...yeah. i gettit. BUT ITS AS3!!!!!!!!!!!!!
anyway, either l8er 2day, or 2morrow, im gonna re-write the code form scratch....and hope flash dosnt crash.
.

...yeah. i gettit. BUT ITS AS3!!!!!!!!!!!!!
anyway, either l8er 2day, or 2morrow, im gonna re-write the code form scratch....and hope flash dosnt crash.
.

Ahh...hmm...
I just tried that upload you have and wth I can't jump onto the third platform? lol...
try wall jumping. its a pain, i know, but it works. its a technique. (think super meat boy)

lol. anyway. ill post a new build 2morrow. i'm working on getting my placeholder animations to match the code, but that's more of a case of laziness than actual skill, anyone can do that.

Fresh code. the animation code was messing up my gravity, so i took that out, that'll be next build.
SVIPH: http://www.truploader.com/view/598852
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
var rightMove:Boolean = false;
var leftMove:Boolean = false;
var upMove:Boolean = false;
var jumping:Boolean = false;
var inAir:Boolean = false;
var wallTouchLeft:Boolean = false;
var wallTouchRight:Boolean = false
var yjump:Number = 15;
var xspeed:Number = 5;
var yspeed:Number = 5;
var gravity:Number = .1;
var jumpSpeed:Number = 10;
var thrust:Number = 10;
stage.addEventListener(Event.ENTER_FRAME, Gravity);
function Gravity(event)
{
gravity++;
if (inAir == true)
{
player.y += gravity;
}
if (jumping == true)
{
player.y += gravity;
}
if (wallTouchLeft == true)
{
player.y += gravity + 1;
}
else
{
inAir = false;
}
}
stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeys);
function checkKeys(event:KeyboardEvent)
{
if (event.keyCode == 3
{
jumping = true;
upMove = true;
trace("key UP is DOWN"
;
}
if (event.keyCode == 37)
{
leftMove = true;
trace("Key LEFT is DOWN"
;
}
if (event.keyCode == 39)
{
rightMove = true;
trace("Key RIGHT is DOWN"
;
}
}
stage.addEventListener(KeyboardEvent.KEY_UP, keyUps);
function keyUps(event:KeyboardEvent)
{
if (event.keyCode == 3
{
jumping = false;
upMove = false;
trace("key UP is UP"
;
}
if (event.keyCode == 37)
{
leftMove = false;
trace("Key LEFT is UP"
;
}
if (event.keyCode == 39)
{
rightMove = false;
trace("Key RIGHT is UP"
;
}
}
stage.addEventListener(Event.ENTER_FRAME, Collisions);
function Collisions(event)
{
if (rightWall.hitTestPoint(player.x,player.y,true))
{
gravity = -.5;
wallTouchLeft = true;
player.x -= 10;
rightMove = false;
}
else
{
wallTouchRight = false;
}
if (leftWall.hitTestPoint(player.x,player.y,true))
{
gravity = -.5;
wallTouchLeft = true;
player.x += 10;
leftMove = false;
}
else
{
wallTouchLeft = false;
}
if (ground.hitTestPoint(player.x,player.y--,true))
{
while (ground.hitTestPoint (player.x,player.y--,true))
{
player.y * -1;
gravity = 0;
jumping = false;
trace("jumping = false"
;
}
}
else
{
inAir = true;
}
}
stage.addEventListener(Event.ENTER_FRAME, Movement);
function Movement(event)
{
if (wallTouchRight == true)
{
if (upMove == true)
{
player.y--;
player.x--;
}
}
if (wallTouchLeft == true)
{
if (upMove == true)
{
player.y--;
player.x++;
}
}
if (upMove == true)
{
player.y -= yjump;
}
if (leftMove == true)
{
player.x -= xspeed;
}
if (rightMove == true)
{
player.x += xspeed;
}
}

You may not know but: I did a high jump, and then I fell through the ground
yeah, i know that. next build.

Heres the new build,
glitch fixes.
*no falling through the ground
*harder to shimmy up the walls (you still can, but its a bit harder, i actually want the player to be able to shimmy up walls, but not like how it is now)
NOTE: the yellow bands are experimental ceilings.
http://www.truploader.com/view/325108
no Code this time.. gtg.

@FFA, i actually havnt really coded them yet, the only code they ave is some modified ground code which i have to magically make into ceiling code. ill post 2morrow.

