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Response to: NATA News and Throwback Thursday Posted August 21st, 2014 in NG News

At 8/21/14 08:49 PM, DrNeroCF wrote:
At 8/21/14 07:32 PM, Hero101 wrote: The Nefarious kickstarter game looks great! I hope they reach their goal in time.
Thank you! And I sure do too, haha.

And thanks for the shout, Tom!

You're welcome! Best of luck to you! I just checked your profile....you are part of Fancy Pants Adventures! No way! I remember playing that on console. It just always blows my mind when I find someone who has moved to console/major PC release that was originally here on NG before they got bigger. So awesome!

Response to: NATA News and Throwback Thursday Posted August 21st, 2014 in NG News

The Nefarious kickstarter game looks great! I hope they reach their goal in time.

Response to: Flash Player Question... Posted August 21st, 2014 in Game Development

At 8/21/14 06:24 AM, milchreis wrote:
At 8/21/14 06:21 AM, Hero101 wrote: I take it I'll get some kind of error if I select a version too low?
Yes.

Or will I have to test the game after it compiles to find out?
I don't know if there could be any problems at runtime, even though the build process worked.

Ok thank you milchreis I appreciate it.

Response to: Flash Player Question... Posted August 21st, 2014 in Game Development

At 8/21/14 05:28 AM, milchreis wrote:
At 8/21/14 04:44 AM, Hero101 wrote: Suggestions on which version I should target if not the latest version (13)?
Target the lowest version that still compiles your application.

I take it I'll get some kind of error if I select a version too low? Or will I have to test the game after it compiles to find out?

Response to: Flash Player Question... Posted August 21st, 2014 in Game Development

Yes, it'll prompt them to update. Doesn't mean they will, though..

That is true...

Response to: Flash Player Question... Posted August 21st, 2014 in Game Development

Also, to anyone that may read this post, do you guys normally just target the most recent Flash Player regardless of whether you are taking advantage of the latest Flash Player features or not?

Suggestions on which version I should target if not the latest version (13)?

Response to: Flash Player Question... Posted August 21st, 2014 in Game Development

At 8/21/14 04:17 AM, milchreis wrote: This is a trade-off between using the newest features of As3 (requiring a newer FP version) and the user being able to execute it (installed version is possibly smaller than the required version).

higher version- use newer features
lower version - reach more people

Ahhh I see... If someone with a lower version than my project tries to play/view it - will their device prompt them to install latest version?

I would like to think that the majority of people that play any sort of games online would keep their flash player up to date.

Flash Player Question... Posted August 21st, 2014 in Game Development

.....They say there is no such thing as a dumb question....but...

I am just about to finish up a little game I made that helped me learn arrays/loops. Just adding some polish before I publish it tomorrow. I just noticed that in the publish settings the target is set to Flash Player 11.4 even though Flash Player 13 is an available option.

Would changing the target to the latest Flash Player (13) have any affect on my code?

Additionally, why would anyone want to target an older version of Flash Player?

Response to: Help please Posted August 21st, 2014 in Game Development

At 8/21/14 12:22 AM, MintPaw wrote: var currentQuality:String = StageQuality.HIGH;

button.addEventListener(MouseEvent.CLICK, changeQuality);

function changeQuality(e:MouseEvent):void
{
if (currentQuality == StageQuality.HIGH) currentQuality = StageQuality.MEDIUM
else if (currentQuality == StageQuality.MEDIUM) currentQuality = StageQuality.LOW
else if (currentQuality == StageQuality.LOW) currentQuality = StageQuality.HIGH;

stage.quality = currentQuality;
}

Pretty nifty :) Had not considered looking into a quality button as my games are so very small/simple, but this is great to know that it is really easy to implement into a game.

Unless you're talking about the "on(Release)" stuff, it's a common confusion, but that's AS1 code from around 1999. I guess you can consider that easier if you're writing it on your Windows 98 computer and uploading it to Newgrounds in Internet Explorer 3.

^ Bahahaha!

Response to: Need Devolpers To Make A Game Posted August 21st, 2014 in Game Development

At 8/20/14 01:25 PM, egg82 wrote:
At 8/19/14 08:10 PM, thegalaxyninja wrote: There will be a Multiplayer TDM mode
Yikes, have fun with that.

