tikkun
alright, this’s my work on a video game drawing influences from Zelda and Hebrew mythology. I’ll be terse; the proposal is here.
also, the “clickthrough” for the game. here
tzimtzum
this is the opening: only one version.
main game
Oh, I’m planning on doing more work on this, but here’s the controls, where applicable:
Arrow keys move, Ctrl attacks, i brings up the inventory screen & switches inventory mode, and Shift “cancels” inventory mode.
*** b/c of space restrictions, I’ve taken down /most/ of the .fla files. In the unlikely case that anyone is interested in this, you’ll most likely have my email address. If not, I /do/ have one on this site - it’s on ~/front/ARCHIVE_001.html, or the oldest front-page.
version 1 | this is just, really, a test. Keyboard control & collision detection. I was learning flash while doing this, so it’s pretty simple. I think the collision detection still works the same way, though. |
version 2 | Another quick test, using a monoprint as the background, a nicer-looking “level”, and a follower. Code’s still the same, and everything is placed by hand on the stage. |
version 2a | Hmm.. I’m not sure quite how this one’s different. Aah. It’s not clear in the swf movie, but I have a hitTest for the enemy here. |
version 3 | Moved “process” into its own symbol. (I’ve grown fond of keeping the main stage sparsely populated.) Oh, and there’s an ugly “Loading” screen; I’m not sure where I was going w/that. |
version 4 | Further cleaning of the stage; also a “loadscreen” fn, which though not functioning here will allow me to, when the character leaves the screen, load a new one. |
version 4a | This one’s weird. A problem of doing work on more than 1 computer is sometimes one will forget to bring the most current version, and have to work with an older one. I apparently did that here. Most of the improvements in v4 aren’t here, but I completely rewrote the process code to make it object-oriented, and dynamically load the symbols from the library instead of having to put them on the stage just so I can reference them. |
version 5 | Yeah. I honestly can’t remember what was going on here. I can’t figure out what I was doing; it didn’t work. |
version 5a | Ah, yes. Had problems using the “Object.registerClass()” fn, had to copy everything to a new movie. I think I also further cleaned up the code, blah, blah, blah. Can now use your sword & kill the skull-spiders. Oh, yes. Finally some new screens, too. |
version 6 | Big jump. Enemies can now drop items, and you can pick the item up! There’s also an inventory screen, which is the combinatorium, currently. So it does function, but this version doesn’t come with a fully-stocked inventory, and I don’t have the enemies set to drop chalices. |
version 6a | Hmm… Did some work on the combinatorium, now that it’s part of the main fla movie. Apparently I broke it, but it’s working in the next version. Also began adding new graphics for the cards, more’ll be on the way. But there’s a map! (it will allow for only showing places you’ve been, which works, but it just shows the whole thing, now). |
version 7 | Alright. /Completely/ rewrote the combinatorium’s routine for checking which pieces could be placed. So much nicer now. Rewrote the hit-tests a bit, as well as attacking. Now it’s easier to hit things, b/c the hitTest is done on the “weapon” symbol instead of an arbitrary (x,y) point. (well, it wasn’t arbitrary… ) Combinatorium is working, and the tree can be completed. There’s a nice “flow” that happens when you place a new chalice, which I think was written for the last version. But it works, here. |
version 8 | okay, here I was having problems with the organisational scheme of the tree of Life. So I redid it, which will be explained through dialogue in later versions of the game. Also, there’s an “old man”! This is a sketch I did for an enemy, but it’s really just a placeholder. He’ll talk to you, if you go in the cave on the 1st screen. (attack, or CTRL, is “talk”) |
version 9 | Main thing here is I added in the intro, tzimtzum, and you can die, now. Oh, and a couple new screens. |
version 10 | Okay. Quite a bit’s been done here. 1st thing I’ve done is reworked the controls - which may change, I don’t know how intuitive the current setup is. “Z” is attack, “X” is cancel, “A” is use, and “S” is inventory. Still use the mouse on the inventory screen, though. Also, as is clear from the left, I’ve begun spreading things out into separate files. I broke some of the actionscript off into separate files, mostly to see how it worked. I don’t know how I feel about that, really. Hmm.. next, I added “use” - use can select a card in the inventory screen and, well, do pretty much nothing with it. You can show it to the statue in the 1st room, which uses it up, but there’s no specific effect, yet. Also, in the intro, a proto-introduction scrolls: the story of tzimtzum. That’s it for now. |
fla archive | |
version 11 | This is the “final” version. The semester ended, and I just started getting really frustrated working in Flash. The interface is crap, and there’s just so much to do to actually finish this thing. But the intro’s pretty neat, and I do like the combinatorium - inventory screen. |
fla archive |
combinatorium
some work on the inventory screen.
version 1 | |
version 2 | |
a gravitysim | here, I got a bit diverted, and tried to flesh out the gravity simulation my work here was becoming. By version 3, it’s a bit clearer (to me as well) how this relates to what I’d actually set out to accomplish. |
version 3 | |
version 4 | what’s the deal with this one & v5?? They were working! |
version 5 |