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Response to: Game Jam 5 Winners, Broadcasting Posted July 5th, 2011 in NG News

At 7/5/11 05:44 AM, BanglaBoy96 wrote: Our Game was better than 3rd and 4th Place. But of course! Let the overrated people outshine us regulars, Give other people a chance. It was an unfair decision all in all!

Well aren't you modest.

I just want to point out that your game, while it was fun and polished and everything, had almost nothing to do with the theme at all. I mean really, the theme was to make a game based on literature...you just made a canabalt-like game and threw some books in there.

Just my thoughts.

Response to: Has anyone used Adobe Alchemy? Posted July 5th, 2011 in Game Development

At 7/5/11 04:12 AM, Sandremss128 wrote: Perhaps its a little faster, but still not nearly as fast as doing a project solely on a C++ compiler.
Seeing is believing.

Well of course it's not that fast, but I as far as I'm aware, it's fast enough to emulate Doom on flash, in 3D and whatnot.

Response to: [AS2] Increasing the Size Posted July 5th, 2011 in Game Development

At 7/5/11 04:02 AM, Sandremss128 wrote: People who only want to seriously help 'advanced' questions ignore problems that are too good for them.

Do you not realize how arrogant that mindset sounds?

This forum used to be good because there were a few really knowledgeable people that answered all the questions that they could. If you're tired of answering the same questions over and over, just either link them to a tutorial, or just don't respond. Someone else will probably get it.

I don't see why a response like "Google it you mother effer!!!11" can be helpful, when all it does is piss off both posters, and the OP doesn't get an answer to his question, when you can simply provide a link, remind them that google can help them in the future, and you'd both go on your merry way.

Response to: Need Madness Combat Backgrounds!! Posted July 5th, 2011 in Game Development

At 7/5/11 03:09 AM, MintPaw wrote: You do know there's laws in place preventing you from stealing those drawing right?

Not really. Krinkels has given out much of his drawings, sprites and backgrounds and whatnot in the past, and all this falls under the right to parody.

Response to: [AS2] Increasing the Size Posted July 5th, 2011 in Game Development

At 7/4/11 08:53 PM, HAROfficial wrote: Oh, seriously, a frickin' 12-year-old could work out that 'scale = size'. That's not even programming, that's just general goddamn knowledge. Questions like that should not be on this forum because guess what... http://board.flashkit.com/board/showthre ad.php?t=344750 amazing what a 5 second search on google can do, isn't it.

Do you not realize the irony of your post? That very link you provided is a someone asking this very same question on another forum, yet the people weren't dicks about it and just answered his question. The thread shows up on google on the first page, and it's probably helped many people trying to do this. Perhaps newgrounds would have more if its threads showing up on google, y'know, helping other people if the users just answered the damn questions.

Posting useless threads like this just floods the forum with crap and even though the forum is here for all to use and learn, people who do not know how to use google should not even be programming. I mean no offense to the OP here, but still.

I think this forum would be very stale without these questions. There's no landslide of these complicated questions that are overshadowed by these simple ones, so there's no problem here.

At 7/4/11 07:19 PM, milchreis wrote:
At 7/4/11 07:13 PM, Prid-Outing wrote: Still, this Forum is just like any other forum on the web.
not really.

In what way?

Response to: Any book recommendations? Posted July 4th, 2011 in Writing

The only recommendations I can make are Dan Brown's stuff. The Lost Symbol and Angels & Daemons are pretty good. There's also Stephan King's Just After Sunset, a collection of short stories. That's all I've been reading for the past while.

Response to: Picking Up Objects Posted July 4th, 2011 in Game Development

At 7/4/11 06:54 AM, Sandremss128 wrote: yea fuck my life D:
Need something better 2 do

Time spent helping is never time wasted.

Not only will the OP have gotten the answer he needed, but others searching for the same answer may come across this topic in the future. It's probably happened often where you were searching for a programming solution and found your answer on a forum.

