The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.39 / 5.00 38,635 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.09 / 5.00 15,161 ViewsAt 1/6/10 11:08 PM, InnerChild548 wrote: What I would do is store the username/password in a mySQL database. And retrieve/update it whenever I want in the swf.
I don't know if you can do that with AS2, though...
This wouldn't work for preserving the login state because the only way I could associate the user/pass session would be to link it with their current IP address. And the problem with that is, if they have a dynamic IP or it is shared with other ISP users then people will start being automatically logged in as other people (not good)
At 1/6/10 08:29 AM, Yambanshee wrote: SharedObject for AS3
They are domain specific
BUMP.
So um how does mochigames do it then?
Hi, I am trying to create a login system where a user would be able to login inside of one flash game on say, example.com, and then that same login data would be preserved for all the games on example.com and also the games on foo.com and bar.world.com
I am new to shared objects in flash so if anybody knows of a way to do this in either php, as3, html, js (or a mixture of all) then that would be great.
(PS. I would prefer not to use a method that requires a javascript bridge or an embedded flash var to retrieve cookies as this is impossible for games that are played on game-portal sites where only a swf file is submitted, like newgrounds)
Thanks.
BUMP.
err...um... anyone?
Hey,
I'm looking for an artist (needs to be able to animate her/his art) for a game I'm making. The game is going to be built as a facebook application and will make use of social aspects such as friend in-game interactions. The game itself is a simulation game where the player takes control of some survivors (in the form of their friends from facebook) and then gives them jobs, eg, hunter, researcher - the game will also include the ability to build and customise their own village on the island.
Pay:
Pay will be generated from page ads, in-game purchases and maybe mochi ads (im not 100% sure on the fb tos for ads)
Style:
Im looking for simple cartoony style art - the art job can't be half hearted you have to stay on board (I've had v. bad experiences with artists leaving 1/2 way through a game)
If your interested please post some example art and any questions you have :)
(PS. the game is for a school assessment so abandoning it 1/2 way through isn't an option)
yes, I do just want a still image - even if it was uploaded just once (not a feed at all, just a still)
Like how does Facebook do it? With their "Take a photo using webcam" - it uses flash and takes a still that gets uploaded to their databases :-/
Also, I didn't mean what the lag was like with image uploading i meant what the lag is like for just text strings being sent - is it fast enough for realtime games?
I would suggest going and taking a look at some movement tutorials
Also, judging by your problems it doesn't look like your player mc does actually have the instance name "player" - maybe you should double check that
wait for it to expire and then it will ask for the key or go to File > Registration or Help > Unlock or something
why did you buy mx? thats just a waaste
At 4/24/09 09:44 PM, cool901 wrote: hmmm... I don't quite follow because this is all stuff that makes a server, it is a javascript server lol.
You make it and run it in netbeans easy as pie.
I dunno why it wouldn't work.
As far I know, all you have to do is make the server, have the ports there on forwarded and then simply connect.
Making the server is as easy as installing netbeans and typing in some java.
Or install netbeans and download the project files.
Well, before I bother installing it, can you tell me what the delay/ping is like?
Is it fast enough to allow realtime games with at least one remote player??
If it's not then I may as well just write my own basic server side in php :-/
At 4/25/09 12:51 AM, Multihunter wrote: Why didn't you say that you had a ground holder?
I don't know exactly how you have it set up, so I can't give you a code or anything, but there should be a way to have the
holder._x = player._x
While still moving the ground how far you wanted...
I just added the ground holder once I found this code- I really still have no idea why I couldn't get atomoxic's thing to work :/
Anyway, the level just fly's away when I just change the _root._xmouse and _root._ymouse to _root.player
and what makes it even more annoying is that the values are basically exactly the same
xmouse: 225.9
player x: 574.45
follow x: 574.45
I'm sure this is getting really annoying for everyone so here's the fla if it helps:
downloady (cs4 and cs3 versions)
wow that looks complexicated :S - i'll use that as a last resort...
anyway, I found some code on another forum that works!! well kinda works...
onEnterFrame = function () {
holder.ground._x -= holder._xmouse;
holder.ground._y -= holder._ymouse;
holder._x = _root._xmouse;
holder._y = _root._ymouse;
};
(on the main frame)
That code works off the x and y of the mouse, so when I put the mouse over the player mc and shift gravity- the map rotates around the player and everything goes 100% perfect :D
but I don't know how I can modify that code to work with the player mc's x,y rather than the mouse
I know this is probably a really stupid question but I can't figure out how to apply it - (how can _ymouse be inside an mc??)
