You can bet your ass Edgar Friendly would have loved these too and yes, you will see a few of them crop up in the third installment of The Insanity series.
Saturday, December 4, 2010
Creepy. Gothic. Inspirational
You can bet your ass Edgar Friendly would have loved these too and yes, you will see a few of them crop up in the third installment of The Insanity series.
Monday, October 25, 2010
ROIDZ continuation...
Thursday, October 7, 2010
Tuesday, October 5, 2010
Updates-
Sunday, October 3, 2010
Blow Sh*t Up
//Accurate pixel detection turned off (bounding box same as hitTestObject)if (PixelPerfectCollisionDetection.isColliding(ob,characterArray[i], this,false)){//If ship has a weak point check for it firstif(characterArray[i].box){//Accurate pixel detection turned onif(PixelPerfectCollisionDetection.isColliding(ob,characterArray[i].box,this,true,20)){Tint(characterArray[i], 0xFF0000,1);characterArray[i].oldX=x;characterArray[i].oldY=y;characterArray[i].alive=false;removeMovie(ob);return;}}///////////////////////////////////////////////////////////////////
Thursday, September 23, 2010
Bit of NG drama
The game got me thinking that maybe he is actually the twin brother of Edgar Friendly and that Edgar Friendly actually died in the car accident instead of his brother...Maybe I think that because when he went back to be a surgeon he could not do his job...
That his head injury made him believe he was Edgar Friendly, that the incident and the loss of his brother made him insane.
Great game what is next a game when he started doing his experiments for the first time?
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This game was as beautiful as the first one, I love every bit of it. But my favorite subject of the game would have to be the designs of all characters and creatures. One thing I have noticed is Edgar Friendly's hair is similar to a lion's mane, the king of the jungle, ironic since in a since that is what he is trying to become lol. the creatures as well are amazing in their design and even how to "handle" them was amazing. I do hope you make part 3 soon in the future for even though there is only 2 parts, I am a deep fan of the series. At least I hope it becomes a series....
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Good graphics for the atmospher it brings....entertaining for a while..or how ever long it takes someone to beat it..but yea it could have been more difficult
good game though
5/5
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I like your game, particularly the cinematic atmosphere you've created. I'd bet you're a fan of gore porn.
Seriously liked it though. Especially the [I assume to be] seamless blending of photos, drawings, and perhaps a bit of CG rendering in your stills. It tickles my pinial gland. Keep up the good work.
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Tuesday, September 21, 2010
INSANITY II- Q & A
This game is awesome! 8D Even though I keep getting stuck like the first game, but it's a lack of perception as per usual. XD Thank you for making The Insanity II, Mister Kris, my friend and I love it like we did the first game(which was HORRIFYING)! Your horror games are always terrifyingly wonderful.
Also the second painting in the beginning was a nice touch; I had played the Alpha and didn't expect it at all in the game itself. Keeping us on our toes as ever. ^^b
7:13 AM
My pleasure!
I'm working on a few other smaller scale games this year, but I expect they'll be an 'INSANITY 3' out sooner or later. It'll be based on Peter Langdon's brother, Nathan, and upon the concept of latex masks.
11:23 AM
Well, variety is the spice of life! XD It'd actually be a little worrying to be working on games like The Insanity ALL the time...is it at all scary for you to think up all those designs and situations and the main couples' psyches?
Even Stephen King takes a break from horror. XD
That'll be interesting to see in the future. So do you plan to always have it with "sane man being tested by the insane", or have you ever teased the idea of one of Friendly's mindwarped creations as an Insanity protagonist? I'm not saying the current formula is stale(nor should I assume that Nathan will be treated like Peter or Firstgame!Friendly, honestly...sorry), it'd just be interesting to see the mentality and how Friendly treats the creations he has under his control beyond cannon fodder for those he's testing. ^^
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Yeah in fact it is a little taxing to go deep into the world of Dr.Friendly and company, there's always one or two nightmares that lay in wait but it goes with the territory. Besides, what lies at the base of any story worth telling is the characterization, so you have to go there. If Friendly had been nothing more than a typical B-movie psychopath who kills for naught but leisure there'd be hardly anything riveting about him. But being that he was once a kind and caring doctor warped by mental disfiguration (brought on by a crash crash) it gives him a little more depth. His tragedy also gives birth and victimises the character Tracy Takaki -who obviously being somewhat driven to mental sickness herself- is compelled to follow the man she once loved to the very end. What starts to happen in the first game is Dr.Friendly's inner sub-conscious trying to bring him back to reality.
In a third game (set after part one) he will once again slip back into madness and this is where the character Nathan Langdon steps in. As he seeks out his missing brother Peter (INSANITY II), he will also become another hapless victim drawn into the Friendly world. Like I've said the game will explore the concept of silicon/latex masking and also intelligent vivisects who are able to go out into the world incognito. So in a way it'll still play with you, who's a friend and who's an enemy? And are you really Nathan Langdon? Yikes I think I'm giving away too much here. Sane man being tested by the insane? You bet! the game's not called 'THE INSANITY' for nothing, lol, and believe me, stale or not the story for the 3rd game is already much formed and will definitely keep you guessing right until the end.
