Monster Racer Rush
Select between 5 monster racers, upgrade your monster skill and win the competition!
4.23 / 5.00 3,881 ViewsBuild and Base
Build most powerful forces, unleash hordes of monster and control your soldiers!
3.93 / 5.00 4,634 ViewsMochi don't allow you to use third party ads while using their ad network. I'm pretty sure CPMstar and NG ads have the same rule.
At 4/5/10 03:53 PM, turtleco wrote:I make $2-4 per day usually.I made only about 92 cents off of a flash with 22,000 views
$1.29 off of one with 10,000 views
$0.09 off of one with 6000 views
and $0.06 of one with 11,000 views
So I'm sure the day you submit it on does make a difference, but the longer it is on the front page the less it matters I guess.
If it's a game, you should just throw it into one of those distribution services, Mochi's is very well. Got 500k views on my first game which didn't get sponsored. Too bad their eCPM is pretty low.
Wow, contest is almost over and only two submissions?
At 4/4/10 10:34 PM, Joelasticot wrote: I'm not very familiar with early versions of Actionscript, but from what I understand, AS1 and AS2 are mostly the same. AS2 brought classes, data types, and other things creating a more structured language. However, most people who still use AS2 don't really make use of those and are unaware that they're actually using AS1 features (as is probably the case for the above poster).
This man speaks the truth. Most people that using AS2 are actually using AS1.
At 4/4/10 08:47 PM, Farza wrote:At 4/4/10 08:14 PM, elementell wrote: AS = toddlerThat's a future reference for everyone.
AS2 = 12+
AS3 = real man's language.
No, not really. As mentioned above, if you're using AS2 but not utilizing classes and such, then you're really just using AS1.
At 4/4/10 07:04 PM, tainted-dark wrote: i might learn as3, but i dont see many tuts lol..Pointless POST!
That's because in as2, it was easy to just copy/paste snippets of code and get away with it. With as3, you actually need to know what you're doing.
I strongly suggest learning AS3 and investing in a book (or getting an ebook). It would be far better than learning as2 from old outdated, (some half-arsed) tutorial online.
This is why I fucking love the Zelda games, and find that there is nothing like them.
Despite having only finished Twilight Princess...
Question, what levels are the pokemon in the gyms in Kanto? I don't remember what they were in the old games, but I'm guessing they're going to be pretty high since you'd have beaten the elite four and would have high level pokemon?
At 4/4/10 12:45 PM, milchreis wrote: Essential Actionscript 3.0 - O'Reilly - Colin Moock
This. Also, you contradict yourself:
At 4/4/10 11:35 AM, Farza wrote: I currently know nothing about flash. I don't even know the basics.
What book would give the basics of flash and programming, but wont take me to slow? I expect myself, if going at the right pace,
If you don't know the basics of Flash, or have any background on programming in general, then you will need a book that will take it slow. It may feel like some stuff you can just skip at the beginning, but taking the time to correctly learn the basics will greatly save you time in the future.
I'm currently reading Under The Dome by Stephan King. I read Just After Sunset before that. I have honestly never read a horror story that made me not want to continue halfway in. His stuff's just a real mind fuck. It's awesome.
At 4/4/10 10:30 AM, e-lord wrote: you probably won't need to update your SWF again unless there's a bug or something.
Exactly, it's currently up for sponsorship, so I'm occasionally adding certain features or fixing bugs.
I've seen something like this done before. But can't remember where.
Currently, I'm using SharedObject to save my game data. Now whenever I update my swf, it creates a new SharedObject and the player's save data is lost. Now how would I go about updating my game swf while retaining the save data?
Thanks in advance.
It's only been half an hour. You shouldn't bump until after at least 24 hours. I'm sure someone will answer your question soon.
I'm pretty sure there's no difference, of if there is, there'd be a very little that it'd be hardly noticeable.
At 4/2/10 04:12 PM, StCyril wrote:At 4/2/10 02:14 PM, mrty wrote:Then why aren't you brutally torturing your women for showing their ankles and killing your daughter for your own hollow sense of honor because she went to a western school and slept with a boy there so now you can't marry her off for your own shameless self promotion?- a proud Muslim
How come you are not strapping a bomb to yourself yelling Allah Ackbar!!! BOOOOM!!!!
You just proved that you are a complete ignorant moron from this post. No further explanation needed.
At 4/1/10 05:07 PM, Depredation wrote:At 4/1/10 03:35 PM, CaptainPoncho wrote: - Checking if the character will be hitting the ground when he moves. If he does, you don't move him.%u2248%u2248%u2248Out of interest, how would you suggest doing that?
If I understood him correctly, then before checking if the correct key is down then moving the player, you check if the player is hitting the ground, only if he's not hitting will he move.
That, or you can do it the way box2D does it, that's to calculate where the object will be in the next frame, if it will be hitting something, then it reacts accordingly, but that's only for fast moving objects that could go through walls.
Mike's solution seems to suffice though.
Looks pretty realistic to me.
One question though, if there was a forest near your area, would you have gone in a helicopter and filmed that?
Thank you for your replies, but apparently it was a big misunderstanding with the people that don't see the glow, they were referring to something else.
At 3/31/10 02:29 PM, Johnny wrote: I got stuck constantly moving downward as if my down arrow had gotten stuck. Nothing would rectify this problem, keypresses or mouse buttons...
It happened when leaving the horizontal northern wall.
That was a glitch with a certain browser that happened in all flash games. I remember Bomtoons finding a solution for that some time ago.
