14,574 Forum Posts by "Denvish"
At 3/24/09 08:21 AM, dELtaluca wrote: It is perfectly possible with AS
I stand corrected. Smartarse ;)
At 3/24/09 07:51 AM, Yambanshee wrote: is there any way (using as2) to create the center of rotation for a clip your spawning of the libary (the center of rotation that i want is at point 0,0)
No, don't think so. Probably the best simulation is to createEmptyMovieClip first, attach the library MC inside the created MC, adjust the _x and _y, then rotate the created MC rather than the attached one
For the backwards bit, add this to the button actions:
on(press){
_root.GOBACK(this);
}
on the main timeline, add this function:
function GOBACK(mc){
mc.cnt=0;
mc.onEnterFrame=function(){
if(this.cnt<7){this.prevFrame();}
this.cnt++;
}
}
For the going forwards bit, add this to the button actions:
on(press){
play();
}
Then add this to a frame in the MC, 6 frames on from where the button is:
gotoAndPlay(_currentframe-12);
At 3/24/09 06:05 AM, The-Real-Sabin wrote:Make sure your wav or mp3 is set at 44.1 KHz and at least 16 bit, you can use a free editor such asHow can I change the KHz? It's 11025Hz and 32bit 'float'
Audacity to convert if necessary.
Thank for the fast reply!
Never used Audacity, but you should be able to set the frequency when from the 'Save As...' menu. Change it from 11025 to 44100 Hz, and it should be OK to import to Flash
At 3/24/09 05:10 AM, The-Real-Sabin wrote: Okay, first of all I'm new to flash, never yet submitted to NG. I tried a coupel of time before and gone trought many flash totu here on NG...
But why why can't I manage to add music/sound to my movie, please someone explaine it to me!
I tried to upload a .wav file this way; File> Import> Import to library then choose my .wav
It answered, file were not imported because there were problemes reading them...
What am I doing wrong?
And by the way, do you guys know great sites for sound effects?
Make sure your wav or mp3 is set at 44.1 KHz and at least 16 bit, you can use a free editor such as
Audacity to convert if necessary.
Sound Effects:
www.sounddogs.com
www.findsounds.com
Music and Sound Effects V2 by different
For other audio information, check out
Audio Forum
Audio Software: Studios & Editors
Audio Software: Software Synthesizers
Audio Software: Sound Converters
Shift+F2 to open the Scenes panel
At 3/23/09 12:18 PM, Spackerchip wrote: I've had a quick look through your recent post history and I don't see anything mentioned that would trigger someone to do something like this. Why do you feel it necessary to 'make them pay'? Are you talking about someone specifically?
haven't you read his hive club attempt and him wanting to know if he can buy honey?
i knew he was fucked up but daaaaamn, never thought he would act on it
At 3/23/09 01:22 PM, hio3 wrote: so were i should put it
At 3/23/09 01:05 PM, dudejonne wrote: I'm making a game, with some levels.
Now when one level is finished, it follows this code: gotoAndStop(2);
Then it gets at frame two, but then the sound of the previous level and all the movieclips are still there, how can I reset them, or anything? (It's a lot of work to removeMovieClip them all..)
Depending on what you want to delete, you can use a for loop. If you need to get rid of everything then you can use this
for(var i in _root){
_root[i].swapDepths(789);
_root[i].removeMovieClip();
}
To stop sounds, use stopAllSounds();
Obviously both of these need to be run before you initiate stuff for the second level
At 3/23/09 12:56 PM, BonoMabro21 wrote: i could use some good programs for flash pieces. and also i need to find ways to do voices for flash. i suck at drawing so anything that requieres a lot of drawing or art.. then nope not happenin.
Uh.. so what exactly do you intend to do with Flash?
