Log In
Name:
Pass:
Online Members (0)
No members are currently online.
Current Interguild Time:
Thu Apr 18 2024 10:57 pm
Member Chat Box  [click here to enlarge]
Recent Posts and Comments
ShareThis
« Blogs Index < Aeon Project < The Aeon Update Blog
« Livio's Blog

It's a new era in the Aeon project for a number reasons:

  • I'm in college now, which means that I have drastically less time to do anything that isn't homework or studying, thus affecting how much I can work on the game.
  • I just downloaded an awesome new program called Flash Builder 4, which I have already spoken of before but will still mention it again later on in this post.
  • Using the new program as an excuse, I'm gonna try to drastically improve the way the game is set up, while also introducing many great ideas I've been getting lately.
  • And this is the first Aeon Update to go into the official Aeon Update Blog.

First of all, today I downloaded a "program" called Flash Builder 4 (also known as Flex Builder), made directly by Adobe. It's not really a program; it's an extension of another program that I already had, called Eclipse, which is one of the most popular programs out there that make coding faster and easier. It's ironic because I had to download Eclipse for my computer science class to code in Java, and I thought it had so many cool features that it led me to start looking for an AS3 equivalent. I spent a good amount of today looking through it. It's a little glitchy, but it's pretty much exactly what I was looking for. My favorite part would have to be the Debugger, which lets you stop the code at certain points so you can see what exactly is going on. It makes finding glitches so much easier.

I'm also using this program as a good opportunity to reconstruct a lot of bad parts of game more efficiently. I was looking through what I had so far and it's incredibly ugly. I plan to change the way many processes are done, making room for many new features, and all the while adding comments all over the place to make it easier for any potential future contributors. [Speaking of which, I completely forgot about that idea of finding people who may want to contribute to the game. I've been so busy lately, it's like the amount of work I have to do never goes down.]

As for the big ideas that I plan to implement:

  • Customized Start Screens - I posted about this idea a while ago. I'm referring to the screen that you see right before you start playing a level, the "jump to start" screen (actually, since the last demo, it's now the "press space to enter the level" screen). The idea is to completely get rid of the dumb level preview, and to just show the entire level zoomed out. Along with that will come extensive customization options for that screen, which will let you decide if the background is an extension of the terrain, level background, white void, or something else entirely. Or you could decide to not show the level at all, to keep the map hidden, or only show the level zoomed in to the specific character, or zoomed to a specific area. You could also theoretically change the contents on that start screen, like how the title looks, where it is, if there's any additional text on other parts of the screen, maybe some instructions or links to instructions if it's a sandbox level, or however that stuff will work in the future.

  • Settings for Level-Boundary Collisions - You should be able to control what happens when the player or certain objects reach the dimensional boundaries of the level. Ideas for certain settings include:
    • Solid/Terrain - The boundaries will act just like the level was wrapped in terrain
    • Invisible Forcefield - Like what happens in HATPC. Nothing is allowed to pass the boundary, but objects keep acting like nothing's in their way
    • Infinite Void - Basically, nothing happens. You just keep going forever. This should come with a setting to kill you after a certain amount of time.
    • Flip - Think of pacman, where you walk off one side of the level and you suddenly come out on the opposite side. This could lead to lots of cool stuff.
    • Different settings for each side of the level boundary - For example, the left and right sides can be forcefields while the bottom and top are flips.
    All this stuff might have to come with some kind of visual representation of what will happen when you walk off the void. I was thinking like a subtle glow coming from the edge of the level, and the color of the glow could indicate what the edge is like.

  • Merge the Level Editor and the Level Player - This is a pretty crazy idea that could be worth looking into. It's more of a programming idea, but basically the level editor is really just an overlay that is put on top of the Level itself. Think of the current demo: you hit the demo button, wait for it to load, press space and start playing it. Now imagine that you wanted to edit that level, so you see everything revert to its original location and then the level editor appears directly on top of the level itself, like as an overly. There are several advantages to this idea:
    • The level editor does a much, much better job of visually representing your level. In fact, it's running off of the same code, so it looks exactly like how it would when you start the level.
    • This really would add functionality for real-time editing, very convenient. Many of the abilities that the new editor would need in order to update the level as you make changes to it could potentially be taken advantage of later to make a real-time editing mode.
    • These "abilities" could also be taken advantage to add even more options for tiles and events in the game, so that you could make a box that changes the level's background color when hit, for example.

  • And I have a ton of other ideas, but they're mostly about how to better program certain things, so no reason in explaining that.

[?] Karma: 0
User Comments (27)
« Forum Index < The Aeon Development Board
«Previous | 1, 2 | Next»

Isa
[?] Karma: 0 | Quote - Link
Monday, September 27 2010, 5:08 am EST
No. I'm an octopus.