So if anyone can help me out (for the last time hopefully) that would be great :)
thanks for the help but it still doesn't work...
the map holder idea doesn't work, I've tried and rehashed and then retried again and It doesn't seem to work--
does anyone have any other ideas?? There must be a way to just change the point or rotation!!
At 4/24/09 07:37 AM, atomoxic wrote: If you want the map to rotate around the player why dont you make a map holder movieclip with the map inside that. The map holder will be positioned exactly where the center of the player is at all times and the map within the map holder should move around as normal. When you rotate just rotate the map holder itself which will keep the rotation in the correct place.
Nope, that doesn't seem to work- the player just falls down but it never hits the floor because the map is following the player :S
any other ideas?
thanks but I can't install any of that stuff on my server (lame webhost)
Anyone know of a webhost that has this stuff (perhaps even smartfox too)??
At 4/23/09 10:32 PM, doctormario wrote: I think you might be over thinking this a bit.
In the example, it didn't seem that gravity was necessarily the big change, so much as rotating groundmc was. If that's the case, why would you really need to mess with your gravity variable. Also, I think whatever donotmove player is, might be causing some of the unusual behavior, (ie a logical conflict).
Yes, rotating the ground mc *IS* the problem, the problem being that the ground rotates around a center point and thus the player gets shot out of the map- what i need is the map to rotate around the player but I have no idea how to do this :'(
Also, playerDontMove (or whatever it is) isn't the problem, it is just a variable that can stop the detecting of keypresses that allow movement
BUMP
Anyone?
If I could find a way of changing the maps point of rotation to the location of the player then it would work like a charm!
So does anyone know how to do that?
Okay, this is really hard to explain and probably has a really tricky answer- so firstly can you have a look at what I have so far:
As you probably noticed after a few reloads is that sometimes, when the player is in certain places on the level, when they shift gravity they go flying out of the map :S
And thats my problem- I have no idea how to stop that from happening!!
here is the code im using atm
[player mc]
onClipEvent (load) {
var ground:MovieClip = _root.ground;
var grav:Number = 0;
var gravity:Number = 2;
var speed:Number = 8;
var maxJump:Number = -18;
var touchingGround:Boolean = false;
_root.dontMovePlayer = false;
}
onClipEvent (enterFrame) {
_y += grav;
grav += gravity;
while (ground.hitTest(_x, _y, true)) {
_y -= gravity;
grav = 0;
}
if (ground.hitTest(_x, _y+5, true)) {
touchingGround = true;
} else {
touchingGround = false;
}
if (_root.dontMovePlayer == false) {
if (Key.isDown(Key.RIGHT)) {
_x += speed;
}
if (Key.isDown(Key.LEFT)) {
_x -= speed;
}
if (Key.isDown(Key.UP) && touchingGround) {
grav = maxJump;
}
}
// this stops the player from walking up vertical walls
if (ground.hitTest(_x+(_width/2), _y-(_height/2), true)) {
_x -= speed;
}
if (ground.hitTest(_x-(_width/2), _y-(_height/2), true)) {
_x += speed;
}
if (ground.hitTest(_x, _y-(_height), true)) {
grav = 3;
}
}
[ground mc]
onClipEvent (load) {
amtOfTime = 5;
_root.rotateValue = 0;
}
onClipEvent (enterFrame) {
// gravity manipulation
if (Key.isDown(Key.SHIFT)) {
_root.dontMovePlayer = true;
//code for finding what rotation the level is currently at would go here
_root.rotateValue = 90;
_root.dontMovePlayer = false;
}
this._rotation += (_root.rotateValue-this._rotation)/amtOfTime;
}
So if ANYONE has ANY suggestions for a new hitTest engine for the player or a better way of rotating the world that I would love you forever :D
please please please try help! :'(
thanks
really? Not possible at all in as2?!?!
