I added a few simple lines of code, and turned out with this:
    if (Key.isDown(Key.RIGHT)) {
    _x += speed;
    this.gotoAndStop("right");
    if (Key.isDown(Key.LEFT)) {
    _x -= speed;
    this.gotoAndStop("left");
    Thanks for helping!!!

  • How to make a vertical lift or elevator in a platform game

    I am creating a side scrolling platform game using the book "Flash Game University" by Gary Rosenzweig.
    My protagonist has an instance of "hero".
    My current issue is trying to create a lift or elevator to carry the player up or down. The lift is not covered in the book. My thoughts were that the lift constantly moved up and down at a pace determined by a timer. I cannot get my lift to move. I have created a movie clip called "lift" and made it exported for action script. I can make it act similar to a floor movie clip so that I can stand on it, but I cannot get the lift to move on the y axis.
    I tried creating a new function called lift() and using a for loop to count between 0 and 100 using a variable "i" and then make my lift move up 1 unit for each loopcycle. It didn't work.
    lift.y -= lift.y - 1;
    Does anyone have a better solution?
    Thanks,
    Alex

    Rob,
    This worked. Here is my current code ...
    var topIndex:Number = 20;
                        var bottomIndex:Number = 160;
                        var stepDistance:Number = 10;
                        var movingUp:Boolean = true;
    public function createLift()
                                            box = new Object();
                                            box.mc = gamelevel.box;
    public function moveMyLift():void
                                            // lift 01
                                            if (movingUp && box.mc.y > topIndex)
                                                      box.mc.y -= stepDistance;
                                            else
                                                      movingUp = false;
                                              if (!movingUp && box.mc.y < bottomIndex)
                                                      box.mc.y += stepDistance;
                                            else
                                                      movingUp = true;
                                            if (hero.mc.hitTestObject(box.mc))
                                                      hero.mc.y = box.mc.y;
    My lift works correctly. It moves up and down correctly and when I jump on it I stay moving on it. There are only 3 things that don't make sense.
    1. When I am on the elevator I cannot jump. If I am not on the elevator I can jump normally.
    2. When I touch any portion of the elevator, my character automatically repositions itself to stand on the elevator. It seems normal, but not something that should happen in my scenario. I only want to "climb" on the elevator if I touch the "top" of the elevator.
    3. If I add a second elevator, even with its own function, the timing of the elevator math appears to synch instead of work independently. Why? The two elevators synch their movement and timing. Also the first elevator stutters as the synching of the two elevators match thier movement and then moves in unison with the second elevator. Why are they not operating separately?
    Here is the code for the first and second elevator:
    private var box:Object;
    private var box02:Object;
    var topIndex:Number = 20;
    var bottomIndex:Number = 160;
    var stepDistance:Number = 10;
    var movingUp:Boolean = true;
    var topIndexLift02:Number = 1;
                        var bottomIndexLift02:Number = 100;
                        var stepDistanceLift02:Number = 4;
    public function createLift()
                                            box = new Object();
                                            box.mc = gamelevel.box;
                                            box02 = new Object();
                                            box02.mc = gamelevel.box02;
    public function moveMyLift():void
                                            // lift 01
                                            if (movingUp && box.mc.y > topIndex)
                                                      box.mc.y -= stepDistance;
                                            else
                                                      movingUp = false;
                                              if (!movingUp && box.mc.y < bottomIndex)
                                                      box.mc.y += stepDistance;
                                            else
                                                      movingUp = true;
                                            if (hero.mc.hitTestObject(box.mc))
                                                      hero.mc.y = box.mc.y;
                                  public function moveMyLift02():void
                                            // lift02
                                            if (movingUp && box02.mc.y > topIndexLift02)
                                                      box02.mc.y -= stepDistanceLift02;
                                            else
                                                      movingUp = false;
                                              if (!movingUp && box02.mc.y < bottomIndexLift02)
                                                      box02.mc.y += stepDistanceLift02;
                                            else
                                                      movingUp = true;
                                            if (hero.mc.hitTestObject(box02.mc))
                                                      hero.mc.y = box02.mc.y;
    public function gameLoop(event:Event)
                                            // get time difference
                                            if (lastTime == 0) lastTime = getTimer();
                                            var timeDiff:int = getTimer() - lastTime;
                                            lastTime += timeDiff;
                                            // only perform tasks if in play mode
                                            if (gameMode == "play")
                                                      moveCharacter(hero,timeDiff);
                                                      moveEnemies(timeDiff);
                                                      checkCollisions();
                                                      scrollWithHero();
                                                      createLift();
                                                      moveMyLift();
      moveMyLift02();
    Thank you,
    Alex
    Message was edited by: ajdove

  • Choosing Director for gaming project

    Hi all
    I'm doing my masters degree in multimedia and for a final
    group project am
    involved in creating a collaborative game. We are just at the
    research
    stage and I'm looking into technologies to use. We all have
    been taught
    Director/basic Lingo and Flash/basic Actionscript, so we had
    thought that we
    might author some movies in Flash but use Director for more
    sophisticated
    interactivity. However, doing this research is making me
    wonder what is the
    best option.
    I'll try to be brief describing the game. It will involve 4
    players around
    a table, each having 4 separate tasks to do. Then, when they
    have each
    completed their task, they will have to collaborate in order
    to advance to
    the next level of the game. They each have a touch screen to
    show them
    their movies, and there will be a 5th interface to have the
    collaboration
    on. So what is involved is a server of some sort to handle
    the levels (I
    assume!). I thought Director and the Shockwave multiuser
    server would be
    the perfect options. After researching the Shockwave
    multiuser server tho,
    it now seems that it's discontinued and there is a new fancy
    Flash one that
    has video and all sorts of things that I don't think we'll
    need.
    So the question is, can the older Shockwave multiuser server
    provide us with
    what we need, or should we consider the Flash technology? The
    reason I'm
    posting in this newsgroup is that I think it's a general
    question not to
    warrant specialist advice from the multiuser group. It would
    also be great
    to get some general feedback on the project, so all opinions
    welcome!
    Thanks in advance
    Trish

    Thanks for the fast reply - that link is very useful. I think
    that might be
    the way to go. No doubt there will be many more questions on
    the way
    Trish
    "openspark" <[email protected]> wrote in
    message
    news:e5d0jq$n75$[email protected]..
    > You may not even need to use a server. If you have only
    5 client
    > machines,
    > then you can use the Multiuser Xtra in peer-to-peer
    mode. The Multiuser
    > Xtra
    > has not been discontinued.
    >
    > There is also <a target=_blank
    class=ftalternatingbarlinklarge
    > href="
    http://xtras.tabuleiro.com/products/nebulae/index.tdb">Tabuleiro's
    > Nebulae Multiuser Server</a>. The unregistered
    demo version provides up
    > to ten
    > concurrent connections, which is more than adequate for
    your needs.
    >

  • Platform Game with hills

    I want to make a platformer game like super mario. But I want
    my game to have hills in it.
    There is a very famous flash game called Fancy Pants
    Adventure 2. It is a platformer with hills in it.
    I want to know how to do that. I can make a platformer game
    using hitTest(); but that only works with boundary boxes and not
    diagonal and curved objects (like hills). I have looked all over
    the internet to find out how to do this but I can not find my
    answer. If you know how to do this then you are absolutely amazing
    in my eyes and could you please explain to me how to do it.
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    So there is no way for flash to see if two objects collide
    without boundary boxes with actionscript. Motion guides would take
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