Gaming Your Way

May contain nuts.

A day for sweet, sweet love

Just the finishing touches today, although we lost about 3 hours thanks to Flash's security policies ( The tilesheet is externally loaded, and when running on the test server here and the swf on the live one, it failed to load them. 3 hours wasted on that one ).

I guess I'll liven this post up with a screen grab later, but for the time being go and get Loved Up.

Squize.

Comments (6) -

  • Kriss

    2/14/2008 8:21:53 PM |

    yeah, not being able to cache/manipulate images, due to crossdomain issues is really really freaking annoying.

    It means you cant just ask users for urls to images on standard image sharing sites, I had some nice little ideas totally killed by that one.

    I mean yes, it could possibly be used for evil, siphoning off private user pictures, but it's a pretty low threat. I still don't understand why flash even has to send cookies when it hits urls, pretty much every flash security problem could be smashed into oblivion by just sorting that one out :)

    Kriss

  • Squize

    2/14/2008 9:30:58 PM |

    Yep, it does seem an over the top safe guard, I mean you can leech an image using html so it's not as if Flash would be this devil plugin if it allowed it.

    It's been so long since I've had to mess around with any cross domain stuff that I was totally stumped. A line of code I used to put in the start of every fla as well, which adds to my annoyance at losing so much time to something so stupid and easy to fix.

    Oh well, that's the life of a coder.

    Thanks for taking the time to post mate.

  • Rich Davey

    2/18/2008 12:21:32 PM |

    Nice little game - very Rainbow Islands. Can I just ask though, why is the play area so tiny? Is it purely for performance reasons on older machines?

  • Squize

    2/19/2008 10:50:07 AM |

    Hi mate, and thanks for the good words.

    The scrolling area isn't so much for older machines, it's just for Flash in general :)

    The actual size is 13x14 tiles ( At 32x32px each ) which is a fair bit for Flash to cope with ( The scroller is old school, it's my old gotoAndStop engine which just uses a tile sheet rather than frames, so it's a lot of mc's on-screen rather than just blitting to a bitmap ), so that's about as big as I could get away with along with parallax and the fairly big sprites it's moving around.

    Knock your resolution down, it'll look huge ;)

  • Rich Davey

    2/21/2008 10:49:31 AM |

    Fair enough :) Is it AS2 then? From what I've used of AS3 it should be able to easily cope with that many tiles at once.

    I appreciate the tight deadline you were under though, and the need to re-use what existed in order to meet that. The end result was great, so don't take this as a criticism, it isn't meant to be! Was just curious from a developers point of view that's all.

  • Squize

    2/21/2008 11:09:13 AM |

    Yeah as2, I still find as3 a bit too painful, plus all those little libraries I've built up for as2 will need re-doing etc.

    When I crack and move over to as3 properly I'll do a bitmap based scroller and ditch the movieclips all together which should give quite a boost.
    As ever though we're tied to the browser, FF still can't play back anything at a decent speed. For the full blown platformer that's waiting in the wings I've recently dropped that down from 40 to 35fps, as it runs better in FF at that speed, which is just annoying.
    The days of tweaking the fps to suit the browser should be long gone, but Flash is the gift that keeps on giving :)

    btw, glad you liked the game.

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