14,574 Forum Posts by "Denvish"
For changing the colour of the clock press F1 in Flash and look up textFormat.color. Hex for red is 0xFF0000
At 2/10/09 07:37 AM, 4urentertainment wrote: What if the player was in another MC. How do I shapeFlag hitTest then???
Change all the _x and _y values in the enterframe code to _parent._x and _parent._y
Or just put the code on the external MC, instead of the nested one
The shapeflag hitTest seems to work fine to me, although it won't register until the MC is buried in the wall.
Adapted version here
Two MCs on stage, instance names: mc1, mc2
Code on main timeline:
mcArr=[_root.mc1,_root.mc2]; //THIS IS AN ARRAY
for(var i in mcArr){ //LOOP THROUGH ARRAY
mcArr[i].onEnterFrame=function(){ //FOR EACH ITEM
this._y+=2; //MAKE IT FALL ON ENTERFRAME
} //
} //
At 2/10/09 05:51 AM, aplusads21 wrote: How do i create an instance with actions on it
I'm not sure which approach you're taking
Drag one instance of a movie clip from the library to the stage. Select it, on stage, and press F9. Paste your actions. Then just copy that on-stage MC and paste it as many times as you want, the code will come with it.
At 2/10/09 05:35 AM, Deathcon7 wrote: Your grandma was obviously not strong in the force.
She was geriatrically procedural
stopAllSounds(); on a timeline frame should do the job
Buttons on start screen too dark
Graphics look great
Like the idea of drag-on faces
Not sure about #4, looks out of place amongst the rest - no full body?
Maybe animate some shit in the background, give alternative backgrounds
Always nice to make some easter eggs/unlockables to add more depth, see the 'Dress My Babe' series for some good ideas on that - makes it more of a game
You might need to adjust depths, hair on MeWe overlays hat
Add a 'mute' button
That's about it. Looks good, just needs something extra to make it stand out
Place an instance on stage, with the actions on it, then simply copy/paste multiple times.
It's either that or use (AS2) Duplicated Movie Clips/attachMovie to replicate an instance on stage or from the library. If you're doing that, you can add your actions as you create the new MC.
And then there's always classes, as Nano says, but they killed my grandma so I don't like them.
At 2/9/09 11:49 PM, baboop wrote: dude that seems way harder then the code i would use for a custom cursor.....here this is what i would
do.............
onClipEvent(enterFrame) {
Mouse.hide();
this._x = _root._xmouse;
this._y = _root._ymouse;
}
No offence, but games using that code cause irritating cursor flashing (particularly with Firefox) when the browser's not in focus. The movement of cursor to mouse should happen onMouseMove, not onEnterFrame, to save CPU, and the Mouse.hide() should only be run once in a while, not on every frame, to get rid of the original cursor in case someone right-clicks etc.
Something like this is better (untested)
onClipEvent(load){
cnt=0;targ=100;Mouse.hide();
}
onClipEvent(mouseMove){
cnt++;if(cnt>targ){cnt=0;Mouse.hide();}
_x=_root._xmouse;
_y=_root._ymouse;
}
At 2/9/09 10:59 PM, Deathcon7 wrote: Check out AS: Main.
AS: Sound, specifically. Although you don't HAVE to use actionscript, you can just drag a sound file straight from the library to a frame on any timeline
At 2/10/09 04:10 AM, Stromming wrote: Any ideas?
Not sure. Even if you had it running on an enterFrame, I doubt it'd be enough to cause CPU overload. Check the other parts of your script for recursive functions (ones that keep calling themselves indefinitely) or infinite for/while loops.
At 2/10/09 03:56 AM, ozdy wrote: Hello NGers,
I would like to know whether you can advise me on how I can make colorful fonts (fonts composed of more than one color). A good example is Mushroom Tower Defense. The font used throughout the game (based on comic sans I think) has two distinct colors, and somehow you can change both of them independently via function calls.
Has any of you an idea how it is done?
Best,
Ozdy
The outside colour is a glow filter (search GlowFilter in the Flash help files on how to change this dynamically via AS). The actually (inside) text colour can also be changed dynamically by using setTextFormat & TextFormat.color
At 2/9/09 11:52 PM, LostVoices wrote: you dynamic text box is DEFIENTLY rendering html thats the only thing that will make it do it
Actually, it's the input text box being set as html, and the dynamic textbox NOT being set as html, that will cause this
3.5 average is required to start a collab.
This says 3.0, but it's been raised since then.
At 2/9/09 08:41 PM, Smidly wrote: then I'll be in a tomcruisemovvvvvvvvie
As in, the non-speaking actor that no-one cares about, who gets killed early in the plot? Cool.
I'm a professional twat and get paid handsomely for it. Now mind your own, you nosy bastard.
FlashMX/AS2 was released in 2002, you'll be hard-pressed to find AS1 tuts for what you want (I found little on Google), since most people have moved on. You may want to consider upgrading to MX or MX2004, if not Flash 8 or CS3/4. If/when you've got AS2 or 3, check out AS: Main and/or AS3: Main
I haven't upgraded from CS3 yet, but if you press F1 while in Flash and then click 'Using Flash' in the left-hand column, there's a list of things to learn, including a drawing section.