Age: 31
Karma: 686
Posts: 7833
Gender: Male
Location: Uppsala, Sweden - GMT +1
pm | email
Sounds cool, though you seem to live in the past...
Quote:
Aeon Update 9/24/2010 - New Era
Monday, September 27, 2010 3:40 am — Posted by Livio
krotomo
[?] Karma: 0 | Quote - Link
Monday, September 27 2010, 7:50 am EST
The Shepherd

Age: 23
Karma: 249
Posts: 4066
Gender: Male
Location: My chair
pm | email
Quote:
Flip - Think of pacman, where you walk off one side of the level and you suddenly come out on the opposite side. This could lead to lots of cool stuff.
I like that, but there should be an option for it because it can make amazing levels but at the same time make levels cheatable.
Jorster
[?] Karma: 0 | Quote - Link
Monday, September 27 2010, 9:33 am EST
mfw

Karma: 168
Posts: 2549
Gender: Male
Location: The Straight Guy's Garage
pm | email
These ideas are all pretty cool


Isa
[?] Karma: 0 | Quote - Link
Monday, September 27 2010, 9:33 am EST
No. I'm an octopus.

Age: 31
Karma: 686
Posts: 7833
Gender: Male
Location: Uppsala, Sweden - GMT +1
pm | email
It's easy to prevent cheatability - just add a terrain border and remove the terrain where you want to have the warps.
Jorster
[?] Karma: -1 | Quote - Link
Monday, September 27 2010, 9:37 am EST
mfw

Karma: 168
Posts: 2549
Gender: Male
Location: The Straight Guy's Garage
pm | email
'Isa' said:
It's easy to prevent cheatability - just add a terrain border and remove the terrain where you want to have the warps.

This is true


shos
[?] Karma: 0 | Quote - Link
Monday, September 27 2010, 10:16 am EST
~Jack of all trades~

Age: 31
Karma: 389
Posts: 8273
Gender: Male
Location: Israel
pm | email
I didn't read this yet, but i read the first two lines - and since you'll have little time now, perhaps you could take jeb's advice and make it an open-code project?


Cedric
[?] Karma: 0 | Quote - Link
Monday, September 27 2010, 5:01 pm EST

Age: 24
Karma: 13
Posts: 2056
Gender: Male
pm | email
Awesome ideas. I've been thinking about an idea for the game, dunno if you mentioned it and I was subconsciously reading it, lol, but here's the idea--there could be another mode for the level editor, where you can edit while testing/previewing your level? That'd be cool.
Isa
[?] Karma: 0 | Quote - Link
Monday, September 27 2010, 5:11 pm EST
No. I'm an octopus.

Age: 31
Karma: 686
Posts: 7833
Gender: Male
Location: Uppsala, Sweden - GMT +1
pm | email
Like, on the fly? Well...I'm not so sure about that. One thing similar to it, though, could be that you can, at any moment during playtesting (or playing a released level, if you want to go that far), edit the level in its current state. Of course, all objects in motion would have stopped, so it's mostly like a checkpoint button, but it could still be useful I think.
Cedric
[?] Karma: 0 | Quote - Link
Monday, September 27 2010, 5:18 pm EST

Age: 24
Karma: 13
Posts: 2056
Gender: Male
pm | email
Yes, like, on the fly. I personally thing that's a pretty cool idea, but I dunno about you other people
Jorster
[?] Karma: 0 | Quote - Link
Tuesday, September 28 2010, 5:56 pm EST
mfw

Karma: 168
Posts: 2549
Gender: Male
Location: The Straight Guy's Garage
pm | email
'Cedric_09_' said:
Yes, like, on the fly. I personally thing that's a pretty cool idea, but I dunno about you other people


Yah I APPROVE of that Ced


jebby
[?] Karma: 0 | Quote - Link
Tuesday, September 28 2010, 6:21 pm EST
Interguild Founder

Age: 32
Karma: 233
Posts: 968
Gender: Male
Location: United Kingdom
pm | email
'shos' said:
I didn't read this yet, but i read the first two lines - and since you'll have little time now, perhaps you could take jeb's advice and make it an open-code project?


Beat me to it.
Livio
[?] Karma: 0 | Quote - Link
Tuesday, September 28 2010, 6:34 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
'Isa' said:
Sounds cool, though you seem to live in the past...
Quote:
Aeon Update 9/24/2010 - New Era
Monday, September 27, 2010 3:40 am — Posted by Livio
oh wow. That's even weirder considering that I usually find myself living in the future, thinking that we're already in tomorrow.

I think I mentioned that on-the-fly editing idea. It could turn out to be a really useful feature.
Livio
[?] Karma: 0 | Quote - Link
Tuesday, September 28 2010, 6:35 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
wow jebby posted on top of me over 10 minutes ago. I should've refreshed the page

I'm not even sure how an open-source project would work, or how to set it up to be open source.
Livio
[?] Karma: 0 | Quote - Link
Tuesday, October 12 2010, 2:07 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
more good news: I've upgraded to Flash CS5, which allows me to take advantage of more of Flash Builder 4's features. It works great
Isa
[?] Karma: 0 | Quote - Link
Tuesday, October 19 2010, 1:54 pm EST
No. I'm an octopus.

