Monster Racer Rush
Select between 5 monster racers, upgrade your monster skill and win the competition!
4.23 / 5.00 3,881 ViewsBuild and Base
Build most powerful forces, unleash hordes of monster and control your soldiers!
3.93 / 5.00 4,634 ViewsAt 12/5/14 03:10 PM, TomFulp wrote: 2) We support games in Unity format.
Is there any plans to make an API for Unity? Been working with AS3 the past year but recently took a Unity class at college and I love it which got me thinking.....it sure would be nice to have an API for Unity so I could use your ads and medals. I'm sure there are other Unity developers out there that feel the same way...
It's great that NG is making it easier for Unity developers to submit games here but that got me thinking....Does anyone know if there are plans to make an NG API for Unity games so that developers can add newground's ads and game medals to their product the way Flash users can? Or is it something that is already possible with the current API?
At 12/4/14 08:38 PM, MSGhero wrote:At 12/4/14 08:18 PM, Hero101 wrote:Everyone who says that is quoting from earlier versions of AIR when it sucked and you couldn't have 2 display objs on the screen without lagging. Now it's mostly fine, Kenney said he got 60 fps mobile using only display objs. Though of course starling will still give better performance.
Oh really?? Hahaha I guess I shouldn't have just tested it out myself instead of listening to other users who made that claim. Given that I enjoy making relatively simple games I was kind of thinking using something like Starling would have been overkill. I already have a few simple games in development right now and with school being a major time sucker I might just wait until this coming summer to make the switch to Haxe/Openfl.
At 12/4/14 06:59 PM, MSGhero wrote:At 12/4/14 04:49 PM, swishcheese wrote:The only issue here is that you need a mac to compile haxe to mac and ios (xcode) and I think linux to compile to linux. Linux isn't so bad since you could just install a VM, but some devs prefer AIR bc they don't have macs to publish to ios. What you can do is make a swf in haxe, import the swf into an AIR project in Flash Pro/Builder, and export that to ios to avoid the need for a mac.At 12/4/14 05:24 AM, Hero101 wrote:
Interesting. I do my work on a mac. Maybe this is for just using AIR but I've read of people compiling the mobile games without having to work with xcode. I've seen tutorials on it as well. Xcode intimidates me haha but I assume integrating it with your game gives you greater control over your product on an ios device? As you explained it's easier to have a mac to compile to a mac/ios but is it simple for a mac to compile to an android device? I'm fairly sure the answer is yes but I just wanted to double check.
Haxe swfs run faster than as3 swfs, more optimized and tighter bytecode. On some test creating 1 million point objects and measuring the time, the haxe swf took less time (half iirc?) than the as3 swf.
I'm sure all of the speed greatly increases the performance on mobile devices. Despite all of this stuff you said right here you would still need to use something like Starling to optimize the display objects correct (I've read using Flash's display list is awful for mobile devices)? Or does the way you handle importing assets like @swishcheese was mentioning handle the display list in such a fashion that you won't need to use another program like Starling to optimize your display list for mobile devices?
At 12/4/14 04:49 PM, swishcheese wrote:
When making an AIR
Damn I never considered everything you said. It all makes a lot more sense now to me thank you.
This also means if I want to make changes that is platform specific, I can go into the source code and make the changes in the native code.
That sounds like it would be extremely useful. When you say make changes in the native code (for the source code) does that mean you are dealing with more than one type of language inside a project that targets multiple platforms? Or is it all just Haxe?
At 12/4/14 04:09 AM, swishcheese wrote:At 12/4/14 03:14 AM, Hero101 wrote:
I would say week to 2 weeks at most.
Oh haha I've been at it since for almost a year now. Thought you were going to say something much longer than 2 weeks lol
Then there is some time you have to take to learn how to import assets which is not hard and understanding the application.xml which holds the properties of project and goes along with importing assets. Its not to bad and worth it especially if you want to target mobile coming from an AS3 background.
Interesting.... I would love to target mobile devices in the future (games). All the other benefits aside - what is the benefit of using Haxe/Openfl to target mobile platforms over other methods (such as just using Flash/ Flash Builder (or Flash Develop)/ Adobe Air)?
