http://www.sch3rz0.com/dcflash/
Printable View
bloody great release :)
i had seen it already but i was uploading to our site to save your bandwidth ;)
http://www.dcemu.co.uk/dcflash.shtml is the mirror ;)
any chance of a screenshot someone, title screen will do :)
cool, wonder if my stuff works on it, (i use "hit test" alot for my games which is new to flash in version 5)
ive tried for a slashdot scherzo ;)
fingers crossed
anyone got any good examples of flash games, to be honest ive never tried one
HOT DAMNNNN
http://www.ben-hosier.com/flash/catdie.swf
i am now going to make a strongbad disk image... ;D
can you get flash emulators just out of interest
Screenshots are now available on the website.
www.newgrounds.com
Flash emulators, not a chance....i think
btw not as good as my main man souLLy, but some of my stuff
http://ijsr32.infj.ulst.ac.uk/~11298...ar/ROAD14.html
http://ijsr32.infj.ulst.ac.uk/~11298...year/Game.html
http://ijsr32.infj.ulst.ac.uk/~11298...reamcast6.html
http://ijsr32.infj.ulst.ac.uk/~11298...isyear/F1.html
btw replace the .html with .swf to get the swf file
I just tested your Dreamcast introduction and Road Kill. They both work well. However Road Kill isn't detecting the collisions, so it always gets to the end. I didn't even bother trying the other two. The preloader seemed to take too long which lead me to believe it'll be over 2MB, which is my unofficially declared filesize limit. The Dreamcast runs out of memory.
[quote author=Wraggster link=board=homebrew;num=1092935388;start=0#8 date=08/19/04 at 14:26:59]can you get flash emulators just out of interest[/quote]
nah you cant load files... you could do something in shockwave using xtras but nothings ever been done.
Suprising choice from you my friend I guess your working pretty damn hard to latly.
yes, thought roadkill would not work, collisions use hittest. so its (at the mo) a version 4 player. btw all my stuff is under 0.7 mb, its just good pratice to use a preloader.
great release scherzo
edit
i think it can load/save text files, for dynamic content. not too sure. do u know soully?Quote:
nah you cant load files.
oh yeah it can download text and image files but it couldnt download a binary file and interpret it... actionscript isnt sophisticated enough i dont think.
i was think for saving to the VMU...
btw made sbi (first one i have even made), and it works. tried some of my work on it, no sound, and a bit slow but it works!
http://ijsr32.infj.ulst.ac.uk/~11298...dcflash01b.sbi
hell yes! one thing thats been bothering me... along time ago i tried to save flash movies to my hardrive.. but i couldnt figure out how.. can you save .swf's to your hardrive?
DC-Flash SBI without flash files. <--- LINK THERE!
Let me know if it worked for you, thanks. Uploaded before I saw your sbi, Dark, or else I wouldn't of bothered.
You can save swf movies to your pc but its really tricky to get the direct link off most sites.
This is amazing but i do have to ask question will there be a time in the future when the Player will play movies over 1.7 megs and will the player ever play sound i know that might be a stupid question cause its probably possible and you might be working on that.
Eric
i kinda figured out how to save swf's to the hardrive.
when your watching a movie in the settings click on the folder icon and make sure that you have it set so that you can save quite a bit of stuff on the hardrive.
then you download the movie like normal and exit out.
in windows xp the temporary internet files are in
c:\Documents and Settings\Administrator\Local Settings\Temporary Internet Files
you can find the swf's there.
[flash=200,200]http://uploads.ungrounded.net/38000/38034_kill_a_kitten_ng.swf[/flash]
click start and kill a kitten!
This is awesome. Kick ass, Scherzo ;)
an easy way is look at the source ofd the page that the flash is on , a bit of the html code will say e.g <EMBED src="web.swf" now just replace the whatever.html with web.swf in the address
This is the most hilarious video and depending what browser your using it will work:
Mario Twins: http://www.gamecubicle.com/images/sa...otwins-reg.swf
Now cause there is no sound yet for dreamcast i dont think it would be that great but its always good to test it out and see how the video is for it.
scherzo, would it be possible to invent a peice of Actioscript that only works with this player that unloads the current .swf file and loads another named one. For instance
loadandplayswf("next.swf")
Where "next.swf" is the next swf file you want to load.
If this was possible, then we could create levelled games. Say each level under the max file size. Have that piece of actionscript in the last frame of each level. The player would then unload the current .swf file and load the next. Allowing us quite large games, even with a small file limit.
Only an idea.