How come even before as3 was out there was the warning
Are you sure you want to allow "domain.com" to access your webcam and microphone? If you do, you may be recorded
Hey,
Does anyone know how to use the webcam/mic. api to save a still image from the webcam and then upload it to a server?
webCamVid = Camera.get();
webCam.attachVideo(webCamVid);
The local webcam stuff is fine - i just don't know how to save a still image from the webcam (I want a still image to be saved about every 5 seconds and then uploaded)
The PHP uploader side should be pretty easy - so if anyone can help me out with the actionscript that would be great :)
is anything else sent? Like the user's level or anything?
thanks for the reply :)
added u on msn/messenger - will be online for a couple of hours, add me if it didn't work
captainhams@hotmail.com
At 4/21/09 07:58 AM, holyforks wrote: dunno ... your works a bit....well.... less....
not as good as it should be to make that proposition
bummer - well i uploaded some more examples if you wanna go check it out...
not as good as it should be to make that proposition
What do you mean by this, "to make that proposition"?
thanks
At 4/21/09 07:58 AM, holyforks wrote: dunno ... your works a bit....well.... less....
not as good as it should be to make that proposition
Here are some more examples of (un-finished)work
Note, none of them have pre-loaders so if you have slow net give it a sec to finish loading :)
Colour Blast - game idea prototype (arrow keys to move)
http://infernocube.com/ng/colourblast.sw f
Viral - concept game (this game didn't get far at all)
http://infernocube.com/ng/viral.swf
BLOKA - concept rhythm game (use the arrow keys to make the blocks jump over your score)
http://infernocube.com/ng/bloka.swf
Hope that convinces someone (:
haha this is a scary coincidence
can u take a look at this pls:
http://www.newgrounds.com/bbs/topic/1052 333
Hey
Im looking for someone who knows how to draw and animate to helpout with the graphics for a simple zombie killing survival spree game (b4 u groan and click the back button, the game is intended for viral means and quick gameplay - eg, distribution on facebook and myspace)
Here's an example of a game i was working on a while back (no pre-loader so give it a sec) :
http://infernocube.com/ng/slingball2wop.
swf
And here is the absolute bare bones of the game engine (w,a,s,d to move, click to shoot):
http://infernocube.com/ng/earlyengine.sw f
I can discuss payment (but it wont be anything more than 50/50 on the ad revenue)
If you're interested reply please :) thanks!
thanks allot - works like a charm :)
c = 0;
while (c<_root.evilbox_spawnCount) {
if (this.hitTest(_root["evilbox"+c])) {
_root["evilbox"+c].unloadMovie();
this.unloadMovie();
}
c++;
}
hey thanks for the help - ive made a montage of both of your ideas and the result is this:
[code]
bullet_mc.onEnterFrame = function() {
//shot an enemy?
c = 0;
while (c<_root.evilbox_spawnCount) {
if (this.hitTest(_root["evilbox"+c])) {
trace("HIIIIIIIIT!!");
} else {
c++;
}
trace("still looping...");
}
//move bullet
this._x += this.xSpeed;
this._y += this.ySpeed;
//
//check if bullet needs to die of old age
if (this.bulletLifeTimer>=bulletLifeTimerTo tal) {
this.removeMovieClip();
}
//update bullet timer
this.bulletLifeTimer++;
};
[/code]
thats the code on the bullet. I'm sure that should work but when I test the movie and shoot at an enemy, flash just commits seppuku and freezes for 5 mins and then crashes and then gives me the "A script is causing Flash player to run slowly...."
Any ideas on whats wrong - or get some more efficient code I could perhaps borrow :)
thx
i think that would be a bit too slow...
isn't there a wild card function or something?
If not, could you give me some example code please Johnny?
thanks allot