Also, there's always Google
No, it's not possible to use JUST Flash to save that kind of data. You can save variables to a user's PC using Flash cookies (sol files), but to make something like a page counter you need ASP, PHP, CGI or similar, and probably an online database (although a Flash-specific multiplayer server will probably offer other options)
These tuts are for AS2, not sure which version you're on
AS: Flash/PHP Webpage Hit Counter
AS: Flash & PHP by shazwoogle
AS: Load External Data/Cross-Domain
AS: Loading/Unloading Data by shazwoogle
You can check for regular events, ie. every 5 seconds, by comparing the time/5 with int(time/5)
New fla, code on main timeline frame 1:
time=0; //TIME
div=5; //DIVISOR TO CHECK
cnt=0; //FRAME COUNTER
fps=24; //FRAMES PER SECOND
onEnterFrame=function(){ //ENTERFRAME
cnt++; //INCREMENT COUNTER
if(cnt>fps){ //HAS REACHED ONE SECOND
time++;cnt=0; //ADD A SECOND TO TIME, RESET COUNTER
trace(time); //TRACE
if(time/div==int(time/div)){ //IS DIVISIBLE BY div (IE, 5)
DOSOMETHING(); //TRIGGER EVENT
} //
} //
} //
function DOSOMETHING(){ //TRIGGERED FUNCTION
inte=div+"x"+time/div; //UPDATE OTHER TEXTFIELD
trace(inte); //
} //
Actionscript 2:
AS: Preloader by Snubby
AS: Preloader
Actionscript 3:
The code works, download the fla at the bottom of my last post and test it.
Make sure you have changed your 'wall' instance name to 'ground', as Magicalmonkeyguy said. If it still doesn't work, you'll have to be more specific about exactly HOW it's failing.
Here's a more basic hitTest code that works, but doesn't include jumping etc. It will only work for downfall, not sideways, but is relatively easily adapted.
onClipEvent (load) {
var ground:MovieClip=_root.ground;
var yvel:Number=0;
var gravity:Number=1;
var speed:Number=10;
}
onClipEvent (enterFrame) {
yvel+=gravity;
_y+=yvel;
if(ground.hitTest(this)){
while(ground.hitTest(this)){
_y-=0.1;
}
}
if(Key.isDown(Key.RIGHT)){_x+=speed;}
if(Key.isDown(Key.LEFT)){_x-=speed;}
}
Check Afro-Ninja's post in AS: Sound
Being abusive towards people who are trying to help you is not generally a good plan. You didn't actually clarify what kind of game you're making in your first post, so it's not really surprising you didn't get the answers you needed.
onClipEvent (enterFrame) {
speed = 6;
if (Key.isDown(87) && !_root.pgo) {
this._y -= speed;
this._rotation = 0;
while(this.hitTest(_root.enemy)){this._y += speed/10;}
}
if (Key.isDown(83) && !_root.pgo) {
this._y += speed;
this._rotation = 180;
while(this.hitTest(_root.enemy)){this._y -= speed/10;}
}
if (Key.isDown(68) && !_root.pgo) {
this._x += speed;
this._rotation = 90;
while(this.hitTest(_root.enemy)){this._x -= speed/10;}
}
if (Key.isDown(65) && !_root.pgo) {
this._x -= speed;
this._rotation = 270;
while(this.hitTest(_root.enemy)){this._x+= speed/10;}
}
if (Key.isDown(65) && Key.isDown(83) && !_root.pgo) {
this._rotation = 220;
}
if (Key.isDown(65) && Key.isDown(87) && !_root.pgo) {
this._rotation = 320;
}
if (Key.isDown(68) && Key.isDown(83) && !_root.pgo) {
this._rotation = 130;
}
if (Key.isDown(68) && Key.isDown(87) && !_root.pgo) {
this._rotation = 45;
}
}
FF Collabs
OK, hai guyz i iz new here (only vaguely active still, but now have a 6Mb ADSL conn and am going to be getting more active if I can spare the time), but there seems to be an overpowering number of Collab threads on the first page of the Flash forum. Is it time to have a clampdown again (long term regs will remember), or is it all cool?
I guess I should ask Tom for my BBS mod privileges back before too long
BTW thanks liiiiiiiiiiaaaaaaaaaaam for the warm welcome back. Old man indeed. I'll whup you with mah walking stick, you little whippersnapper
At 2/7/09 09:29 AM, Archon68 wrote:At 2/7/09 09:24 AM, Archon68 wrote: And that video was the .swf file.Well, it was a video of the .swf file. Not the actual thing. :-)
Yeah I see what you mean, I thought that was your desktop. Only suggestion I can really offer is that you have a conflict somewhere with depths or other MCs elsewhere in the coding
Video doesn't really show anything apart from the bottom right corner of the Flash stage.
In terms of the code, it appears to work fine.
I created a new fla, placed a button MC on stage and added that code to it, created a new MC with linkage "AdoozyFalsch", and added
numFalsches=0;
numWindows=1;
to the main timeline. On double-clicking the button, a new MC is attached at 400, 310.
Try doing it yourself in a new fla
There are a few tuts and links to CS3-specific sites in AS3: Main, but you don't specify whether it's coding or graphic help you need. Otherwise, I guess Google is as good as anywhere to start looking.

