http://web.syr.edu/~jgwolfe/breakdancer.fla
So I think I did pretty well on my first game, Breakin. The code to get replays to work didn't function exactly right, because sometimes it would register one move more than once, and u also had to wait until the move's animation was over to do another one or else it wouldn't register (probably because the system is too slow for the keypresses.) Also I wanted to have the animation for the 1990 move to work only during a few frames of the L Kick, but I couldn't figure it out. However, I did figure out how to get audio working pretty well, and the visuals are pretty good for like a training area. If given the opportunity, I would enjoy developing this game with more moves, customizable options and a working replay mode; although that is clearly secondary to the rest of the gameplay. Once we get a change to go over collision detection I can always develop it further into a fighting game or like to dodge objects.
I really like the nature of non-competitive games such as this one. Most of the time, gamers just want to play around and see what they can do rather than completing linear goals and tasks. As an example, my friend recently got a Dreamcast and I was reminded of one of my favorite games, Rez. You travel along a set path and move your cursor to highlight enemies that explode in a burst of bright colors that change and build the sound of an ongoing trance soundtrack. This synergy of sound, light and control is quite visually interesting and very playable despite its simplicity. In the future I may try to explore a similar path in creating a free-form game that combines sound and visuals in a synergistic manner which is also fun to play.
So I think I did pretty well on my first game, Breakin. The code to get replays to work didn't function exactly right, because sometimes it would register one move more than once, and u also had to wait until the move's animation was over to do another one or else it wouldn't register (probably because the system is too slow for the keypresses.) Also I wanted to have the animation for the 1990 move to work only during a few frames of the L Kick, but I couldn't figure it out. However, I did figure out how to get audio working pretty well, and the visuals are pretty good for like a training area. If given the opportunity, I would enjoy developing this game with more moves, customizable options and a working replay mode; although that is clearly secondary to the rest of the gameplay. Once we get a change to go over collision detection I can always develop it further into a fighting game or like to dodge objects.
I really like the nature of non-competitive games such as this one. Most of the time, gamers just want to play around and see what they can do rather than completing linear goals and tasks. As an example, my friend recently got a Dreamcast and I was reminded of one of my favorite games, Rez. You travel along a set path and move your cursor to highlight enemies that explode in a burst of bright colors that change and build the sound of an ongoing trance soundtrack. This synergy of sound, light and control is quite visually interesting and very playable despite its simplicity. In the future I may try to explore a similar path in creating a free-form game that combines sound and visuals in a synergistic manner which is also fun to play.
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