Student Area

Flash is uncooperative, here’s a demo

I did not get nearly as much done on this as I wanted to. This is because Flash and Flixel apparently both hate me, and would not cooperate when I tried to do a test run Flash comic page, or tweak enemy behavior a little bit. So the game has one level less and much less nice beginning/ending art as I wanted it to at this point.

Still, it’s a thing. It works.

Arrow keys to move. Up jumps, down hits the brakes. Space attacks. Z checks a message if your phone is buzzing. X dismisses the message. You may get info from checking your phone that will affect where you go, but you will also be distracted by it.

Space/Mouse to go through intro and outro sequences. R restarts a level if you’ve died, or the game if you’ve won.

game link

(Summary of things I wanted but didn’t get: Wanted to do the intro comic in Flash, since allegedly Flixel can embed other SWFs. Also wanted there to be similar outro comics, and color and suchlike on them, but I took too long trying to make Flash not be my enemy. Definitely going to revisit that, even though it’s too late to present those things. Currently the intro jumps around a comic but not as nicely as Flash would, one of the outros uses the ingame speechbubble system, and one is an image.

The other thing that’s missing is that the robots are supposed to turn around when they hit things which should be INCREDIBLY EASY but then Flixel deprecated half its useful functions and I spent too much of yesterday trying to make that work. It’s not super integral, it just makes the cafeteria level a little weird.

Oh and sound. Sigh.)

Alex Lee – An Illustrative Model of Anxiety

An Illustrative Model of Anxiety

Here’s my project. Use arrow keys to move and space to interact. It’s an .swf file, so open it in Firefox or Chrome. On some computers it lagged pretty badly, so I tried making a large version and a smaller version (both below). You might also try reducing the quality. Thanks for looking!











TG2:SC progrezz

programming script set in, however no assets.

NOTE! There are 1-2 areas which require assets and animation, and without these things implemented jump to the wrong persona without warning. They will be fixed.

Final Project Progress

So I have the basic ecosystem that works within the snowglobe (as discussed last class with Paolo):

The girl starts outs in an “empty” snowglobe with no other objects besides the landscape.  The “goal” of the game is to navigate the ecosystem and build her a house before she freezes.  The basic mechanics are shaking the snowglobe to create a temporary “springtime”, picking up and dropping objects, planting seeds, and cutting trees.  Shaking the globe to create the springtime will allow the player to find objects hidden under the snow such as seeds and sticks and rocks.  The player has to balance building and maintaining a fire, planting and cutting down trees and building the house.

To further the snowglobe theme, I’ve decided to do away with the shelf room and have you simply double click on the game icon (which I will replace with the image of my snowglobe as I have bought the full license) to view into the snowglobe.  This double clicking corresponds to shaking the snowglobe, so that each time you want to shake it you have to close the game and open it again.  In this way, the snowglobe will sit on your desktop to look at whenever you want the same way a snowglobe would sit on your shelf.  Eventually, once you have reached one of the two endings (building the house or the girl freezing), you will not be able to move the character when you open the game, you simply get to observe (like a real snowglobe).  If you have built the house, the girl will appear and maybe wave while it is “springtime” and go back inside when the snow falls again.  If you have left the girl freeze, you have essentially created a statue that never moves. To reset the game, you’d have to get rid of it and redownload it.

Lastly, I will still have the mechanic of zooming in further for a closer look at the girl.  This will allow you to see how cold she is (the bluer her skin is the colder) and give you hints of what to do next in her thought bubbles.

So far I have been working to implement some of the new mechanics and have begun to work on the new artwork my final version requires.  I have implemented the pick-up mechanic using a little blue ball as a test.  You can try it out here: (the one that says pick_up_test).  To pick up or drop an object use enter.


working on level design right now so nothing visible yet but here’s a repost of the game I guess, since I was told to show the prototype

move with arrow keys, jump with up, brake with down, attack with space, check texts with z, dismiss message with x