Response to: Need help with a bit of code. Posted July 4th, 2011 in Game Development

At 7/3/11 07:17 PM, HAROfficial wrote:
At 7/3/11 05:57 PM, MintPaw wrote: If I posted every little error I had here without searching I'd flood this forum single-handedly.
Same here.

That's irrelevant. This forum is for helping people stuck with a certain code problem. Almost any question can be answered by googling long enough. If someone asks as question, they should be answered. I'm getting sick of this "I'm too good for you noobs" attitude. If you think it's such a retarded question, either ignore it or leave a link. Just saying "google it" doesn't help because, on many occasions, if the poster is new, he wouldn't even know what terms to google.

Just look at how other code forums act, like FGL's code forum for example. Where people are nice when helping, even to newbies, and are incredibly helpful, providing great insight even with mundane code problems.

Response to: The better begginning? Posted July 3rd, 2011 in Writing

Alright, so after several re-writes, re-reading what you guys said and some hunting for motivation, I wrote a longer piece of the story that I'm finally happy with, and I'm still working on finishing it. But I just want to make sure this certain part was as interesting as it sounds to me. Just a snippet taken from after a few paragraphs in:

First impressions, opinions, critique and feedback would be greatly appreciated!

(I think now, even if my story(ies) don't get published in the anthology, I would have still gained a lot as it's given me a ton of practice and more reason to write.)

"Malignant memories..." I said, forcing out a chuckle. The words tasted very bitter, as if to scold me for trying to be happy. The tiny smile I had on my face quickly turned into a frown as more unwanted thoughts poured in. "Pathetic", "miserable", "weak", "inadequate", all these despicable words were clouding my mind. Finally, the words seemed to have pushed me off the edge and I felt a tear climb up. It felt amazing. My heart rate speeded up and my mind seemed to blossom. Crying, for some strange reason, was my only savior from this horrible state. It felt euphoric, letting out the tears, admitting defeat. It was a beautiful solace.

The world was changing before me. Everything was getting blurry as the drops of water began climbing out of my eyes. It was like it was erasing this horrible word I was in. It was like it was pulling me out of this dreadful state of being. It was like life was starting to make sense. I had found my silver lining, and it felt wonderful. I felt a jolt of happiness, and with that, to my dismay, the tears retreated and so did all those beautiful feelings.

I shouted in my mind, in pure agony. I wanted the tears to come back, I tried pulling in as many sad thoughts as I could, but nothing I could do could bring these tears back. I was left feeling like a miserable, pathetic, useless turd.

As brief as that breeze of joy was, it did finally break my chains and enable me to get up. I was not a turd though, nor had I ever been. As a matter of fact, I was the envy of all my peers. So much that many had even admitted their jealousy of my achievements and their urge to follow in my footsteps. I used to see them all partying, having fun and being happy. That agitated me to great lengths. What had they done to deserve their happiness? They were stupid, disgusting creatures. They were also worthless.

Response to: Another AS2 Problem Posted July 3rd, 2011 in Game Development

At 7/3/11 03:09 PM, HAROfficial wrote: You cannot code properly in AS2... Ok, you can, but many people don't. Most people decide to code in either the main frame or MovieClips. Programming in MovieClips has been totally removed from AS3 and coding in the Main Timeline for games is discouraged...

Where do you get your statistics? I think your frame of reference is way off. You do realize that people *other* than kids on NG use flash right? How do you know most of them haven't been programming in classes and OOP before AS3 came out? Because yes, you could code in OOP with AS2.

Response to: Another AS2 Problem Posted July 3rd, 2011 in Game Development

At 7/3/11 10:39 AM, Sandremss128 wrote: lol, if properly means good use of design patterns, modular programming and involving dependency you might as well start all over again when you try to switch a medium sized as2 project to as3. Unless of course you are making a point N click game :p

You *do* realize that you can code properly in AS2 right? Then all you'd have to change are the underscores and other minor details.