Double post B B Breaker!
2+2=5 and January brings april showers.
thnx Cool!
and heres my fresh code. i know most of it sucks, but who givesa sh*t? any way, enjoy....
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.geom.Point;
var rightMove:Boolean = false;
var leftMove:Boolean = false;
var upMove:Boolean = false;
var jumping:Boolean = false;
var inAir:Boolean = false;
var wallTouchLeft:Boolean = false;
var wallTouchRight:Boolean = false;
var GravityC:Boolean = false
var oneJump:Boolean = false
var univeraslConstant = false
var yjump:Number = 15;
var xspeed:Number = 5;
var yspeed:Number = 5;
var gravity:Number = .1;
var jumpSpeed:Number = 10;
var thrust:Number = 10;
var xjump:Number = 10
var wallSpeed:Number
stage.addEventListener(Event.ENTER_FRAME, Gravity);
function Gravity(event)
{
gravity++;
if (inAir == true)
{
player.y += gravity;
}
if (jumping == true)
{
player.y += gravity;
}
if (wallTouchLeft == true)
{
player.y += gravity + 1;
}
else
{
inAir = false;
}
}
stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeys);
function checkKeys(event:KeyboardEvent)
{
if (event.keyCode == 3
{
jumping = true;
upMove = true;
oneJump = true
trace("key UP is DOWN"
;
}
if (event.keyCode == 37)
{
leftMove = true;
trace("Key LEFT is DOWN"
;
}
if (event.keyCode == 39)
{
rightMove = true;
trace("Key RIGHT is DOWN"
;
}
}
stage.addEventListener(KeyboardEvent.KEY_UP, keyUps);
function keyUps(event:KeyboardEvent)
{
if (event.keyCode == 3
{
jumping = false;
upMove = false;
trace("key UP is UP"
;
}
if (event.keyCode == 37)
{
leftMove = false;
trace("Key LEFT is UP"
;
}
if (event.keyCode == 39)
{
rightMove = false;
trace("Key RIGHT is UP"
;
}
}
stage.addEventListener(Event.ENTER_FRAME, Collisions);
function Collisions(event)
{
if (topWalls.hitTestPoint (player.x,player.y-player.height/2, true)) {
trace ("touching ceiling"
player.y-=player.height/2;
}
if (rightWall.hitTestPoint(player.x+player.width/2,player.y--,false))
//hittests the point between the two objects (right wall) to the players far right.
{
wallTouchRight = true;
player.x -= player.width/5
}
else
{
wallTouchRight = false;
}
if (leftWall.hitTestPoint(player.x-player.width/2,player.y--,false))
//hittests the point between the two objects (left wall) to the players far left.
{
wallTouchLeft = true;
player.x += player.width/5
}
else
{
wallTouchLeft = false;
}
if (GravityC == false)
{
player.y += gravity
while (ground.hitTestPoint (player.x,player.y--,true))
{
if (oneJump == true) {
oneJump == false
}else{
oneJump = true
}
player.y * -1;
gravity = 2.76;
jumping = false;
trace("jumping = false"
;
}
}
else
{
inAir = true;
}
}
stage.addEventListener(Event.ENTER_FRAME, Movement);
function Movement(event)
{
while (wallTouchRight == true)
{
if (upMove == true)
{
player.y--
player.x--;
}
}
while (wallTouchLeft == true)
{
if (upMove == true)
{
player.y--
player.x++;
}
}
if (upMove == true && oneJump == true)
{
player.y -= yjump*1;
}
if (leftMove == true)
{
player.x -= xspeed;
}
if (rightMove == true)
{
player.x += xspeed;
}
}
ill post the Swiph once i get my gravity and walljumping to a certain level.

