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Author Search Results: 'BoMToons'

We found 1,890 matches.


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Viewing 1-30 of 1,890 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 93663

1.

None

Topic: The Flash 'Reg' Lounge

Posted: 11/20/09 08:43 PM

Forum: Flash

At 11/20/09 07:11 PM, TheCriminalDuder wrote: DANG I love my dress gloves, suit, and top hat. It's quit the outfit and rather comfortable. Plus - the top hat makes me feel and look good. :3

You are such a unique character. Can't wait to see what you come up with next.

Remember when you died?

2.

None

Topic: The Flash 'Reg' Lounge

Posted: 11/20/09 05:57 PM

Forum: Flash

Free web-based photoshop:

http://www.pixlr.com/editor/


3.

None

Topic: New Stuck Controls Bug

Posted: 11/19/09 12:23 AM

Forum: Flash

At 11/19/09 12:21 AM, Kirk-Cocaine wrote: It all works fine for me. (Mac OS X, FP 10).

Also links next time, fuck, what is this? I'm too important to be searching for Flash. FUCK.

Ha ha, in case you missed the GIANT banner on the front page:


4.

None

Topic: New Stuck Controls Bug

Posted: 11/19/09 12:15 AM

Forum: Flash

At 11/19/09 12:13 AM, roseboy wrote: when this happens to me, I just press the key he's stuck in again and he's good as new.

I think I found the answer. It's an Internet Explorer problem, doing the following will fix it (copied from a forum on kongregate)

SOLVED: Tools---Internet Options --- Security tab --- uncheck protected mode. or Tools---Internet Options --- Security tab --- click -trusted sites - click sites - uncheck require server - click add (Make sure you also have unchecked protected mode for this zone) This will disable it for only the site you add. This solved the problem but obviously will weakens your security. I would recommend you only disable this when you go to sites you trust that have this problem. Tested with IE8 on Windows 7 RC. I also think it will work with Vista and IE 7. I tested with the game shift 4. Good Luck!


5.

None

Topic: New Stuck Controls Bug

Posted: 11/19/09 12:09 AM

Forum: Flash

I've started receiving reports that moving in certain directions is getting stuck, like when the arrow key is lifted, the movement continues as if it were still down.

This is happening on games I've had on NG for a long time, but just in the last few weeks, even though the file has not been changed, people are reporting this "bug"

The "Armed Prophet" game seems to be having the same problem (based on the reviews)

Is it a flash player thing? A Newgrounds thing? A Windows 7 thing? A Windows Vista thing?

Anyone know why it would just start showing up recently?

I'm stumped, plz help!


6.

None

Topic: The Flash 'Reg' Lounge

Posted: 11/16/09 09:51 PM

Forum: Flash

This was nerdliciously funny:

The Flash 'Reg' Lounge


7.

None

Topic: (shmup) Flash Portal/newgrounds :

Posted: 11/14/09 12:51 PM

Forum: Art

At 11/14/09 10:12 AM, RNNR wrote: Do you need help with the overall gamedesign. Having that will allow for a clear look on assets and will get every team on the same page.

No thanks, it's actually all pretty solidly laid out.


8.

None

Topic: [shump] Post Apocalyptic Level

Posted: 11/14/09 01:54 AM

Forum: Art

At 11/13/09 11:56 PM, DooDooMeaT wrote: Well. Hmmm. I will make a little thing to help you get the perspective right...for now look at these drawings I did yesterday...They still aren't great but whatever I am working on it...

I like that shiz....


9.

None

Topic: [shmup] Cyberpunk Level

Posted: 11/11/09 11:55 PM

Forum: Art

At 11/11/09 07:38 PM, FatKidWitAJetPak wrote: Should there be particle effect elements in the game?

Not that you need to worry about. If particle effects are necessary they'd be added in towards the end of the game making process.


10.

None

Topic: Art Forum Game [Discussion]

Posted: 11/09/09 10:48 PM

Forum: Art

CORRECTION:
============

Vertical width is 350 px

I mis-posted 450 before. Sorry.


11.

None

Topic: The Flash 'Reg' Lounge

Posted: 11/09/09 08:21 PM

Forum: Flash

At 11/9/09 08:04 PM, zrb wrote: Update:
Hope you guys like my vision of the colours. This is what it looked like in my head.
I will be putting statues in those big black hole/entrace things !
And then cracks, broken stone, junk.