That'll be possible only when actionscript is supported.
with all the flash games out there we could have compilations with the best ones :)
damn nice project
the 2mb limit problem, should not be much of a problem as most flash files r quite small.
scherzo, when u say actionscript is not supported, surely some actionscript is, as buttons would not work, i.e. " on (release) {gotoAndPlay (2);}"
is that the only actionscript working?
also, i think u should have the up,down,left,right Keyboard keys maped to the DCs, as most games use them.
[quote author=Mental2k link=board=homebrew;num=1092935388;start=15#25 date=08/23/04 at 13:24:01]scherzo, would it be possible to invent a peice of Actioscript that only works with this player that unloads the current .swf file and loads another named one. For instance
loadandplayswf("next.swf")
Where "next.swf" is the next swf file you want to load.
If this was possible, then we could create levelled games. Say each level under the max file size. Have that piece of actionscript in the last frame of each level. The player would then unload the current .swf file and load the next. Allowing us quite large games, even with a small file limit.
Only an idea.[/quote]
That really isn't necessary.
If and when ActionScript is incorporated there's several ways of accomplishing this task.
I'm not sure how it'd work with the RAM problems though.
On my site (http://www.configurationspace.com) each 'section' is actually a totally seperate flash movie that's loaded dynamically.
I did this to:
a) keep the file sizes down (the main movie is only 20k). It also means I really don't need any preloaders since my biggest flash file is only about 20k, most are 10k and can be loaded very quickly.
b)easier to update since each 'section' is totally independant of each other.
This is basically what you could do. Each level would have it's own artwork or level specific code and would be playing inside another main movie with your global functions and variables.
You'd then replace the level movie with the new level.
I don't know for a fact though that the old movie leaves the RAM. I think it stays in Temporary Internet Files so you don't have to download it again...but...
It could still be in the RAM.
If it's not, then you could create a movie of indefinite size.
A little creativity could even yield multi-disc games.
It's like, to some extent, 2600 programing. Creative solutions.
I'm really really really really rooting for this player and I'd kill to see some ActionScript in there.
I'd love to be able to make some 100% pure vector games.
Thanks for the info :)
IM seriously debating whether we should try and get a Flash Competition going, i cant afford much of a prize (unless we get a sponsor) but it would ignite the Flash scene a bit and thats always a good thing.
Blaine, I'd been thinkin of somethin similar, but the main problem with that is you greately reduce the available ram by having another movie also running. Also while your site contains a lot of stuff for 10kb, if a raster game is built .gif sprites may be used, say for a metal slug clone, the main characters may be 40-50kb on their own. Also if its a scrolling game the background images, could be well over 1mb per level depending on level size.
However if a PC compiler were built for the games that made a flash projector, which could be told the number of levels in the game, and all the names of the .swf, and the order in which they are to be loaded, then it'd take any need for new actionscript.
BTW blaine I'm only learnin actioscript, so if anythin I've said is utter nonsense, slap me ;) Any criticism is welcome, as long as its not about me :P
Oh an wraggs good idea, have an amateur compo too. Maybe we could get macromedia interested....
[quote author=Wraggster link=board=homebrew;num=1092935388;start=30#30 date=08/29/04 at 03:54:33]Thanks for the info :)
IM seriously debating whether we should try and get a Flash Competition going, i cant afford much of a prize (unless we get a sponsor) but it would ignite the Flash scene a bit and thats always a good thing.[/quote]
better wait till actionscript and sound is working before having a comp
Any one thinking of making this an add on lib to kos so we can included Flash cut scenes in to our homebrew games i think it would be a very good idea.
that would be great, but is it possable?
Yeah Have to make some code changes but a few lines of code to control the scene from with in your game memory useage maybe a problem but for some cut scenes in homebrew games it would add a lot. Could add static mp3 or ogg file to be play when the scene starts.
Very do-able project.
Ian you are a genious i was thinking that about that also one night as i was sleeping cause now we will have little video clips in flash and that would be amazing for RPG's homebrew games and others aswell as a wicked Flash intro for the upcoming arcade compilation disk
Eric
for MCT (the game me and will and a few others had planned) i was going to do the cut scene in flash then covert them to a video file i.e. avi.
ian would it be possable then to use flash a main menu for a homebrew game?
I think you could we could do this. But it's not my project but i think it would be a major boon to homebrew games to convert this to a lib to use with in games. I was just puting it out there as an idea to scherzo.
I could make it a basic lib style if scherzo says it's ok i like to at lest try.
I was also thinking the same thing. It would take little effort to make what I've done so far into an easy to use API. I have been considering to use it to do the menus in NesterDC SE. But, to be honest, I don't know Flash and don't feel like learning it right now.
So, yeah, I'll see if I can whip together a lib that could be dropped into the kos-ports tree nicely.