I just updated Wasted Sky to Flash 6 to test out some AS1 ad code. The original version was made in Flash 4, back when Flash had laggy keyboard input, hence the mouse controls.
After converting to Flash 6, the game stopped advancing past the com screen discussion (right before the astroid belt). It's at this point where the game does a loop to make sure there are no more enemies on the screen. The old Flash 4 code was converted to read:
if (Number(/enemy2_a/:go) == Number(false)) {
I changed it to:
if (!/enemy2_a/:go) {
and that fixed everything. My next observation was THIS GAME IS FUCKING HARD. It was a lot easier back when I had just created all the boss patterns and knew them by heart. I decided to double the player health, which makes the game a lot easier, but still pretty rough in spots. Hopefully now more people will play it all the way to the end.
The sad thing is, I never finished level 3 - which featured insane burning city parallax that scrolled with added vertical parallax as you moved up and down on the screen.
I decided to leave in the broken high score submission form, just to remind myself that we need to get back on track with the high score system we scrapped years ago. It was never fully hacker proof back then, but we're ready to give it another go one of these days.
Wasted Sky is a fun little reminder of how ahead of its time NG was back in the day... It was the late 90s and we had an intense side scroller shooter in Flash (the first, to my knowledge), with ship designs by the community and a web-based high score table.
Can everyone beat it now?
homor
every game you've ever made is hard.
MAKE THEM EASIER.