I think the same thing whenever someone says they are going to want multiplayer in their game haha

Response to: Help please Posted August 20th, 2014 in Game Development

Just realized when you said "quality" you may have meant a button that users can select for better performance (i.e. low, medium, high quality)....

In which case I can't help you as I have never made one...

Response to: Help please Posted August 20th, 2014 in Game Development

At 8/20/14 08:50 PM, Madnesscrazy123 wrote: I cannot believe I am asking this but can someone help me code a quality button in AS3?
This was so MUCH easier in AS2...
button.addEventListener(MouseEvent.CLICK, onButtonClick) //add listener in class constructor

function onButtonClick(event:MouseEvent):void
{
    //whatever you want to happen when the button is clicked
}
Response to: Stop(); command not operating? Posted August 20th, 2014 in Game Development

Have you tried uploading it to the dumping grounds to see if the same thing happens?

Response to: Medals don't unlock Posted August 19th, 2014 in Game Development

I'm coding with FlashDevelop. Here's what I do for initializing the connection:
API.debugMode = API.RELEASE_MODE;
API.addEventListener(APIEvent.API_CONNECTED, onConnected);
API.connect(root, myApiID, myEncryptionKey);

The "onConnected" doesn't seem to be called in the game page, but it's always called when I debug in FlashDevelop.

Maybe someone that uses Flash Develop could bring more insight as I haven't made there switch to that yet (very soon tho). However, I did code everything with NG's API rather than using the components on stage.

I didn't bother setting the debug mode like you did - I just omitted it which I assume just leaves it in its default state. I also didn't do: PI.addEventListener(APIEvent.API_CONNECTED, onConnected); like you did - left that out as well.

I just added all the necessary imports for NG's API at the top of my game manager class and did
API.connect(root, myApiID, myEncryptionKey); like you did in the constructor.
Then simply did API.unlockMedal("medal name"); where a medal needed to be unlocked.

Response to: Medals don't unlock Posted August 19th, 2014 in Game Development

I can unlock them locally. If you see a popup on the top-right, that means the achievement is finished, and that's when I do this:
if (API.connected)
API.unlockMedal(acv.name);

According to the debug output, the code is executed but IN THE PREVIEW PAGE the medal doesn't unlock for me because "User is not logged in. Medal unlocked locally."

What are you coding with?

Response to: Medals don't unlock Posted August 19th, 2014 in Game Development

I have tried to unlock some medals inside the preview section, using both manager account and tester account, but still didn't work. However, when logged in as a tester, the medals are displayed as "locked" instead of "untested".

That is weird. Were you at least able to "unlock" them when locally while you were building the game? Or did you just add them after you had already posted the swf to Newgrounds?

Still not sure if the players can get the medals.

No they are not. I tried your game and the finish tutorial medal never fired off. Nice game, btw.

Response to: Medals don't unlock Posted August 18th, 2014 in Game Development

At 3/13/13 06:59 PM, ZeroCreativity1 wrote: They say un-tested. is there a special procedure to test them?

This is why. Do what Mattster said and unlock them inside the preview section of your project settings here on NG. They say untested because you (or people that you have as beta testers before you publish the game for everyone to play) haven't unlocked them in the preview window I mentioned above. This is to ensure that you don't create a medal so ridiculously hard to achieve that not even you (or beta-testers) can unlock it.

In short, unlock it in project preview and then it will be available to general public. If you do everything specifically like I stated and then go to the actual game in the Portal and play it and it doesn't unlock - simply clear your web browser cache (only after doing everything I said you need to do) and then it should work fine.

Response to: Movie Jam 3: Death Jam Posted August 15th, 2014 in NG News

Oh I can see this turning out incredible haha Can't wait to see what you artist produce for this!

Response to: action script programmer's needed. Posted August 15th, 2014 in Collaboration

Love your character style. I don't feel confident enough with my actionscript skills to help you out (only been learning since the start of the year). But I do hope you find someone!

Porting/dimensions question... Posted August 14th, 2014 in Mobile

How does porting a flash game to from mobile to PC or PC to mobile work? I'm not talking about any code aspect (I code in AS3 btw). I am simply talking about the difference in the stage size.

If you create an iOS game using Flash the stage dimensions would be 640x960. Say your PC release was going to have different dimensions. How would you go about this?