At 12/3/14 05:09 PM, swishcheese wrote: Just to add my two cents. I recently just started to develop games using Haxe/Openfl. If you know AS3 it is one of the easiest transition in my opinion. Developing this way it won't matter what platform runs out of demand/popularity. You can easily compile to HTML5, Flash, Mobile, desktop, etc. I am enjoying Haxe/Openfl development.
How much knowledge of AS3 should one have to make the transition to Haxe/Openfl as easy as you say it is? I guess that's kind of a difficult question - maybe time span learning AS3 or knowledge of specific concepts of AS3 before one could make the easy transition to Haxe/Openfl?
At 12/2/14 11:48 PM, Kinsei wrote:At 12/2/14 10:09 PM, Hero101 wrote:A lot of it is organization. and although in an intro class when your not dealing with a ton of different objects they seem a little much, but when you are doing more advanced things with more objects than you can count, having good tidiness with layers will save you a lot of sanity.
I appreciate all of the feedback dude :) Over the next two years I'll be taking more advanced 3D-modeling classes as well as learning more about texturing, rigging, and animation so I'm sure layers will be a must then. But you are absolutely correct on how important it is to know the basics. Thanks for your help.
Btw, I love your art.
If you do use the programs mentioned in the title..... I am currently taking a beginner 3D modeling class at my college and we are using Maya. We haven't learned this in class yet but I noticed you could create a new layer and assign a selected object to it.
Why is the usefulness of using layers in these 3D programs other than being able to more easily find your objects (should you have a lot of them in one scene)? Like I understand the usefulness of using layers in other programs (Photoshop, Flash, etc) but I guess I'm just so new to 3D modeling that I don't see the big picture with them.
At 11/24/14 11:22 PM, RobertTaylor wrote: It really depends on what characters you use. Download FireBug for FireFox and you'll be able to select a title on the front page and see if your desired title will fit.
Wow I really didn't expect such thorough responses to this question so thank you very much for your input. I guess I have a lot to learn about web design and such things. I'll look into your advice. Thank you again it's much appreciated.
At 11/23/14 10:46 PM, Jin wrote:
Oh ok I get it. Thank you for the thorough response it's much appreciated :)
*I put this in the Animation forum as users with series tend to have longer names for their products but maybe you game developers may have experience with this*
What is the maximum amount of characters allowed in a title before it gets cut off on the main page (any page but the one that loads the animation/game)?
Like I know your animation (game in my case) can have a really long title that will show up in its entirety when someone clicks on your project - but I also know that if your title is too long it will get cut off while people are browsing through the list of animations/games.
Anyone know the character limit so that the whole title will appear?
What is the maximum amount of characters allowed in a title before it gets cut off on the main page?
Like I know your animation (game in my case) can have a really long title that will show up in its entirety when someone clicks on your project - but I also know that if your title is too long it will get cut off while people are browsing through the list of animations/games.
Anyone know the character limit so that the whole title will appear?
At 11/19/14 08:00 AM, TomFulp wrote:At 11/19/14 07:58 AM, Hero101 wrote: Seriously stoked when the option comes out to follow games so users can see when the game developer makes updates to the game :DIf you've been favoriting games you like, you're already subscribed - we just haven't put in any hooks for update notifications YET. :)
Awesome! :D I know you must be extremely busy with a lot of things but any rough deadline planned for when the update notifications for this kind of thing will be implemented?
Seriously stoked when the option comes out to follow games so users can see when the game developer makes updates to the game :D
At 11/19/14 04:16 AM, FelipeV wrote:At 11/19/14 03:59 AM, Hero101 wrote:well, i too was thinking i was on 24 fps when i was animating, but when i import the video in after, the program recognized as 12 fps. i tried to just render the sound and put them on flash, but that didnt work either, th audio seemed to be slowed downAt 11/19/14 12:28 AM, FelipeV wrote:
Inside Flash is it set to 24fps? If so ignore that it thinks it's 12fsp in AE and create a new comp set to 24fps and drop your project in there.
Question: Why are you trying to do your sound inside AE? What exactly are you trying to do to it that you couldn't already do inside Flash?
At 11/12/14 10:40 AM, Netforza wrote: Who else is developing flash games in HaxeFlixel?
Or am I alone here? :)
You are not alone. I personally don't as I've just started teaching myself to program since the start of the year (AS3) so once I get a better grasp of everything I will make the switch.
