FallingTown — Submitted –
Well, it’s done! I’ve submitted. I started feeling time pressure a few hours ago, and I think I caught all the fatal errors anyways. There are certainly still some issues with the display, and the AI. (It’s quite presumptious to call it AI– there’s three scripted behaviors. One of them is ‘ask the random number generator where I should move’. You can play with the game to figure out the others or wait for a postmortem.
Of the things in my last post, the only thing I don’t think I really handled was a help system.. there are instructions, and slightly better instructions in the submission entry. A lot of the last minute stuff was a kludge though. This is my code in my Main class for handling a reset or restart:
case 8:
if (this.contains(GameOverScreen)) this.removeChild(GameOverScreen);
if (this.contains(CGame)) this.removeChild(CGame);
CGame = new CavernGame();
GameState = 5;
break;
Obviously that’s not an acceptable way to restart– CGame is a HUGE object by the time the game ends and restarting hangs my flash player for about 20 seconds. (I don’t have a profiler, but Windows Task Manager shows a 30Mb jump in flash players memory usage when that section of code is called) However– it does work. And it would take me more than the two hours and change left to find all the variables that need to be reset in CGame. I’m also tired, and I’m at the point where I’m afraid I might break something trying to add polish.
I’m looking forward to seeing everyone elses work, but I’m going to get some rest first. I’ll leave you with a couple screen shots:



-TF