size: 1,3 MB vector made with freehand 10 program with flash 8.0
Hip hip Hurahhhh.. after 5 days lack of sleep, I present you.. *drum* MY FLASH PORTFOLIO *drum*. This is 1st go for portfolio contest entry, but I also need a digital portfolio for my work.
OK, I was thinking waaaaaaaaay out of box when creating this, I hope you can appreciate my weird sense of humor. And I hope no bugs (?!) .. oh, I'm so bad at scripting (special thanks to "the flash scripting book")
I will sleep nao..
--------------------------------------------------- Note: - you can't miss the password (it's on the post-it) - sketch book -> drag the edge to turn the page. I learn to use this very cool effect from some tutorial out there (don't remember the link). I'm not invented it. - sketch book 1st page -> The model is an ancient greek's sculpture.. I'm not drawing anybody naked. - there's no sound.. I don't want the size become too big
--------------------------------------------------- Edit: since this art also represent one prominent color "GREEN", I also submit this for ashkamoo's contest [link]
I exported an EXE file to put on your desktop - [link] And for Macs - [link]
directions (read here or click guide on the applet) -Shift-click a blank square to mark bomb. Shift-click a numbered square to check all surrounding squares (like when you middle-click or left-right-click in the normal Minesweeper). You can't right-click in Flash, so Shift is all you'll need. -Set new parameters at the top and click 'reset' to start with those parameters (more/less bombs or wider board) -Click free square when you can't determine where a bomb is, then click a square. If the square has a bomb, the bomb will be destroyed (number of free squares used will be counted) Tell me if there are any bugs. I once had it lock up because Flash has some problem with function recursions. It's like "Hey Flash! What's his recursion level?" "It's over 256!!!!" - and blows up.
I made this after I hit the corner trap in standard Minesweeper where you have 4 tiles in the corner and no way to spot the bomb. It was a game of luck. I thought over it and formed a plan: Remove three squares from each corner and there are no more corner traps. Nearly any corner combination will be solvable. I considered removing one corner-square, but that only solves a rare corner trap. I also considered making the corner squares bombless, but players would know they're bombless.
[link] I was writing this proposal for programmers suggesting someone make a Minesweeper with the corner fix, when I realized: I'm a frickin programmer. So I started coding Minesweeper. I've never seen its code but I've played enough to know how it works. Programming was complicated with the corner fix, but it worked, and I felt like adding more options, like a way to eliminate traps altogether. I didn't want to make a big engine to detect traps, so I made free-squares, which let you destroy a bomb when you're in a trap. The game counts each free square you use, so if you use 10 or so free squares, people could disregard your score because you should only need 5 or 6 or so freebies.
Also: -The first click will always hit a clear spot, not a number. No more clicking and restarting for five minutes to get a clear spot. -The squares activate on press instead of on release. This and the auto-shift help prevent badly-aimed clicks from doing damage. -This works great with a tablet pen -Flash runs on any platform (so I won't be needing Virtual PC anymore) Now it's more skill and less luck. Yeah I know it looks basic in appearance. You've seen me do fancy layouts, but this is best left simple.
It doesn't use much code thanks to recursive functions. It creates a bunch of squares and randomly chooses which ones will have bombs (random(xsquares*ysquares);). You click a square and it reads the 8 surrounding squares to count bombs, then displays that number in the clicked square. If there are no bombs, it becomes blank and activates the onClick for all 8 surrounding squares. Each surrounding square will do the same routine and that's how wide areas are cleared. When you left-right click a numbered tile (shift-click here), the tile counts the number of marked tiles around it. If the clicked square says 2 and there are 2 marked squares around it, all other squares activate. If you marked the wrong tile as a bomb and try this, it asplodes.
.fla file [link] - the initialization code is on frame two. For tile behavior, double-click the black square at the top-left, which shows all the numbers and images, then click the black outline and bring up the actionscript panel.