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Unread 08-10-2011   #8
Muhznit
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Join Date: Jul 2006
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Re: Brainstorming for Cow Girl Flash Game

Flashpunk is pretty easy to learn if you have prior coding experience. In my little adventure into indie game development, I started off with Game Maker 6 back on my old computer. Didn't use Drag 'n drop, just straight up GML. I made a cute little thing that got popular on the "BannedStory" forums for a while before support and motivation diminished. For a while after that, I sorta took a break from game dev and started learning official languages like java and C and shit. Eventually I found Flixel, which partially reignited my interest in game programming due to its simplicity, power, and the fact that it was all done in flash. Flashpunk was even more amazingly simple and powerful (IMO). It's been pretty awesome for my programming needs, and I don't plan to switch to anything else anytime soon. I don't really think my platformer is well-made enough for show just yet, but as a general idea of what kind of stuff I can do...

I already managed to program pixel-perfect collision detection at speeds in excess of 38,400 px/sec, an attack system that's practically an action-RPG equivalent of Pokemon in the variety of things they can do to a character combined with Smash Bros' hitbox system ('twas a royal bitch to program, but I got it). It also has what I like to call a "Pseudo-dynamic finite state machine" that uses a Double Array of both Strings and Functions to determine what action to take instead of the traditional switch{case "actionName": actionState();}. Yes, I could've opted for a simple override in whatever subclasses of my character superclass, but it saves on a lot of typing, and would help a lot more when it comes to loading custom characters from XML.

Currently, I'm trying to get slopes to work right and wondering how to go about making a character capable of walking along walls and ceilings.
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