Is it just a matter of creating a new project, setting the new stage dimensions, and having to resize ALL of the art assets (and any code that may have been disrupted due to the change in size)?

Or is there another way?

I was reading how this guy made a flash game that was both 1080p AND 720p AND also ported it to mobile devices. How is this done?

Response to: Stop cursor change? Posted August 14th, 2014 in Game Development

At 8/14/14 01:42 AM, MSGhero wrote: If you're doing it with code, tf.selectable = false. Every textfield every time. rtfm

Perfect. Thank you.

Stop cursor change? Posted August 14th, 2014 in Game Development

If an MC on the stage has a text box with text inside of it (say the title screen) and I run my mouse over that area the cursor turns into the text cursor.

Is there a way to prevent this? I know I could break apart the text box in the MC, which is what I have been doing, but was wondering if there was another way?

Response to: Phoenotopia Pre-Release is Live! Posted August 13th, 2014 in NG News

Everyone else, fear not! The public release is in one week, Wednesday, August 20th. For now, enjoy this launch trailer.

What program did you guys go about capturing the footage for the trailer?

Response to: Anyone else have this issue (ads)? Posted August 12th, 2014 in Game Development

It was designed for flash movies not for code-based environments. There's no possible way they can check if you changed the code, and you don't have access to the real API meat, so no that doesn't affect anything.

Have you done what I'm doing before? Or known anyone else that does this? Or did you (or your artist) just physically add the API/Flash Ad component to the stage?

Just wondering which way is best to go about it


Am I the only one who has had an issue with the Flash Ad play button never appearing? It happened in my first game and it is happening again (I even re-downloaded NG's API for this current game).

It doesn't matter if I drag the flash ad component to the stage or add it dynamically - the play button never shows. If I drag the API Connector component to the stage the play button appears but I don't do that as I would rather handle the API stuff in my document class.

What I ended up having to do to fix this was alter code inside the Flash Ad component. The on the first frame of the Flash Ad component is:

stop();

import flash.events.MouseEvent;

function initPlayButton()
{
	if(this["playButton"]) {
		this["playButton"].addEventListener(MouseEvent.CLICK, onPlayClick);
		if(!this["showPlayButton"]) this["playButton"].visible = false;
	}
}

function onPlayClick(event:MouseEvent):void
{
	
	removeAd();
	if(parent) parent.removeChild(this);
	
	
}

What I ended up doing to get the play button to appear was altering the last line of the initPlayButton() function to "true"

if(!this["showPlayButton"]) this["playButton"].visible = true;

it works (play button shows) and thus allows me to give the play button an event listener (to say addchild/start the game once play button is clicked).

I really want to know if anyone else is having to do this? Or if there is another way?

Also, I am wondering if altering the Flash Ad code the way I did is f***ing with anything I shouldn't be messing with?

Response to: Ads approved for unfinished game? Posted August 11th, 2014 in Game Development

If they even look at the game file at all, they check if something exists. You could have gotten ads approved when your game was 10% done.

Oh haha damn. Good to know for next time. Thank you.


Does it matter how far along my project is to get it approved for ads? My current game is about 70% done. Doesn't have the ending programmed yet (major thing missing - rest is just small aesthetics).

Last time when I submitted my first game it was finished, but I had to wait 4-5 days for the ads to be approved before I published it. Was hoping to avoid that by uploading my .swf to the project manager ahead of time.

Does the game have to have certain elements in it to allow them to approve the ads?

Response to: Use many timers to control delays? Posted August 11th, 2014 in Game Development

To achieve this, I've had to make many unique int timers that will increment each frame.

How do you increment timers by frames rather than miliseconds? Or is it just as simple as knowing how many seconds you have per frame?

Response to: MovementTest Posted August 10th, 2014 in Game Development

The transition between walking and running happens far too quickly that it looks bad, maybe having a key to toggle running would work better.

I agree with this. Use a toggle key, or have a key that you hold down that allows you to sprint when a direction is pressed, or make it so that when you double tap a direction the player starts out sprinting.

Response to: Want Music for your project I got u Posted August 9th, 2014 in Collaboration

If you want to just check me out email me at antmanvernon305@gmail.com i'll reply with audio files of my original work so you decide if you want to use my music making services

Why not host your songs here on NG or somewhere on the web where people can preview it? No one is going to want to receive, let alone open, files emailed to them for obvious security reasons.