Audio:
Audio Forum
Audio Sticky - Help & Guidelines
Audio Software: Studios & Editors
Not surprised it doesn't work, you forgot some vital parts
on.MakeThisMcShootBullets
ThisHp=69
OnEatHamburgerIfHpIs=20.OrLower
IfThisEatHamburger=+50Hp
If{.bored}=on(suckselfcock)=Cock
If{fuckTitArse}=shitOnAHorse[else]=URMOM;
for(ever){goatse;}
Also not exactly clear on your problem, but try this
Add this function on the main timeline
function NS(){nextScene();}
With your code, first run a trace to check your hitTest is working
onClipEvent(enterFrame){
if(this.hitTest(_root.area.bot)){
trace("HIT");
nextScene();
}
}
If that outputs HIT when tested, remove the trace and replace the line nextScene(); with _root.NS();
At 3/22/09 05:02 AM, dELtaluca wrote: FUCKING FINALLY!!!!
Jade Goody Is FINALLY dead, thank fuck for that; maybe now i won't have to rip her face out of every single newspaper i read like i've been doing for the last 6 months of my life.
LMFAO. Someone told me today, down the pub, that she'd finally pegged it, I was like: Hand? Face? Bovvered?
Basically, I couldn't give a shit. She's not even a fucking celebrity FFS, she's just some stupid cow that went on Big Borther and made a mess of speaking and thinking. Why the hell should I even attempt to empathise or sympathise? I don't. Wahey.
I'm not totally sure what you're trying to do, but look up onChanged in the Flash help files. You'd have to apply it to all textfields (and give them instance names), but technically you could refer them to your function and send it the correct parameters.
Aware I may be well of the ball here, if so add more details about exactly what it is you're trying to achieve.
speed=0; ???
You're going to have to post more of your code (and associated info like instance names of MCs) if you want more help.
In the meanwhile, check these:
AS: Collisions by Glaiel_Gamer
AS: Collisions - Boundaries by Spamburger
AS: Collisions - Circle To Shape Hittest by 23450
AS: Collision Detection by BleeBlap
AS: Collisions - HitTesting Duped MCs by SpamBurger
At 3/22/09 06:07 PM, liaaaam wrote: The best way to do it is to use AS. If you make the y higher (i.e., close to the bottom of the flash) then the grenade will fall. Quite simple =o
Aye. Use an xvel, which may or may not be affected by air friction (*0.98 or so) and a yvel, which depends on the launch trajectory but is affected by a variable gravity (generally between +.5 and +2 every frame is a good bet)
At 3/22/09 06:06 PM, 14hourlunchbreak wrote: Unfortunately yes. So it's either have the deadline really short and have crappy submission, or have the deadline a little bit longer and have nobody care.
Go for both :)
Now there's a challenge
At 3/22/09 04:10 PM, sanjeev98 wrote: this.startDrag();
Try startDrag(this); instead
At 3/22/09 02:28 PM, WhoknowsmeaUdiO wrote: I like your idea, but please read the New Collab Rules before posting.
What he said
At 3/22/09 07:38 AM, KuchiyoseRashomon wrote: if (Key.isDown(Key.UP && Key.LEFT)) {
if (Key.isDown(Key.UP) && Key.isDown(Key.LEFT)) {
Really depends what you're doing inside the loop. If you're simply incrementing a number, it doesn't make much difference whether you loop 15 or 15000 times
At 3/20/09 10:01 PM, RainbowRiderOmega wrote: No. I don't even know what you're talking about.
wuts ah beebee ess?
At 3/20/09 09:55 PM, geohoundz55 wrote: So let's say that I had this Input Text Inside a Clip...
Change both vars to _root.myName.
http://www.newgrounds.com/bbs/topic/9731 38
Read the first post before typing yours
Make sure the registration point for both MC's is the same - ie, centre them both on 0,0
At 3/20/09 09:24 PM, flsh wrote: i have an input text that has the var 'c'. c, however, is an array, so when the input box loads, it has
undefined,undefined,undefined,undefined,
undefined,undefined,undefined,undefined,
undefined,undefined,undefined,undefined,
undefined,undefined,undefined,undefined
as what is written in it. so my question is, is there some way to clear an input text box's value as it loads?
If it's a var, no. Not without deleting/clearing the c array. Better to use what SongSalad suggests - vars are always updated, InstanceName.text="XXX" is a one-off
Need more info if you want help. Like, the code, the instance names, which version of actionscript, etc