Floor is temporary !

looked better before


12.

None

Topic: Art Forum Game [Discussion]

Posted: 11/09/09 11:49 AM

Forum: Art

At 11/9/09 06:35 AM, flashwarrior wrote:
At 11/9/09 12:08 AM, BoMToons wrote: Main clip (movieclip) > guts (moveclip) > timeline of labeled frames, each frame holds a movieclip for one action of the boss (see folder "lev0>boss>boss0 for example)
So we have the enemy/boss in an MC then in the next frame the MC of them getting shot/hurt?
And then we put the rest of its attacks in the other MCs after that right? Or am I missing something? Because I'm not the brightest.

Yeah, that's basically it...but the frames would be like:
[p1idle][p1attack1][p1attack2][phase1dea th][p2idle][p2attack1][p2attack2][p2deat h]

Look at the fla I posted if you're still confused, specifically "the lev0>boss>boss0" clip


13.

None

Topic: [shump] Post Apocalyptic Level

Posted: 11/09/09 03:24 AM

Forum: Art

let's say that having your "ship" change mid-stream to another look isn't possible for now...I might change this rule later, but for now...No


14.

Questioning

Topic: Art Forum Game [Discussion]

Posted: 11/09/09 12:43 AM

Forum: Art

PENIS:
======

Penis.


15.

None

Topic: Art Forum Game [Discussion]

Posted: 11/09/09 12:41 AM

Forum: Art

CUT SCENES:
============

If you want to have an intro cut scene and an end cut scene, that's fine, but don't make them too long, let's get STRAIGHT TO THE ACTION!


16.

Elated

Topic: The Flash 'Reg' Lounge

Posted: 11/09/09 12:19 AM

Forum: Flash

At 11/8/09 04:35 PM, zrb wrote:
At 11/8/09 03:52 PM, trig1 wrote: Didn't get Keith Chegwin.
Who?

Moar spam, started coloring the main thing, details (cracks, all that junk) will be later.
Took me 15 mins to find the right colors :|

I'm impressed! You're no longer just a spammer in my mind now...


17.

None

Topic: Art Forum Game [Discussion]

Posted: 11/09/09 12:14 AM

Forum: Art

MORE BOSSES:
==============

In that link I posted above for bosses, there's a simple .jpg sketch of the boss behavior. I'd recommend something like that BEFORE finalizing boss design and include it with the final boss art so I know visually what behavior you'r intending.

DISCLAIMER: Bosses are a really organic process meaning that sometimes a pattern or attack seems good on paper, but with testing/implementation it proves to be less effective and we might end up cutting it from the final game or asking you to re-tool it....don't be offended... we just want something that will be tons of fun and not confusing or frustrating for the player.


18.

None

Topic: Art Forum Game [Discussion]

Posted: 11/09/09 12:10 AM

Forum: Art

SHIPS:
======

The look of each level's ship can be custom.

The bullets it fires will NOT have custom behavior, but they CAN LOOK custom.

I'd recommend waiting, for now, on ship and bullet implementation, you can do concepts, but the actual hit-areas and behaviors aren't solid yet so I need some more time there.


19.

None

Topic: Art Forum Game [Discussion]

Posted: 11/09/09 12:08 AM

Forum: Art

BOSSES:
========

You can do as many mini-bosses as you want, but don't go too overboard please...maybe like 3 at the most per level...and keep their patterns simple!

Final Boss on each level should be big...hopefully really intimidating. He can have multiple forms...maybe like 3 at the most. He can have as many attack patterns as you want per form.

I'm posting this link in an open-source spirit and to help the artists structure their clips in a way that's easy for me to plug into my engine. Hardcore code-monkeys will probably laugh at my self-taught (and un-optimized) approach, but it works for me and has made some pretty cool games in the past, so don't hate...also, don't steal my code and release it as your own...I'll know. Don't steal the art either, Johnny_Utah will come to your house if you do. Feel free to dig in and learn what you can though.

http://www.bomtoons.com/ngshmup/blart

Basically, each enemy, including bosses follow a simple movieclip structure:

Main clip (movieclip) > guts (moveclip) > timeline of labeled frames, each frame holds a movieclip for one action of the boss (see folder "lev0>boss>boss0 for example)

You don't need to do the main clip or guts, but if you can put each action in its own individual clip that would make my life easier


20.