Response to: Game name suggestions Posted July 3rd, 2011 in Game Development

Naming games is serious business

http://armorblog.com/2008/04/10-tips-to-
making-a-great-game-name/

Response to: Robot Day Collaboration Posted July 2nd, 2011 in Collaboration

It'd help if you show some art of your own. Perhaps draw the main character/enemies/a background or two and post them here?

Response to: Game Jam 5 Winners, Broadcasting Posted July 2nd, 2011 in NG News

At 7/1/11 05:29 PM, Manly-Chicken wrote: Oh look...

Jazza won...

Again...
Who could have guessed...

Maybe it's because, I don't know, he has this little tactic called "making awesome games" ?

Have you ever been satisfied with winners of any of these jams?

Response to: 2 simple questions for AS 2.0 Posted July 1st, 2011 in Game Development

Jesus, either it's a bad couple of days or this forum is deteriorating.

Why isn't anyone answering the questions?

At 7/1/11 03:54 AM, MrMojoRisin5 wrote: 1.I need to limit my "ammo" variable, so it can't go below zero.

Just use a simple if statement to check, but I do agree with DimebagRip32.

if(ammo <= 0){
ammo = 0
}
2.How can I put a key code (e.x. key code for M = 77) in a "on(keyPressed)" command?

You don't. You make a keyDown check.

if(Key.isDown(77)){
//Your code hre
}

Of course, since this is just an if statement and not an event listener, you'd need to put this code in an enterFrame event. Whereas, with AS3, you'd just add the keyDown listener and work with that.

At 7/1/11 11:07 AM, terabiter wrote: can i ask a quick question?
what symbol is used to apply a function to two or more intance names? e.g if want this to apply to the instance named "ground" and to the instance named "block" at the same time.

You should make your own thread if you have a question that is irrelevant to the current thread, otherwise that'd be derailing the thread.

As for your question, if you want to apply code to more than one symbol, then just stick all these symbols into an array, loop through that and apply the code. If you're still new to actionscript, look up "arrays" and "for loops".

Response to: Male Equivilent to Rapex condoms? Posted July 1st, 2011 in General

At 7/1/11 08:41 AM, MantisClock wrote: Stupid Question. I mean, who doesn-t want to have sex with a woman. Cmon Newgrounds.
Unless youre gay

Or you don't like fat, ugly, old women with saggy tits?

Response to: Frame control AS 2.0 Posted July 1st, 2011 in Game Development

At 7/1/11 09:55 AM, Sandremss128 wrote: thanks to PSvils I wont be responding at this topic anymore, ask him Im sure he knows.

You do realize that this guy is asking for simple frame control code right? What you said was hardly helpful, and I'm not sure about the irrelevant parts.

To the OP, I think the problem is in your if statement. I'm not sure if "FrameLoaded" is an actual function or not, if it's not, then there's your problem.

If you want to check if a certain movieclip has reached a certain frame, just do:

if(mc._currentFrame == 36){
//do something
}

Simple.

Response to: Robot Day 2011 Game Contest Posted July 1st, 2011 in Game Development

At 7/1/11 09:31 AM, Sandremss128 wrote: Its these people who read 1 tutorial about game design, copy some code write some own without foundation and come to this forum expecting us to fix the shit theyve gotten themselves into.

And you claim to know any better? I wouldn't know, you don't seem to have posted anything helpful.

Response to: The infamous Spankwire Video. Posted July 1st, 2011 in General

At 2/15/09 06:28 PM, KartoTolmex wrote: Well obviously, what I'm saying is if you see people being chainsawed daily for instance, it's not as scarring to see real blood as it would be for someone who just plays Nintendogs 24/7.

Christ, why does everything have to explained to a tee on this bloody forum.

Lol @ the guy who thinks video games can make someone bear real gore.

Response to: Game plagiarized Posted July 1st, 2011 in General

It's copyright infringement and IP theft and all that.

