The past two weeks of this project have been a blur of error correcting and playing
catch-up. It’s been hectic and discouraging, but I do feel like I’m getting
Charlie back on track!
I made one huge mistake in my approach to this project. I used
Flash CC. I wanted to work from home so I could spend more time on it, but CC
was the only version of Flash I had available. It feels like everything that
might have gone wrong, has gone wrong; and almost all of the issues that arose
could have been avoided if I’d been using Flash CS6 instead. I had parts
missing from my character and layout, I had brushes that failed, and I had close to three thousand layers of movieclips when I tried to import designs from
Illustrator into Flash. That’s naming just a few. CC was a nightmare to work
with because it was unstable, unpredicatable, and painfully slow. I tried
everything I could to try and get things working in CS6, but considering the not-too-distant
deadline and the amount of work I’ve put into this so far, I realised that I
would have to finish this project using CC. It adds a whole new level of
challenge to the assignment, but I’m going to try my best to work with what I’ve
got. And I will never use CC for any other projects. I’ve learned that lesson.
Despite all setbacks, I’ve managed to start working on
secondary animation. When idle, Charlie will face forward, and he’ll be able to
breathe (such as robots do) and tilt his head. He’ll be able to jump when
looking straight, and while moving left and right. I’ve also drawn up a little
bird in Illustrator, which I’ve rigged and roughly animated. The bird will fly
across the screen when Charlie hits a certain object on the stage. I’ve yet to
decide on whether that object will be a mushroom, a tree, or something else
entirely, but I hope to add that element of interaction soon. I’m also planning
to add a second interactive element, which is still in the planning stages.
In terms of coding, I’m using scene labels and the “.gotoAndPlay()”
and “.gotoAndStop()” arguments to my advantage. Charlie now walks in the
correct direction and at the right speed when the user presses the appropriate
keyboard directional buttons. He also faces forward and jumps when the user
presses the up button. When no buttons are pressed, Charlie faces forward, and
moves as though idle. However, at the moment, each scene – that is, each movement
– only plays once. That means Charlie only takes two steps before he stops
moving in either direction, he only jumps once, and only moves when idle once.
The next step is setting those to loop continuously. Once that works smoothly, I’ll
begin work on the interactions between Charlie and the environment.
Click here to try to control Charlie yourself, but bear in mind there's a lot more work to go!
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