Happy

Topic: Art Forum Game [Discussion]

Posted: 11/08/09 11:56 PM

Forum: Art

More info on customization:

BGS
==============
There are currently 6 levels of parallax. Hopefully this is enough to handle everyone's needs. Each team should provide art for all 6 levels of parallax. These are set up in tiles that are 423px high for horizontal, and 450px wide for vertical. Having them in tiles lets me load them as-needed so they need to fit together seamlessly where they join.

6 . FAR FAR BG: bg (ie: something like clouds or looped mountain ranges) ie: 2 tiles that fit seamlessly together, 1-->2 and 2-->1
Width > 750 for horizontal and height > 550 for vertical. Not to exceed 2800 px

5. FARISH BG: Same as FAR FAR BG above but closer details

4. FAR BG: Customizable, so if your bg wants to tell a story on this layer, it's ok. Width > 750 for horizontal and height > 550 for vertical. Each tile not to exceed 2800 px

3. BG: Customizable. Same specs as FAR BG above.

2. GROUND: This may or may not actually look like the "ground" in your game. This is the layer that can be crashed into. So, if there are any "crash-into-able" elements, they go here. Width > 750 for horizontal and height > 550 for vertical. Each tile not to exceed 2800 px. You can leave some or all of these blank if you want. Level designers may want to sketch up how these lay out to make it clear to me what you want when you send them over.

1. FG: This goes in front of everything else. Maybe mist? or Clouds? or debris? Just make sure it doesn't detract from screen visibility, unless you really think flying blinded for a section would be awesome :-P

The speed these layers move can be adjusted per-level, but remember that the Farthest BGs move slower than the layers in front of them so FAR BG and BG and GROUND (the customizable, non-looping ones) if you want them to align right to tell a story, need to have progressively MORE art in them.

P.S. If you don't want to make custom tiles for FAR BG and BG you don't have to.


21.

Happy

Topic: Art Forum Game [Discussion]

Posted: 11/08/09 11:34 PM

Forum: Art

Here are the hard specs:

The total area of the stage is 750x550 (750 wide, 550 tall)

BUT...

I'm letterboxing both the horizontal and vertical levels for performance and to leave room for the HUD so the viewable areas will be:

HORIZONTAL - 750x423
VERTICAL - 450x550

Frame-rate: 60 fps

IMPORTANT: ALL final art must be rasterized. This is really important because the flash graphics engine has to work super hard to draw vector graphics on the screen every frame. Vector art will bring the game to almost a halt @ 60 fps.

If we want this to be a super fast-paced shmup, we have to go through the extra effort of rasterizing our stuff.

This means everything needs to be converted to transparent .png or .gif. You can still separate symbols as different .pngs and then animate/tween them. Team leaders need to be very strict on this rule before shipping the final art to me.

Absolutely no glows or filters applied in the flash IDE. If it needs to glow it needs to be done in the .png file, not in flash.

This creates some interesting challenges because .pngs don't rotate well in flash unless you apply some smoothing, but I'm suspicious that even smoothing may tax the processor, but I'm not 100% certain yet.

Remember that just because it's 60 fps doesn't mean you need to fbf 60 .pngs for every second of behavior. The fast frame-rate is mostly for scripted movement like bullets, the animation will still look fine if you "shoot on twos" or even "threes"

Please also listen closely to the experienced game artists in the forum, like Mindchamber, because you can often achieve great effects and communicate what's necessary with a very small number of carefully planned frames...

ie: stuff like "why draw the sword slashing through 10 frames when you can draw a start frame, a blurred frame, and an end frame and get away with 3?"

This kind of optimization will be essential for performance issues, so please, team leaders and experienced artists, pour out your knowledge for the less-experienced!


22.

None

Topic: Art Forum Game [Discussion]

Posted: 11/07/09 06:16 PM

Forum: Art

At 11/7/09 04:45 PM, Goat-Man wrote: For BoMToons, playing through the game I was getting a consistant 50fps at the first boss.
But with the crab, it dropped to about 35-40fps. It varied in that range.

