the Float


the_float

This is just a bunch of code written in Flash. It’s AS2, so it’s probably obsolete to most of you searching for help in creating games.

Result of numerous programming experiments in point and click games from 2005 up to 2008 when first stable built was released.
created by Mateusz Skutnik 2005-2013;

Version history:

3.7.3 (November 2013);

  • automatic triggers (shop, next_frame, hammer, say, comment);
  • removed social share options;

//–

3.7.2 (february 2013);

  • as2 tweak [varName -> var_name];
  • say_once string length check;
  • item restoring without delay (no interval);
  • item quantity display placed in item description [item (nr)];
  • optional startup items system improved;
  • standalone hideout system;
  • opis_mc with outline [filter];
  • as2 mc outline feature;
  • dynamic item hitbox;
  • dynamic hideout display;
  • dynamic shop display;
  • fixed opis dialogue in hideout mc (not hiding after rollout);
  • added item library;
  • expanded sharing options;
  • custom warp snd error fixed;

– example: Daymare Town 4;

//–

3.7.1 (january 2013);

* fixed opis-displacement bug (opis was using _height before setting it);
* single-page note display, scalable to game width and height;

//–

3.7.0 (october-december 2012):

* major as2 cleaning;
* s.list_of_items-based item movement;
* FINALLY restoring items in their respective places :D;
* fully dynamic ‘say’ function;
* removed item floating to and from shop/hideout; [“float” is gone] :D
* shuffle array in shops;
* say_once(co);
* fully dynamic item opis > multiline opis;
* improved czat AS, new czat_mc (skyrim clone);
* amb restore fixed;
* resurrection after game end;
* reimported all sfx / source files present;
* random moveSnd;

//–

3.6.2 (october 2012);

* removed alternate inventory;
* removed custom right-click menu;
* changed _alpha=0 objects to objects including fill _alpha=0;

//–

3.6.1 (july 2012);

* backpack;

//–

3.6.0 (february 2012):

* single save version (“continue” button);
* hideout earning money bugfix;
* hideout descriptions updated;
* combineSnd;

//–

3.5.0 (january 2012):

* hotspot (place to put various items and pick them up again);
* alternate inventory;
– example: Rizzoli & Isles 2;

//–

3.4.0 (september 2011):

* new item description window, commont to inventory, hideouts, shops, and also documents and galery display;
* reorganized picture gallery;
* reorganized shop and hideout display;
– example: Covert Front 4;

//–

3.3.0 (March 2011):

* various text alignments in conversation window;
– example: Rizzoli & Isles 1;

//–

3.2.1 (September 2010):

* message window reappear when triggered while visible on screen;
* too expensive shop items transparency;
* items float between shop/hideout and inventory;
* different shops/hideouts have different value of maximum items;
* music and sfx toggle buttons embedded in the footer;

//–

3.2.0 (August 2010):

* hideout system;
* scrollable conversation window in multi-choice character dialogue;
– example: Trader of Stories 1;

//–

3.1.0 (June 2010):

* multi-choice character dialogue;
– example: the Fog Fall 3;

//–

3.0.0 (April 2010):

* advanced shopping system;
* inventory handles plural quantity of the same item;
* custom movement cursor;
– example: Daymare Town 3;

//–

2.1.0 (July 2009):

* multiple save option;
– example: Space Oddity part 1;

//–

2.0.0 (July 2009):

* items in the inventory are animated on rollOver;
* inventory hiding when moving between rooms;
* dynamic documents display – player can view unlimited number of text pages collected during the game;
* dynamic picture gallery – player can view pictures, photos or other visual material collected during the game;
* panoramic rooms – wider than stage, scrolling from left to right on players movement revealing more background than usual rooms;
* discussion window for ingame dialogues;
* save option;
– example: Covert Front 3;

//–

1.4.0 (December 2008):

* improved main menu api;
– example: the Fog Fall 2;

//–

1.3.0 (October 2008):

* integrated the float with my game api. New features:
* floating menu on the main game screen. Separate submenus for credits, instructions and system keys.
* ingame menu containing options to separately turn on/off music and sound effects, and change quality level (low, normal, high, best). Also option to quit or pause the game at any given moment.
– example: Charger Escape;

//–

1.2.0 (August 2008):

* item description fading in and out while examining the item in the inventory;
* submachine specific: rooms are accelerating and decelerating when changing position;
– example: Submachine 1: the basement (ver. 4.0);

//–

1.1.0 (June 2008):

* items are accelerating and decelerating on the way to inventory when collected;
* items are center-locked when picked up from inventory;
* items are enlarging when rolled over in inventory and going back to original size on roll out or when picked up;
– example: Escape Artist;

//–

1.0.0 (April 2008):

– based on older engines, used in games like Submachine series, Covert Front, the Great Escape or DayMare Town:
* reusable item system (a pack of keys that stay in the inventory untill you use last key from the pack);
* diversed item collecting (picking up several items of the same kind – engine recognizes if you already have collected some or if it’s your first item of that kind and acts accordingly);
* shopping system;
* inventory items dynamically changing their position according to the number of items in the inventory;
* smooth transition between finding the item and placing it in the inventory;
– example: DayMare Town 2;