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 ViewsHello!
My question will be much easier to explain with a little sample of my game:
http://www.newgrounds.com/dump/item/6839 bbe7ecde21cfc730320cb080a139
(you walk with W A S D)
I was wondering is there is a simple way to make the enemies (the red little blobs) to move if you walk thowards them. Right now the player walks OVER the enemies, which is not what I want. I would like the enemies to get pushed back if the green Player with helmet walks towards them and collide. I was thinking about some idéas but non of them work.
Is it any simple way?
Hello!
I don't know which language you use but you could always try:
f.open("nameoffile.txt", "r");
list = f.read()
f.close()
At 12/18/10 08:59 AM, Mufanza wrote: Hi, here's the thing: I will have a lot of big arrays and stuff in my game, but keeping them all in a frame code would be unpractical because of how big they will be.
So I was thinking: can't I just write them into a .txt file, and then use flash to load them from there?
But when I try to import .txt into a library, it has problem reading it.
Does anyone know how can I solve this?
Thanks for the ansers. Didn't know of that :) But the unloadMovie works with attached MC's also, am I wrong?
While reading the forums I began to wonder something; What is actually the difference between removeMovieClip() and unloadMovie(). Are there any difference at all? Will it be a leak of memory if I use unloadMovie instead of the other method?
At 12/3/10 11:58 PM, Kevin wrote: if(Key.isDown(Key.RIGHT)){
this._xscale *= -1;
}
and vice versa for left.Something like that.
Yeah! Imagine that you change the xscale of the character from positive 100% to negative 100%. This will make him turn around
At 12/3/10 08:58 AM, SmallPete wrote: ping
The thing is that you do not need to declare variabels in AS2. For instance you can write "walking = false" and the compiler will automatically declare it as a bool. However, there could be many things that mess up the code, doesn't need to be the code itself. Make sure to know when to use global variables and how to access them; also, as someone already noticed, the instance names are important.
I am sorry, cant say whats right or wrong at this moment without looking at the construction of your program
Wooh, I have searched for such a function. Will test it tonight
Had the same problem with my game actually. I gave up and did put the arm outside the player MC. Worked perfect for me without any lag
At 12/1/10 01:28 PM, denmen7 wrote: sorry what? can you explain please
thanks
What you have to do is to write a function which checks if the key has been Released. You can use a bool to become true if the key has been released and if it has and you press the key again the cutCount will ++. I am not gicing you the code right away, just giving you the tools to solve the problem.
Could I perhaps het 6%? Would be awezzzon!
Sounds interesting! What language/languages are you using mostly?
The syntax is important, yes it is. However, if you know how things relate to each other and when to use different kinds of functions/methods that would be far more superior. And programming is like math, you have to actually do it yourself to fully understand. Only reading from a book or website isnt enought. However I suggest that you use a Actionscript book with good exercises. I got a couple to recommend if you are interested
At 11/21/10 02:31 PM, JoeMation wrote: Is it possible to create a massive multiplayer game through MX 2004?
Everything is possible (or sort of :P) It just depends on how much knowleadge you posess. However you will have to know a lot about everything I guess. Network programming isnt an easy task
At 11/20/10 12:06 PM, ReNaeNae wrote:At 11/20/10 10:59 AM, Chickumbleh wrote:That's not helpful... or funny :|At 11/20/10 06:34 AM, CyberXR wrote: I am using Adobe CS4 with AS2.o.That is your error.
I've never heard of the error, but just based on the wording, I would assume you have some overly large graphic symbols. Hard to say without seeing the file. If it's not too large, you could try uploading it (dumping grounds). Maybe others can take a look and try to get it sorted.
Thank you for your answer. I tried to mix around a lot this weekend and suddenly I realised what was wrong. In my game I use something called Vcam which I have added a couple of functions to; it is for example one function which zooms in and out. Apperently flash doesnt liked when I had 2 vcams on different frames.
Thought it wouldnt be a problem because they are never shown at the same time. However, for those of you who get this error in the future, it might be a solution to look up the vcam and what it does, thats what solved my problem at least.
Hello everyone!
Just ran into a strange error with my flashproject. Everytime I try to play the swf I get an very odd error saying something like "Your dimensions for your DisplayedObject(number, number) is to big to paint". Can't give you the exact error messege couse I am using a Swedish version.
However I googled the error and found this: "IDS_CONSOLE_WARN_FILTER_TOO_BIG", which might be related to my problem. Although I havent got any clue how to fix it :O
I am using Adobe CS4 with AS2.o.
Anyone heard of something like this?
At 11/12/10 05:02 AM, oShadow-Kun wrote: Okay, so i'm trying to create a demo website, and i have a user and pass input textboxes, and if you type in "Lolcaiks" as your user, anything for your pass, i want it to say "Welcome, Lolcaiks"
I wouldn't know what to search for, so i'm sorry if this has been answered before.
Can anyone help?