For the cell team, I thought the human body aspect of ours might have been dropped. I wasn't too sure what was going on, because in the team line-up it now only said "Cell"
I'm fine with it being human body though. Actually I like that better!
I figure every enemy doesn't have to actually look like single-celled organisms, because that would be pretty damn boring. Haha.

I'll concept some more stuff tonight. Then pick out the best, and prepare it for our chat tomorrow afternoon :)

If you've ever played life-force for the nes, or contra, you'll remember levels inside an alien body...I think something like that would be a lot more interesting than just a human body...a lot more options for creativity too...the final boss was like a big brain or a big heart but you passed by ribs and weird alien organisms along the way


23.

None

Topic: Art Forum Game [Discussion]

Posted: 11/07/09 06:14 PM

Forum: Art

At 11/7/09 04:40 PM, just2pale wrote: I am letting it stay on the crab boss... he is defeated.. and the frame rate just keeps climbing.. it is at 200fps now lol

You're probably mistaking the total number of seconds for the fps


Don tknow if this is a glitch

24.

Questioning

Topic: Art Forum Game [Discussion]

Posted: 11/07/09 04:12 PM

Forum: Art

I need your help everyone. I need to test the frame-rate of my engine:

Johnny Utah is helping me build some demos which will turn into the 7th "final boss" level that unlocks when the player beats the other 6 levels.

Here is the demo: http://bomtoons.com/ngshmup/demologin.ph p
password: precious
(I'll be changing the password after today)

Please post back here your frame-rate when shooting the crab boss on the 2nd level. Mine stays between 45 and 50, but I'm wondering what every else's experience on the crab thing is. (Crab won't be in the final game, but his parts are .png-ized for performance so it's a good test)

THANKS!

FYI: I plan to run the final game at 60 fps, but while building a game I like to drop the rate down (to 50 in this case) so when I finally release it I can re-up the frame rate and feel like it's playing in hyper-speed.

25.

Elated

Topic: The Flash 'Reg' Lounge

Posted: 11/06/09 04:09 PM

Forum: Flash

New game, the band I was trying to get a hold of finally gave me permission to use their song at the end:


26.

None

Topic: Art Forum Game [Discussion]

Posted: 11/06/09 02:02 PM

Forum: Art

At 11/6/09 01:12 PM, BlackmarketKraig wrote:
At 11/6/09 12:53 PM, ornery wrote:
On a related note though, what exactly will artists be giving the programmers, it would be helpful if they gave us file types, sizes for backgrounds ect. Cuz we can concept sketch until the cows come home, but what finished files would they need in order to put a finished piece in. I know animations require more than single frame drawings most of the time, so if the programer could give us an idea as to how many views of a single piece we need that would help.
Yeah, BoMToons will have the specifics on that stuff as soon as he has it all figured out. He's very much on top of things. =]

Experimenting with game mechanics now. I just want to be 100% sure on the size and frame-rate before we release it to you all...that way you won't produce a bunch of stuff that won't work.


27.

None

Topic: Art Forum Game [Discussion]

Posted: 11/06/09 02:17 AM

Forum: Art

At 11/6/09 01:14 AM, angryglacier wrote: I've got a idea video I would like to add...

http://www.youtube.com/watch?v=csb5aYoMa l8

Radiant Silvergun a amazing SHMUP that was one of the first to introduce a story to the game and also was highly acclaimed for it's polished look (made sometime in the late1990's. )

I added that video to the ideas page.

The sword in that game is a really novel idea, it's like a brawler mixed with shmup...whoa!


28.

None

Topic: Art Forum Game [Discussion]

Posted: 11/06/09 02:08 AM

Forum: Art

Shwaaaaa???

Art Forum Game [Discussion]


29.

Elated

Topic: Art Forum Game [Discussion]

Posted: 11/06/09 12:36 AM

Forum: Art

wooo! PROGRESS!

I'll have my first demo built sometime soon, along with a special surprizzzzeee....

The demo will establish the framerate and stage settings as well as the hitareas for the player ship and floating guns.

Stay tuned!


30.

None

Topic: The Flash 'Reg' Lounge

Posted: 11/05/09 02:47 PM

Forum: Flash

Is today guy fawks day/night?


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