Flash 4 Game Archive – Octo’s Adventure

March 26, 2009

We all liked the results of Jellyfish from Space so much it was decided a trilogy was in order. Octo’s Adventure continued the tale of our eight-legged hero. After vanquishing the evil Jellyfish, a new mysterious foe threatens all life on planet Earth. Octo must fly up to the spaceship and use the correct torpedos on the correct ship segments.

This was the first game I built that used keyboard input. Keyboard input was very clumsy back in those days. The only way I could maintain smooth movement was through velocity variables. Every time a key was pressed, volX and volY would increment and every frame I’d decay the value to provide some friction. Octo’s movieclip would have its absolute x and y modified by the active velocity.

For this game the arrow keys moved Octo around. Number keys 1,2 and 3 armed the correct “torpedo”, and Space fired on the hull segment below. If Octo hit any of the edges of the screen too hard, he would lose energy.

Again variables were dynamically loaded via an external text file. The text file looked something like this:

number_questions=10&q1_1=firstquestion&a1_1=answer1

&checkend=end

So yeah… messy. I’d have to run through a for loop to parse the text file and setup the proper variables in Flash. Though I couldn’t use an array to store them since these weren’t available in Flash yet. :)

octoscreen1octoscreen2octoscreen3

Game (c) ESL-Pro. Play this and other ESL games for free at Free-English.com

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