It's happened before where someone else stole the game and put it up on the appstore before the original developers could so, effectively, stealing money from them. I'm not sure how you monetized or were planning on monetizing your game, but I don't think it'd be worth the costs to litigate.

So I wouldn't contact a lawyer, I'd just contact Apple and the people that put it up on the appstore.

Response to: I need a programmer! :D Posted July 1st, 2011 in Game Development

At 6/30/11 08:33 PM, PSvils wrote: Depending on how the programmer works, it can. If he's a proper, best-programmer-in-the-world-full-of-awe someness-type-of-thing kind of a programmer like me, he uses FlashDevelop and Flex SDK (or similar). In which case you just set Movieclips to export for actionscript, send him the .swf, and then he can import them through code.

Even if the programmer works in the flash IDE, the artist can send over all the assets to the programmer, who'd have flash cs3 or higher, and he'd put together and compile the game. That's how it usually works anyway.

At 6/30/11 07:38 PM, Thesexpixel wrote: I've signed up for flashgamelicense.com, but I'm not attempting until i get a coauthor that i can brainstorm with for ideas, and who can program.

You can't really attempt to get a sponsorship until the game is 100% finished and polished.

Response to: error in scipt.. can't find it? Posted June 30th, 2011 in Game Development

This is incredibly obvious, how did no one point that out before?

oh.function rolll(e:MouseEvent) {

This line doesn't make sense. It's supposed to be:

function rolll(e:MouseEvent) {

How come you executed all the other event listeners right, except this one?

Response to: I need a programmer! :D Posted June 30th, 2011 in Game Development

At 6/30/11 03:16 PM, Thesexpixel wrote: I would like a programmer who can program in As2 for a platforming game im making over the summer.

Why AS2? There's no reason to require AS2.

on payments, i dont have any money :( ... so I guess maybe a new found partnership is what you'll get out of it, and the satisfaction of making a game. i guess.

You don't seem very experienced. How about attempting to get a sponsorship for the game and splitting the revenue?

Response to: Robot Day 2011 Game Contest Posted June 30th, 2011 in Game Development

At 6/30/11 07:58 AM, Sandremss128 wrote: Looking forward to robot day, exactly how many people have made something and how serious?

You'll find out on robot day.

Response to: [as3] Turn Based Battle System Posted June 29th, 2011 in Game Development

At 6/29/11 09:48 AM, squidly wrote: It's faster? All I've seen AS3 do is make the same things as AS2 with far more unnecessarily complex code.

On the contrary, AS2 is just really messy awful. AS3 makes a lot more sense. It's not just faster from a performance perspective, but also from a programming perspective. As in, what may take you hours to debug in AS2 may take minutes, or even seconds due to the strict data typing and other very, very useful features.

Aside from the fact that AS3 can do a lot more, it just forces you to know what you're doing. If you had to rely on "_root" all the time, then you're most likely doing it wrong. And of course you can still access the main timeline with AS3.

AS3 is far superior in every way, there's absolutely no reason not to switch. Those claiming that it is "harder" or "unnecessarily complex" will most likely find their code getting unnecessarily complex on its own. AS3 just keeps things clean, and in my opinion, much easier to understand than AS2 in the long run.

Response to: The Flash 'Reg' Lounge Posted June 29th, 2011 in Game Development

At 6/29/11 09:24 AM, funkycaveman wrote:
At 6/28/11 10:21 PM, 14hourlunchbreak wrote: So fellas how about that Google Swiffy? Neat stuff I'll tell ya what.
Have you tested it? Looks good if it works with only minor moderations to the source .swf playback.

It doesn't look like it's very useful. Some quotes from FGL:

It supports a subset of ActionScript 2 / FlashPlayer 8, so basically just stuff you made 5 years ago unless you're a ghetto as2 gal.