About the other stuff-
Sadly it seems that these kind of niche games don't really fit the 5-minutes-at-lunchbreak medium which is Flash, and financially it's actually more rewarding just to whack out something quick and satisfying. So unless something magical happens like winning the lottery or somebody asking me to write an 'INSANITY' movie script I'm probably going to have to spend a year or so just throwing the bones sponsors want for quick'n'dirty $$$. Gotta pay the rent.
Thursday, September 16, 2010
Monday, September 6, 2010
PRELOADING MADE EASY IN CS5?
PRELOADERS
So there I was coding the 2nd INSANITY game thinking - "Oh man sooner or later I'm going to have to go through all that bs again" when I thought of something that might work.
I set up my timeline for the preloader as usual:
- 1st FRAME - Preloader code&graphics
- 2nd FRAME - Empty skippable Frame *used for the assets*
- 3rd FRAME - Title screen
- 4th FRAME - The entire game
INSANITY II ETA
Friday, August 13, 2010
How to code a Beat em up
I figure now is the time to update those tutorials in AS3. This isn't going to be a straightforward making-from-scratch tutorial, rather a guide to the techniques involved. You'll have to do the grunt work yourself- no easy download FLA's for the lazybones here!
-------------------------------------------------
ADVANCED KEY-CAPTURE
-------------------------------------------------
Second only to a real fighting game such as Street Fighter 2, I can't imagine which type of game requires more pinpoint, tight arcade controls than a beat em up. Besides knowing exactly when a key is pressed, after we know what key has been pressed, we will also want to know when it was last pressed (in milliseconds), if it is being held down, and if so for how long.
//////////KEYS
var KEY_UP = Keyboard.UP;
var KEY_DOWN =Keyboard.DOWN;
var KEY_LEFT = Keyboard.LEFT;
var KEY_RIGHT = Keyboard.RIGHT;
var KEY_ATTACK = 87;
var KEY_JUMP = 81;
/////////////////////////////////////////////////////////////////////
First we need to set up some constant variables for the key-codes. As you can see, with the directional controls I'm just using the arrow keys therefore I can use the globals Keyboard.UP etc. KeyCode 87 = "W", KeyCode 81 = "Q".
var keys = new Object();
keys[KEY_UP]={down:false,count:0,held_down:false,timerA:200,timerB:0,timeElapsed:0};
keys[KEY_DOWN]={down:false,count:0,held_down:false, timerA:200,timerB:0,timeElapsed:0};
keys[KEY_LEFT] = {down:false, count:0, held_down:false, timerA:200,timerB:0,timeElapsed:0};
keys[KEY_RIGHT] = {down:false, count:0, held_down:false, timerA:200,timerB:0,timeElapsed:0};
keys[KEY_ATTACK] = {down:false, count:0, held_down:false, timerA:200,timerB:0,timeElapsed:0};
keys[KEY_JUMP] = {down:false, count:0, held_down:false, timerA:200,timerB:0,timeElapsed:0};
Next I've made an Object that contains information on all keys used.
down = Is the key being pressed?
count= How many times has the key listener detected this key being held down?
held_down= er..is actually being held down?
timerA and timer B are used for checking the length of time it's being held down.
timeElapsed= might or might now be useful till later.
stage.addEventListener (KeyboardEvent.KEY_DOWN, downKeys);
stage.addEventListener (KeyboardEvent.KEY_UP, upKeys);
Our keyListeners. What is a listener? Think of it as a function that never stops working until you tell it to. In other words, remove it.
function downKeys (ev:KeyboardEvent)
{
if (keys[ev.keyCode] != undefined)
{
keys[ev.keyCode].down = true;
keys[ev.keyCode].count++;
keys[ev.keyCode].timerA = getTimer() - keys[ev.keyCode].timerB;
keys[ev.keyCode].timerB = getTimer();
}
};
function upKeys (ev:KeyboardEvent)
{
if (keys[ev.keyCode] != undefined)
{
keys[ev.keyCode].down = false;
keys[ev.keyCode].count=0;
keys[ev.keyCode].held_down=false;
}
};
////////////////////////////////////////////////////////////////
downKeys listens for pressed keys, and upKeys listens for unpressed keys.
Okay so every listener triggers an event. Don't worry too much about what that means, anyway the ev:KeyboardEvent part means 'ev' equals the key that has been picked up by the listener. We can use it as a reference into our handy keys object.
if (keys[ev.keyCode] != undefined)
Only proceed if a key has been picked up by the listener.
keys[ev.keyCode].down = true;
This key has been pressed, so set down to true.
keys[ev.keyCode].count++;
Increment variable count- telling us how many times the listener has picked up this key being held. *NOTE* This doesn't work quite as simply as you might think, the AS3 Key Listener is a funny beast- to be explained later.
keys[ev.keyCode].timerA = getTimer() - keys[ev.keyCode].timerB;
getTimer() returns the number of seconds since the movie has been playing. TimerA is the now time. The old time - the timer value it gives us right now. Think about it, you'll get it!
keys[ev.keyCode].timerB = getTimer();
Set timerB, the then time.
So, now I can detect whether a key is being pressed with a line like:
if (keys[KEY_JUMP].down)
{
trace("JUMP has been pressed");
}
This replaces the old AS2 isKeyDown nicely. In fact, it's better isn't it? Not only can we check if the key is down, but we can also get more information about that key.
p.s.Don't forget your libraries at the top.:
import flash.events.KeyboardEvent;
import flash.events.Event;