Age: 31
Karma: 686
Posts: 7833
Gender: Male
Location: Uppsala, Sweden - GMT +1
pm | email
'Livio' said:
I'm not even sure how an open-source project would work, or how to set it up to be open source.


Important stuff here - for my school project, that I have until May to finish, I can do something related to coding. This includes working on Aeon. I have to learn AS3, but at least I know how AS2 works, and made a pretty simple game in it. I think that if you shared the .fla file with me (or just uploaded it to here) I could work on it with you, speeding up updates.
jellsprout
[?] Karma: 0 | Quote - Link
Tuesday, October 19 2010, 2:44 pm EST
Lord of Sprout Tower

Karma: -2147482799
Posts: 6445
Gender: Male
pm | email
To make it open source, you should put the source code or the project or something for download somewhere. To allow other people to see how it was made and to make alterations to it.


Spoiler:
Isa
[?] Karma: 0 | Quote - Link
Tuesday, October 19 2010, 2:51 pm EST
No. I'm an octopus.

Age: 31
Karma: 686
Posts: 7833
Gender: Male
Location: Uppsala, Sweden - GMT +1
pm | email
Since this is a Flash/ActionScript project, there's no source code per se, the only way to make this open source is to publish the .fla file.
snowman
[?] Karma: 0 | Quote - Link
Wednesday, October 20 2010, 10:30 pm EST
I am a person.

Age: 25
Karma: 38
Posts: 1209
Gender: Male
Location: Singapore The Lil' Red Dot
pm | email
Isn't flash .swf?






Isa
[?] Karma: 0 | Quote - Link
Thursday, October 21 2010, 8:51 am EST
No. I'm an octopus.

Age: 31
Karma: 686
Posts: 7833
Gender: Male
Location: Uppsala, Sweden - GMT +1
pm | email
The code is in a .fla file, and the end result is a .swf file.
Livio
[?] Karma: 0 | Quote - Link
Tuesday, October 26 2010, 7:43 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
Actually, it's not just the fla. There are several other .as files (ActionScript files)

I looked into open source a few weeks ago, and it seems like the idea is that we make this game, and then other people can make edits to it, but they would be publishing their own version of the game each time. This could be problematic/annoying if people have to download different versions of the game if they want to play certain levels for it. But the game could still be open source, since it would be helpful in terms of getting the game completed faster, assuming that we somehow get more people helping with the project.

I've also really wanted to start working on Aeon recently. This would be a great time to almost "start from scratch" but not really. What I mean is that Aeon's coding is such a mess that it would be cool if I could sort of start a new project, and as I transfer over the code from the old project, I can inspect it, organize it, and maybe even recode it in a much more efficient fashion. This could also be effective in getting other collaborators (like Isa) familiar in the way the game is coded, and also a good training course for more advanced AS3 programming.

So how do we organize this? Google Docs? Or is there something called Google Code somewhere?
Isa
[?] Karma: 0 | Quote - Link
Tuesday, October 26 2010, 7:45 pm EST
No. I'm an octopus.

Age: 31
Karma: 686
Posts: 7833
Gender: Male
Location: Uppsala, Sweden - GMT +1
pm | email
'Livio' said:
So how do we organize this? Google Docs? Or is there something called Google Code somewhere?


Yup
DeathBunni X
[?] Karma: 0 | Quote - Link
Tuesday, October 26 2010, 7:49 pm EST
Eww, school.

Age: 26
Karma: 87
Posts: 690
Gender: Female
Location: Midwest
pm | email
I have flash (actually my dad) except I know as much about it as a caveman from a geico commercial  


  
Livio
[?] Karma: 0 | Quote - Link
Tuesday, October 26 2010, 8:01 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
setting this up is more complicated than I thought. Here's the link
http://code.google.com/p/aeon-game/
but right now I'm going through the tutorial on how to get started with my project
Livio
[?] Karma: 0 | Quote - Link
Tuesday, October 26 2010, 8:23 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
I'm thinking it would be easier to use Google Groups, since it's less formal. Or actually, under that argument, we could host it all right  on the Interguild.
Isa
[?] Karma: 0 | Quote - Link
Tuesday, October 26 2010, 8:31 pm EST
No. I'm an octopus.

Age: 31
Karma: 686
Posts: 7833
Gender: Male
Location: Uppsala, Sweden - GMT +1
pm | email
That's actually what I was thinking that you'd do, but on the other hand, would it slow down the site?

« Forum Index < The Aeon Development Board
«Previous | 1, 2 | Next»

In order to post in the forums, you must be logged into your account.
Click here to login.

© 2024 The Interguild | About & Links | Contact: livio@interguild.org
All games copyrighted to their respective owners.