Okay, this current one is okay, not bad and nice colours, but the previous ones allows me to jump out of sight. And when I jumped too high, I fell right through the platform.
O.O
Haha, lol, nice one though. In fact, I can't even games yet!
kay, new build, Take 7, Reel 2 (i do my versions in Takes and 3 reels)
*I've succesfully implemented "experimental Ledge-Grabbing" FTW!
*Better Wall Jumping
*Ceiling code got messed up with my wall jumping code...ill fix that l8er.
SVIPH: http://www.truploader.com/view/610263
CODE:
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.geom.Point;
var rightMove:Boolean = false;
var leftMove:Boolean = false;
var upMove:Boolean = false;
var jumping:Boolean = false;
var inAir:Boolean = false;
var wallTouchLeft:Boolean = false;
var wallTouchRight:Boolean = false;
var GravityC:Boolean = false;
var oneJump:Boolean = false;
var univeraslConstant:Boolean = false;
var hanging:Boolean = false
var yjump:Number = 15;
var xspeed:Number = 5;
var yspeed:Number = 5;
var gravity:Number = .1;
var jumpSpeed:Number = 10;
var thrust:Number = 10;
var xjump:Number = 10;
var wallSpeed:Number = 10;
hitLedge.visible = false
stage.addEventListener(Event.ENTER_FRAME, Gravity);
function Gravity(event)
{
gravity++;
if (inAir == true)
{
player.y += gravity;
}
if (jumping == true)
{
player.y += gravity;
}
if (wallTouchLeft == true)
{
player.y += gravity + 1;
}
else
{
inAir = false;
}
}
stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeys);
function checkKeys(event:KeyboardEvent)
{
if (event.keyCode == 3
{
jumping = true;
upMove = true;
oneJump = true;
trace("key UP is DOWN"
;
}
if (event.keyCode == 37)
{
leftMove = true;
trace("Key LEFT is DOWN"
;
}
if (event.keyCode == 39)
{
rightMove = true;
trace("Key RIGHT is DOWN"
;
}
}
stage.addEventListener(KeyboardEvent.KEY_UP, keyUps);
function keyUps(event:KeyboardEvent)
{
if (event.keyCode == 3
{
jumping = false;
upMove = false;
trace("key UP is UP"
;
}
if (event.keyCode == 37)
{
leftMove = false;
trace("Key LEFT is UP"
;
}
if (event.keyCode == 39)
{
rightMove = false;
trace("Key RIGHT is UP"
;
}
}
stage.addEventListener(Event.ENTER_FRAME, Collisions);
function Collisions(event)
{
if (hitLedge.hitTestPoint(player.x, player.y - player.height+5, true)) {
player.y*1
gravity = 2.76
jumping = false
trace ("ledge was succesfully hit oh overlord"
}
if (topWalls.hitTestPoint(player.x,player.y - player.height+5 ,true))
{
trace("touching ceiling, Master Antony"
;
player.y += -player.height/3
}
if (rightWall.hitTestPoint(player.x + player.width / 2,player.y--,false))
{
("hugging the RIGHT WALL master"
gravity = -.5;
wallTouchRight = true;
player.x -= yspeed;
rightMove = false;
}
else
{
wallTouchRight = false;
}
if (leftWall.hitTestPoint(player.x - player.width / 2,player.y--,false))
{
("hugging the LEFT WALL master"
gravity = -.5
wallTouchLeft = true
player.x += yspeed
leftMove = false
}
else
{
wallTouchLeft = false;
}
if (GravityC == false)
{
player.y += gravity;
while (ground.hitTestPoint (player.x,player.y--,true))
{
if (oneJump == true)
{
oneJump == false;
}
else
{
oneJump = true;
}
player.y * -1;
gravity = 2.76;
jumping = false;
trace("jumping = false, oh great creator"
;
}
}
else
{
inAir = true;
}
}
stage.addEventListener(Event.ENTER_FRAME, Movement);
function Movement(event)
{
if (wallTouchRight == true)
{
if (upMove == true)
{
player.y -= wallSpeed;
player.x -= wallSpeed;
}
}
if (wallTouchLeft == true)
{
if (upMove == true)
{
player.y -= wallSpeed
player.x += wallSpeed
}
}
if (upMove == true && oneJump == true)
{
player.y -= yjump * 1;
}
if (leftMove == true)
{
player.x -= xspeed;
}
if (rightMove == true)
{
player.x += xspeed;
}
}
Report any....glitches (?) lol.

