Friday, December 4, 2009


the kits in their den

Wednesday, December 2, 2009




scenery sprites


Monday, November 30, 2009


kit run has dirt tiles now. I cant decide if I like them - The grass definitely needs help, but all in good time.

Sunday, November 22, 2009


Kit Run now has a functional timer- and the sun changes colors (yellow -> orange -> red) to show you how much time you have before sunset. When you get down to 30 seconds remaining, the screen says "hurry up!". If you get down to zero, the whale comes for you...

next up, getting the sun to go down as the timer goes down - getting the sky to darken with the time - and getting the screen to scroll up and down as well as left and right

Friday, November 20, 2009

now when your score bar reaches 100%, the screen displays "return to your kits!" letting you know its time to go back to the den and complete the level.

next up:

time to add in the sun mc, and give it a simple hittest script so that when it goes below to horizon you run of time.. summoning the bubble bobble death whale.

after the sun I will be adding in the den with your kits at the beginning of the level. The den will be blocked off with something that unloads when your score reaches 100%

Monday, November 16, 2009

the blue jay:
worth 5 points :)

Tuesday, November 10, 2009

the most beautiful score bar of all time:


and it works perfectly. The little green pentagon is even animated so that it follows the bar as it progresses. That 20% is the hefty reward for catching a nice fat chicken! rats fish and birds only earn you about 2-5 percent. hurray!


Sunday, November 8, 2009

Pretty clouds, yes? They please me much. But despite this simple pleasure, I am tormented by how much left there is still to do in so little time.

Continued production schedule:

1) need sprites for: birds, mice, fish

2) foreground (plants and trees and stuff that dont effect the sprite)

3) animate said birds sprites and fish

after these things have been accomplished it should be easy piecing the next levels together with the existing symbols. The I can go ahead and make a start screen, and a death animation, featuring the kits turning into skeletons. hurray!




Wednesday, November 4, 2009

Kit Run now has a background for level one, and I've finally edited out the white from the main sprites' bit map- it lost a lot of color quality in the process though, unfortunately. The game also has its first original song! I'll probably be uploading the next game sample after I've cleaned up the other bit maps as well so yall can hear the music and experience the improved mobility of the fox.


Friday, October 30, 2009

high score

I've become so baffled with my latest hurdle, the score bar, that I created an account and posted my troubles on Kirupa. click to see thread


Thursday, October 29, 2009

updates/improvements



KitRun now has a chicken symbol that unloads when you catch it and adds numbers to your score. Next I want to program it so it wanders left and right and moves away from you if you get too close.
The main sprite also jumps and stops left as it should, and doesnt jump as high and moves a little faster.

Next step is a breathtaking background, followed by removing the white from the bit maps. Then I'll be animating the chicken and adding other eatable sprites, and then putting level two together. Which should go pretty fast as it will just be dragging and dropping :)


Sunday, October 25, 2009

movin right along and feeln fancy free

kit run has progressed slightly. to witness these wonders, go to the previous post "background troubles", which is now replaced with a new swf. It was an accident, I'm actually sad I replaced the old one- in the the future I'm going to try and show all of the progressive updates to the file.

Tuesday, October 20, 2009

floating platforms


complete with animated propeller


the game design of KitRun has been changing a bit in the hopes that it can progress faster. (you know, for grades and all the not so artistic shit) . The ground is going to be platform based- more like Super Mario as opposed to something like Dino-Run, which has a crazy dynamic ground that I would never be able to figure out gravity for. Because KitRun is going to be about finding items within a time limit, platforms are a better idea anyway. For example! A tree! with platforms instead of branches that you jump from one to the next to get the chicken on the top branch. Theres a terrible but admittedly helpful tutorial for this added to the research box.

My next update will hopefully be a functional terrain in this style. there may even be a chicken so stay vigilant.

Saturday, October 17, 2009

chicken

kit run now has a chicken. Of all the things to catch in the game, the chicken gets you the most points. Hurray!



Monday, October 12, 2009

background troubles



anyone know how to edit the white out of the bit maps?

Wednesday, October 7, 2009

Project Goals and updates ART 450


at the end of the term I would like Kit Run to have an entirely functional action script. Though the game will likely be incomplete as far as length and embellishments are concerned, the goal for now is to have a mobile sprite, functional "prey" sprites (chickens, mice, birds) that slowly fill up a bar on collisions, a variable background with functional gravity, a working time limit, and a functional completion scene when the "prey" bar is full.

current work:
1) I need to rewrite the jump action script
2) create the prey sprites
3) get the main sprite to move left properly

Monday, September 28, 2009

the good the bad and the ugly

Right and left make the sprite run. sort of. up makes him jump. sort of.

Sunday, September 27, 2009

jumping trouble, etc.

so when my sprite is in the air, it's in standing position, and when it's on the ground, it's is in jumping position. Which sort of emulates a splat effect. I cant figure it out. The action script I'm using for gravity is a hitTest with the ground. if it's false, the sprite moves down the y axis at a set speed until they are touching. This works fine. But when I attach "this.gotoAndStop(4)", "4" being the in the air position, it wacks the whole thing out.

Also I don't know how to input multiple keys into the if(Key.isDown) function. I'd like to be able to have something happen if UP and DOWN are pushed together- if you know how, tell tell tell.

Friday, September 25, 2009

movement

I'm slowly teaching myself the actionscript necessary for this sort of thing. Currently the main sprite can sit down if left unmoved long enough, and sometimes, if I'm lucky, run, and if not so lucky, slide, to the right or the left. Jumping is tomorrow's endeavor. Once the main sprite is completely mobile I can move on to terrain, which is currently a lovely though infinite plane of grass.

Kabir the wonderful music man is hard at work composing a sound track of old timey lovelyness.

Wednesday, September 23, 2009

The first sprites

kits and the main runner





The Conception of Kit Run


I am planning to make a flash based side scrolling game emulating the old school 8-16 bit style, kinda like the popular Dino Run. Kit Run will feature a fox gathering food to feed it's kits. The sun will set in each level, and if you havent gathered enough food before night comes, something evil and scary like the skeleton whale from Bubble Bobble will come and kill you. There will be a bar on the side of the screen that slowly fills as you gather food, the level ends when you fill it up. Scores will have something to do with how fast and what critters you catch a long the way. Concept art will the next post.