And:

It fails miserably....at least with my attempts The ActionScript property System.capabilities is not supported. (1 occurrences) The global ActionScript property _global is not supported. (4 occurrences) The ActionScript method MovieClip.getBytesLoaded() is not supported. (1 occurrences) SWF 6 (or later) clip actions are not supported. (4 occurrences) The ActionScript class Sound is not supported. (1 occurrences) An unsupported ActionScript instruction was encountered. (6 occurrences) Filters are not supported. (115 occurrences) The ActionScript method MovieClip.createEmptyMovieClip() is not supported. (1 occurrences) The ActionScript function escape is not supported. (2 occurrences) The ActionScript method MovieClip.createTextField() is not supported. (1 occurrences) The ActionScript method MovieClip.getNextHighestDepth() is not supported. (11 occurrences) Streaming audio is not supported. (39 occurrences) The ActionScript method MovieClip.loadMovie() is not supported. (1 occurrences) The ActionScript method MovieClip.getSWFVersion() is not supported. (1 occurrences) The #initclip pragma is not supported. (21 occurrences) The ActionScript method MovieClip.swapDepths() is not supported. (6 occurrences) The ActionScript method MovieClip.getBytesTotal() is not supported. (1 occurrences) Advanced text rendering using continuous stroke modulation is not supported. (33 occurrences)

And most importantly:

and this... "Sorry, Swiffy currently does not convert SWF files larger than 512 KB.%uFEFF"

Response to: Pow Fighters (working Title) Posted June 28th, 2011 in Game Development

Two things.

First, it seems like a good game, but it plays too slow. When making a genre you've never made before, it'd be wise to take a look at other successful games in the same genre, whether flash or otherwise. Notice *how* the player moves, how many frames it takes for attacks to finish, etc..

Right now, you can't move when attacking, which is expected, but the attacks seem to take some time, which leaves you open. You could say this adds to the strategy, but players don't really like to be left without control of the character for any second. The attacks of other fighting games are so fast that you still feel you are in control.

Second, I think you are focusing on adding a lot without fleshing the core game mechanic more. The first iteration or prototype of the game is supposed to be fun, if it's not, throw it away and start again. Try playing the game without any graphics or anything. Just two squares fighting. Is it fun? Maybe, but is it fun enough? Try tweaking the engine in that state until you yourself get that feeling of "hey, this is actually fun!".

Just my 2 cents, good luck!

Response to: Explation for pause and play Posted June 27th, 2011 in Game Development

There's hardly much of an explanation. All you need to do is check for the right keypress's. If space is pressed, and the movie is playing, pause, otherwise, pause. How do you know if it's playing in the first place? Variables!

var playing:Boolean = true

You set this at the beginning, declaring the boolean to true if the movie begins playing automatically.

Then on your key press, you check if playing is true, if it is, stop the movie, and set playing to false. And under it, another check for if the movie is stopped, to play it. Something like:

if(playing == true){
stop()
playing = false
}
else if(playing == false){
play()
playing = true
}

That would be inside a key down event. Hope this helped!

Response to: The better begginning? Posted June 27th, 2011 in Writing

At 6/27/11 02:24 AM, EKublai wrote: Notice how no sentence has the same purpose in the story. Even those two sentences that are almost identical. "I couldn't move" have different purposes.

Thanks for the detailed breakdown EKublai!

The reason I asked for critique on the first paragraph is that, well, I assumed, like flash games, that I only have 30 seconds to impress the reader. If I don't grab their attention from the first paragraph, then they'll be gone. So I always assumed it was crucial to begin with a strong paragraph.

A quick question though, can I drone on longer about the filthy situation in the first paragraph? Or on second though, that should be left after some conflict has been introduced right?

But again, thanks for the help! I'll keep working on it and hopefully have something very nice, very soon.

Response to: How long should my game be? Posted June 26th, 2011 in Game Development

You can make your game as long as you want. Just make sure you don't lose most of your players from the first 30 seconds, because of those aren't good enough, no one will stick around.