Nice traces.
EDIT: This is a really epic 600th post. Not.
The forum really needs a better way of posting code, that doesn't automatically convert stuff to smilies.
You guys should implement blockquote with
, cept it's sort of odd and screws with formatting.
EDIT: oh ship, it works. test code:
stop();
level1_button.addEventListener(MouseEvent.MOUSE_DOWN, playLevel1);
function playLevel1(event:MouseEvent):void {
gotoAndStop(2);
}
SMILEY TEST:
So yeah. Pre isn't pre. World APOCALYPSE.
last Build [Reel] in my first series (Takes 2 - 7)
Take 7 Reel 3: http://www.truploader.com/view/872217
I will be rewriting my Engine (expect basically the same code though) for a second series, when i'm ready, i will be making a new topic, (after you list out your usual list of glitches to fix, let this topic die down)
Take 7 Reel 3 Code: Enjoy! :3
import flash.events.Event;
import flash.events.KeyboardEvent;
import flash.ui.Keyboard;
import flash.geom.Point;
var rightMove:Boolean = false;
var leftMove:Boolean = false;
var upMove:Boolean = false;
var jumping:Boolean = false;
var inAir:Boolean = false;
var wallTouchLeft:Boolean = false;
var wallTouchRight:Boolean = false;
var GravityC:Boolean = false;
var oneJump:Boolean = false;
var univeraslConstant:Boolean = false;
var hanging:Boolean = false;
var yjump:Number = 15;
var xspeed:Number = 5;
var yspeed:Number = 5;
var gravity:Number = .1;
var jumpSpeed:Number = 10;
var thrust:Number = 10;
var xjump:Number = 10;
var wallSpeed:Number = 25;
hitLedge.visible = false;
stage.addEventListener(Event.ENTER_FRAME, Gravity);
function Gravity(event)
{
gravity++;
if (inAir == true)
{
player.y += gravity;
}
if (jumping == true)
{
player.y += gravity;
}
if (wallTouchLeft == true)
{
player.y += gravity + 1;
}
else
{
inAir = false;
}
}
stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeys);
function checkKeys(event:KeyboardEvent)
{
if (event.keyCode == 3
{
jumping = true;
upMove = true;
oneJump = true;
trace("key UP is DOWN"
;
}
if (event.keyCode == 37)
{
leftMove = true;
trace("Key LEFT is DOWN"
;
}
if (event.keyCode == 39)
{
rightMove = true;
trace("Key RIGHT is DOWN"
;
}
}
stage.addEventListener(KeyboardEvent.KEY_UP, keyUps);
function keyUps(event:KeyboardEvent)
{
if (event.keyCode == 3
{
jumping = false;
upMove = false;
trace("key UP is UP"
;
}
if (event.keyCode == 37)
{
leftMove = false;
trace("Key LEFT is UP"
;
}
if (event.keyCode == 39)
{
rightMove = false;
trace("Key RIGHT is UP"
;
}
}
stage.addEventListener(Event.ENTER_FRAME, Collisions);
function Collisions(event)
{
if (hitLedge.hitTestPoint(player.x,player.y - player.height + 5,true))
{
player.y * 1;
gravity = 2.76;
jumping = false;
trace("ledge was succesfully hit oh overlord"
;
}
if (topWalls.hitTestPoint(player.x,player.y - player.height + 5,true))
{
trace("touching ceiling, Master Antony"
;
player.y += - player.height / 3;
}
if (rightWall.hitTestPoint(player.x + player.width / 2,player.y--,false))
{
("hugging the RIGHT WALL master"
;
gravity = 0;
wallTouchRight = true;
player.x -= yspeed;
rightMove = false;
}
else
{
wallTouchRight = false;
}
if (leftWall.hitTestPoint(player.x - player.width / 2,player.y--,false))
{
("hugging the LEFT WALL master"
;
gravity = 0;
wallTouchLeft = true;
player.x += yspeed;
leftMove = false;
}
else
{
wallTouchLeft = false;
}
if (GravityC == false)
{
player.y += gravity;
while (ground.hitTestPoint (player.x,player.y--,true))
{
if (oneJump == true)
{
oneJump == false;
}
else
{
oneJump = true;
}
player.y * -1;
gravity = 2.76;
jumping = false;
trace("jumping = false, oh great creator"
;
}
}
else
{
inAir = true;
}
}
stage.addEventListener(Event.ENTER_FRAME, Movement);
function Movement(event)
{
if (wallTouchRight == true)
{
if (upMove == true)
{
player.y--;
player.x--;
}
}
if (wallTouchLeft == true)
{
if (upMove == true)
{
player.y--;
player.x++;
}
}
if (upMove == true && oneJump == true)
{
player.y -= yjump * 1;
}
if (leftMove == true)
{
player.x -= xspeed;
}
if (rightMove == true)
{
player.x += xspeed;
}
}
Expect Series 2 Take 1 Reel 1 in about about a day or two. mebbe il get to work right now and post something....nah.

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