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Thread: that awesome tiles example

  1. #1
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    that awesome tiles example

    can someone repost that tiles game example?
    I dont see the link here anymore..

    Also, is anyone thinking of converting it to run in 4 beta?

    thanks,
    dub

  2. #2
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    My tiles example

    Do you mean this one?

    http://www.magicities.com/hot-trix/nojunk/qtiles.html

    I have to give credit to Bret for the initial concept though I changed a lot of the logic later.


    The source code can be found here

    http://www.flashkit.com/board/showth...hreadid=432004

    All the gifs and sounds are in the zip file

    The code should run in V4 without any problems since almost all of it is in v3.72 javascript but I have not imported it into V4 since I have the two 3dfa designer versions on different pcs and I have not got around to that yet.

    Why dont you import it and test it for me? Thanks
    Last edited by carnwath; 04-05-2003 at 05:12 PM.

  3. #3
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    Will do.....
    I appreciate the qwik reply,
    Thanks!

    dub

  4. #4
    KoolMoves Moderator blanius's Avatar
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    The other thread

    http://www.flashkit.com/board/showth...hreadid=425609
    is the original thread and source and description.

  5. #5
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    extending the idea

    Watching the news about Baghdad and its underground cities linked with an expressway on multiple levels, such as is the devious design of the wicked Saddam, it occurred to me that the tiles game with its multiple selection of maze plans could be re-engineered like this...

    What if the game were an underground Battle of Baghdad

    Enter from ground level and descend to many subterranean levels - yes just like Doom.

    The same logic for the hunters (in this case Saddams defenders) and Smiley (you, the attacking Marines)

    The difference would be converting the scene from a plan view of the maze to a 3D view of the tunnels and of course obstacles and prizes.
    Plus some kind of shoot-em-up fire control (based on other flash target shooting logic)

    I have not seen any 3dfa Doom variant yet so maybe this is the next challenge for us 3dfa gamers. What do you think?

  6. #6
    KoolMoves Moderator blanius's Avatar
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    Re: extending the idea

    Originally posted by carnwath
    I have not seen any 3dfa Doom variant yet so maybe this is the next challenge for us 3dfa gamers. What do you think?
    If your up for it go for it! Out of my leauge

  7. #7
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    Making of a Doom style game

    I have had a look at the graphics required to make a Doom style subterranean tunnel game and it appears to be relatively straightforward.

    It will be based on the same logic as the tiles movie and if it goes as I believe, then the user should be able to switch between Plan view and 3D view so he can 'cheat' or at least discover where he is as he plays.

    I dont yet have a feel for the shooting portion of the game i.e. aiming of a projectile at an enemy but maybe that will be determined as it develops.

    Question:
    Any other gamers out there with any input?
    Wanna get involved?

    Then PM me please.

    I hope to have a rough working display with movement around the maze in 3D within a day or so and I will post it here.

  8. #8
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    Darn difficult Dilbert in DoomWorld

    Well it looks like Doom in 3dfa is possible but a lot of work.

    Observations:
    As with the original Doom V1.0 the visual quality of the walls will be important and eat memory/disk. Maybe tiling might help. This demo uses gifs.

    Animation of the sprites will be just as difficult and complex to program.

    True resolution of the direction of travel will need to be calculated since simple up/down/left/right wont work, i.e. if the subject turns around then the original up/down direction is lost.

    Anyway here is the first pass attempt at traversing a tunnel. Only Up/Down works properly so far but you will see the side tunnels appear as you move forwards.

    http://www.magicities.com/hot-trix/tunnels.swf

    The plain walls make it look like Dilbert in Cubicle-World

    Comments please...

  9. #9
    hates sounds in preloaders.
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    Re: Darn difficult Dilbert in DoomWorld

    Originally posted by carnwath
    Well it looks like Doom in 3dfa is possible but a lot of work.

    Observations:
    As with the original Doom V1.0 the visual quality of the walls will be important and eat memory/disk. Maybe tiling might help. This demo uses gifs.

    Animation of the sprites will be just as difficult and complex to program.

    True resolution of the direction of travel will need to be calculated since simple up/down/left/right wont work, i.e. if the subject turns around then the original up/down direction is lost.

    Anyway here is the first pass attempt at traversing a tunnel. Only Up/Down works properly so far but you will see the side tunnels appear as you move forwards.

    http://www.magicities.com/hot-trix/tunnels.swf

    The plain walls make it look like Dilbert in Cubicle-World

    Comments please...
    That was real cool. A first-person tile game... You should start a new thread about this. And, there is actually a doom game made in flash...
    Check necromanthus.com
    hurg.

  10. #10
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    re necromanthus Doom

    I tried the game at http://necromanthus.com/Games/Flash/doom.html

    Looks like necromanthus doom has no maze/tunnels but since I was killed real soon I can't tell for sure. I had difficulty shooting the monsters.

    The animation of his sprites wasn't bad though.


    Re- my tunnels game. The demo at http://www.magicities.com/hot-trix/tunnels.swf
    is however truly following a maze which is programmed exactly as the SaveTheGirls and Brets tiles movie, so once I get it functional we could truly create as large and complex mazes/rooms/tunnels as we care to.

    Here is the source code for the tunnels movie as far as I have developed it so far.

    http://www.magicities.com/hot-trix/nojunk/tunnel.zip

    Again, I welcome any comments or advice for future development of this technique.

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