There are a few people that I know of that use Haxe here on NG. Try asking "Who uses Haxe" in the Flash forum and I'm sure they will tell you. I know the Flash forum is only meant for Flash related topics but that's where these users hang out as they are proficient in AS3 so they help people with their actionscript questions there.
At 11/19/14 12:28 AM, FelipeV wrote: so, the thing is, i did the animation on flash, exported it, put it on after to edi audio and what not, everything looks fine, previews are good, so, lets render!... every time i render the final video have the audio out of sync, specially the audio that is already on the first video. the video its originally on 12 fps, if i change the interpretation to 24fps, everything get worse. any help?
Not sure why you would do an animation at 12fps..... Look into your comp settings before you render and see if you can adjust that to 12 as well. As far as I know you are limited to choosing 24/30/60fps when creating a new project in AE and if the video you are importing doesn't match your project settings then everything gets screwed up.
At 11/16/14 07:36 PM, BluePickle wrote: I'm using flash cs3 because that's all I have at the moment. Anyways, I everytime I put a file with my or anyone's voice, it comes off high pitched. How could I fix that?
Does the file play fine outside of Flash? Try editing it in an audio program like Adobe Audition, or Audacity (free), then put it in flash.
At 11/11/14 01:54 PM, egg82 wrote: HOLY SHITBALLS NO
That shit made me queazy. Fucking hate heights man.... -__-
At 11/10/14 04:18 PM, Shogunx68 wrote: How would I go about creating a hazzard that if a player touches it it goes back to the beginning.
Any help would be appreciated.
Well since it's a school project they always have you code on the timeline. So give that hazard movieclip an instance name, lets just call it hazard (also give the player an instance name), and then on that frame add the actionscript:
if (player.hitTestObject (hazard)
{
gotoAndStop(1);
}
I'm guessing you want something like this. Give more explanation on what you are trying to do if this doesn't do what you were hoping.
At 11/4/14 05:44 AM, 123mine123 wrote: So basically, to submit your artworks, you just simply click the upload button and choose your fail.
Once it finish uploading, a pop-up will... pop out and it will ask you to crop your image.
The image your cropping would be used as your thumbnail for your art.
Ooooooh I feel dumb. I didn't realize the cropping was for the thumbnail.... I thought whatever the cropper version was going to be was what was going to be published. Thank you for the clarity.
This is going to sound very dumb but I'm having trouble understanding the cropping dimensions when you submit art....
Can anyone explain what dimensions it is always trying to crop the images at? Or what dimensions (or ratio) I'm suppose to be submitting at? Just seems like no matter what image size I try to do I can't figure out how to get it all to fit within the upload crop box....
At 11/2/14 06:01 PM, Hero101 wrote:At 10/30/14 05:28 PM, TellentStudio wrote: Who wnat great tracks?What's the catch?
I'm an idiot. Thought it said free royalty-free music haha Guess I should have clicked on the link first -__-'
At 11/3/14 03:22 AM, No-Brainer wrote:
If it was a really tiny point 'n' click game I'd help you man. But i'm swamped with so much schoolwork as of late that I barely even have time to work on my own games as it is :/
Hope you find some people :)
At 10/30/14 05:28 PM, TellentStudio wrote: Who wnat great tracks?
What's the catch? Haha Since your giving your music away for free and they are royalty-free so people can make money off their projects with your music in it. You just want credit or a link to your website in the product (animation, game, etc.) that uses your music?
At 10/29/14 08:26 PM, Sonicyay2 wrote: (And I am NOT resorting to making it in Flash.)
Why?
I think this forum really needed this as it's been rather dead for years. I myself will be attempting the mobile platform within the a year via Flash.
I've heard that making the jump to mobile platform via Flash would require learning Starling or other programs that make better use of the display list otherwise you face serious lag issues with your games. Anyone here can confirm this???
At 10/31/14 11:38 AM, MintPaw wrote: It's just a convention, generally people don't. But there's no reason you can't.
Do you use this convention?
You know the AS3 convention of adding an underscore before a private variable - should you do the same with private functions? For example: private function _dirtyWord();
I know it doesn't really matter but it just crossed my mind right now and so I was curious.