Alright, so I've got an extremely weird glitch in my game, apparently it has nothing to do with the code.
Basically, there's this little movieclip, nested inside another movieclip. When I export it, I see the animations in them and everything works perfectly. But when I show it to other people, they don't see that nested movieclip.
How can that movieclip just not appear to some people, while appear to others? I removed all code and put them in a new file, but the same thing still happens.
Link:
http://www.newgrounds.com/dump/item/6a53 4e2bba9dd6367bf94a6768bfa369
In that file, you should see:
-At the top, an animation of a white "glow" looping.
-Beneath it, some spikes tweened, also looping.
-Last and most important, above those spikes, moving with it, should be the duplicate of the glow animation at the top, also looping.
Please check the link and tell me if you don't see that last moving glow, and if anyone has encountered a similar problem, any help would be appreciated.
Thanks.
At 3/31/10 03:02 PM, SirParker wrote: But my self and a friend are creating a MMO.
Massively Multiplayer Online game. If this is what you mean, I advise against taking on such an ambitious project if you don't have at least a few years of experience with flash or the industry as a whole.
Making an MMO is not only difficult, but it is very costly, to get and maintain servers. It requires a full team working full time. It is not an easy job, and if you've got less than X amount of players every month, then all your hard work would pretty much be down the drain.
I mainly have the coding side covered but I could always use a fresh person to work on other stuff. As for the art it is lead by a friendly guy who is understanding.
For your work you get a cut of profits (if any is made).
As said above, it takes a lot of time and money to make a game of this sort, so if there is no big profits from this, it may not even pay for itself. Arcade games played for 5 minutes earn thousands of dollars, a project of this caliber should easily get ten of thousands or risk failing.
So basically you're looking for an assistant programmer. I believe to be qualified he'd have to be skilled in advanced programming and server-side work, skills which are scarce here on newgrounds and expensive in the professional realm.
Despite the negative criticism, I do wish you the best of luck. However I just don't want you to waste months of hard work, to be disappointed at the result due to the lack of experience and time needed to complete a project of this caliber.
I used to play gymnastics for about 7 years, so I used to do all those crazy stunts, and more, in all those parkour videos. Except I've never tried to do them in the street. I've been doing some climbing and jumping over walls recently, but nothing big.
But I just love the idea of developing parkour as a skill, so that if you ever had to quickly run from something, then it'd come in handy.
Anyone got any suggestions for moves to try out?
The logic is very simple behind jumping in platform games. Basically, you'd have a variable called gravity that increments every frame and maxes out at a certain number. This variable will be added to the player's y value every frame. Which will make him fall. If he's touching the ground, this variable will equal 0. If he's jumping, it will have a negative value, so the player will go up, and as he goes up, the gravity variable increments every frame, so he will slowly start to fall back to the ground. Creating gravity.
Hope that helped.
At 3/31/10 11:43 AM, BeefJuice wrote: Is it for validating that your code works?
Exactly! The trace function is the most useful debug tool. Not only can you trace strings to make sure your code is working, you can also trace certain variables to know their value at certain times.
Check out this tutorial on using trace.
It's a very useful tool.
At 3/30/10 01:46 PM, rednekSVK wrote: I don't think that loading is downloading files from a server, because there is a preloader at start of each of those game, and it looks that one suffices it completely.
That's not the point, you can see some games that are less than 1 kilobytes, that are decent sized games with music. Those access all their information from a server. It's the same way here. I've seen it done in some games programmed by Armorgames' staff, there is a small loading screen between levels. Probably the levels are being stored on their server, so they could easily update or edit them without having to replace the swf everywhere its hosted.
Just because there's a preloader at the start of the game doesn't mean the game can't download files from a server later on.
Big companies won't waste their time suing some flash animator/develepor. If it's for an animation, you can get away with using a full length song, even if the flash gets popular. For a flash game however, it'd limit your options of monetization since you'd be using a copyrighted song, but you can still get away with it.
My guess is that those levels are externally loaded. It's usually better to have all your assets in the game file itself, because if your server fails at any time, your game will be unplayable.
At 3/29/10 04:42 PM, ProfessorFlash wrote:At 3/29/10 03:08 PM, 4urentertainment wrote: Sometimes a game with top notch art and top notch programming fails because of bad design, I can assure you that such people exist.Yeah they are the people who fail at art and programming. They specialize in either "ideas" or "level designing". You see the 'idea' guys here on ng all the time.
On NG here yes, they are little kids who find programming and art too hard and want to be "idea guys".
But as I said before, there are games with decent art and programming that haven't done well due to bad game design. I have seen some people that have sold "game design documents" to sponsors.
At 3/29/10 03:05 PM, Neo-13 wrote:At 3/29/10 01:42 PM, Deadclever23 wrote: Does anyone know where a flash lev el designer could be found? Someone who specifically designs levels for flash games.I'm not sure such people actually exist. Most people design their own levels I'd have thought...
That's what I would do / do anyway.
Sometimes a game with top notch art and top notch programming fails because of bad design, I can assure you that such people exist.
You could probably find someone on FlashGameLicense with a few years of experience.
At 3/28/10 11:13 AM, Lifes-a-Bitch wrote: I don't mean to sound rude... But neither of you have mentioned what method of trig you use to determine the new angle. acos, asin, atain or atan2? On top of that, how you made it relative to the equations. I've just tried both the methods out, but without knowing your method of finding the new angle, I'm going to carry-on finding it difficult.
-LAB
Use atan2 to get the angle, then convert it to degrees. Then apply the function.