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Monthly Archives: May 2012

Taken a week out from productive work to focus on Boot Camp 2012!

Small-scale Demo Ipad/iphone/ipod game build on UDK  by a team of Uni students in 5 days!

Will post the final up when… well, when it’s done




Got a tonne done tonight, most of it’s been in flash for the AS2 hud/button coding (since we cant use actual buttons cos they rely on actual mouse position, we’re now using hittests with a mouse cursor movie clip, works a lot better).
Massive help from James earlier (he wrote most of the code) for getting the mouse cursor movie clip to shadow the position of the Mouse actor in the worldspace.
considering on how to do spell/action icons now, most likely it’ll be using SetExternalTexture within uscript instead of scaleform’s default method of storing all the stuff in the SWF file.

Anyway, more on that tommorow!

Apparently, hitTest doesnt work on buttons within flash, only movie clips… thanks Adobe,  you could’ve put that in your documentation! Would’ve been ace -.-‘

in any case:

//as2 - mouse cursor clip between 2 movie clips

onClipEvent(mouseMove) {

if(this.hitTest(_root.MC_SP1)) {

Got a prototype for IsoGame up and running


So, action script 2.0, we meet again!

Turns out you can’t use getAscii properly with unreal, so it’s getKeyCode() instead, which isnt so bad, except for the fact it expects a manual check for every keypress otherwise epic spam!

var One:Object = new Object();
var OneUsed:Boolean = false;
//get ASCII Doesnt Work under Unreal
One.onKeyDown = function () {
if (Key.getCode() == 49 && OneUsed == false) { "Spell1" ); 
OneUsed=True; //bool check
One.onKeyUp = function () {
OneUsed=false; //bool check

Oh well, it works now, still, you’d think there’d be a better way than manual bool checks per button otherwise spam!

Postponedwork on Spacehawk for the time being so I can work on a procedurally generated isometric game (working out details/brief/prototype for university FYP). Will get back to spacehawk when i eventually get sick of that, which i can’t imagine will take too long!
In the mean time, working procedural/grid generation is actually more fun than it sounds! 

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