You can always save the inpus text as an string variable. The thing with strings is that you can take one string + another string (this cant be done with for example string + int).
trace("Welcome" + name);
At 11/15/10 12:21 PM, LiquidOoze wrote: Is it possible to make a Flash save data on your computer, even when not played in a browser (so like, in the regular Flash Player, just like when you test a Flash movie)?
Not sure but you could do something like this:
f.open(file.txt, "w");
f.writeline(" ");
f.close();
At 11/15/10 12:45 PM, YoinK wrote: I put songs in an entire movie clip and actionscript the movie clip. :P
I do the same actually ;) Works perfect!
Ohh thank you for your answer!
These are some sorts of the functions I am looking for. One thing that confuses me about this LineTO function is how the script will know which edge to move. As I mentioned I dont want the whole line to move, just one edge of it (the left one for example).
This is very hard for me to explain couse I am not a native enlish speaker, but I hope that you understand.
I maybe coulf use something like.
onMouseMove {
lineTo(pointA, _root.mouse._x, _root.mouse_y);
}
Hello!
I was wondering if it is possible to move just One point of a line in AS2 or AS3. I would like the first point of the line to be at position x = 0, y = 0, and the second point of the line to be where my mouse coursor is. I have included a picture so that you can see what I mean.
Do you think there is a way to manage something like this? Sounds hard to me actually :S
At 3/13/10 01:27 PM, BasV wrote:At 3/13/10 01:24 PM, BasV wrote: this has to do with the stage's focus. To prevent this, you can use something like this:Oops! I accedentally gave you the wrong code from my project, that code is used by classes that actively want to request focus. If you want the focus to go to the stage after any mouse click, you can listen to a MouseEvent.MOUSE_DOWN Event instead, and do something like:
[code]
private function mouseDownHandler(e:MouseEvent):void {
stage.focus = stage;
}
[/code]
that way, the focus always returns to the stage. You might want to make sure the mouse events of other classes are handled before this event though.
Thank you BusV, great information. I have read the book ACtionscript 3.0 game programming university, but cant remember that this was mentioned anywhere =) Thank you
I got a little problem with my game that I am about to create.
The game got two frames: a titleframe and a play frame (which is the actual game). On the titleframe I got a button that leads to the playframe. When I click it everything seems to work: I get to the playframe and everything runs. Tho it seems that the keybord inputs wont work until I click on the screen with the mousepointe once more. I cant move my character and I cant fire any bullets, but when I click anywhere on the screen once everything runs.
What can the problem be? Have never seen it before. Any suggestions? (sorry for a bad explanation)
At 3/13/10 12:44 PM, Neo-13 wrote: How are you trying to do it at the moment?
Hi!
Well I got it working I think. I just added like MovieClip(_parent).enemydamage. It let me access the variable at least =) Dont know how it is working tho
Hello!
I am just getting started with AS3 after some years with AS2. I got a little question about classes.
You see. I got 2 classes inside my document: one is calles 'hero' and the other is called 'enemies'. I have a public var inside enemies called 'public var enemydamage:int'.
Is there a way to access this variable from my 'hero' class? I am just getting a error when I try :S
I could be your artist. You can check my earlier games. What do you pay?
At 2/8/09 12:52 PM, Coolio-Niato wrote:At 2/8/09 12:45 PM, Saza wrote: To direct the bullet you could do:^ Ignore him. That's dumb.
http://www.newgrounds.com/bbs/topic/3406 03 < Aiming and shooting at the mouse. Requires a bit of trig but is exactly what you want. Make sure to check AS: Main next time before asking topics like this.
Well! That could be working for me actually, if I were doing a homing missile or something like that.
Yea, have checked that topic and followed it when I were doing the gunarm for the HERO, althoug it confuses me when I try to do the same thing whit something else then the mouse as "point"
Hmm, sounds like a great idea. Tho I am not that good at functions and stuffs like that.
What do you mean with the 360 rotation btw? Will it make the enemy rotate 360 degrees? (will look kind of funny).
Hi guys!
I have been working on a little platformer shooter. Got a little problem when I am trying to do the Enemies fire at me. This is how my code looks:
var nm = "ebullet" + bCount5;
ebullets.attachMovie("ebullet", nm, bCount5);
ebullets[nm]._x = this._x;
ebullets[nm]._y = this._y;
ebullets[nm].dx = 10; //this is where the problem lies I think
ebullets[nm].dy = 10;
ebullets[nm].onEnterFrame = function()
{
this._x += this.dx;
this._y += this.dy;
}
The bullets seems to be placed at the right spot and everything. The only problem is that the speed of all the bullets will be _x = 10, _y = 10. I want the bullet to be directed and fired at the HERO. Is there a way to do this?
Take a look at the picture below to see what I mean
Hi again!
Was told to post this question in this forum =)
When i use the 'buckettool' in photoshop I get a white line around the fill. For example: if I paint a black circle and fill it with green, I will get a white circle between the black and the green color. Do you know what is wrong?
Many thanks for an answer =)
Cheers
(PS: Look at my picture below)
At 2/2/09 03:20 PM, Darkaxl wrote: How to forum <--Post it here :D
Good luck
HEY! This one shut my program of! Now I have to start it all over again :S