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Response to: Question about beta testers Posted October 31st, 2014 in Game Development

At 10/31/14 12:48 AM, MSGhero wrote:
At 10/31/14 12:05 AM, Hero101 wrote:
It makes it look like a collab video, and it's tacky. It would look better as a dropdown list or something, but yeah it just kinda distracts from the people who did more of the work.

Ah I see and I agree that it's tacky. A drop-down list would be nice. Maybe someone should suggest that be added to the list of new features for the update they are doing to the site.

Response to: Question about beta testers Posted October 31st, 2014 in Game Development

At 10/30/14 11:57 PM, MSGhero wrote:
At 10/30/14 11:47 PM, cga-999 wrote:
Yes unless they remove you as a tester to make the credits look nicer.

Haha. They just do that if there are a ton of beta testers?

Response to: AS2 multiple conditions Posted October 30th, 2014 in Game Development

At 10/30/14 11:49 AM, veryokay wrote: So I click on it, then the object supposed to travel on his way until it reached that frame, and explode there.

I'm not entirely sure what you are asking. I'm going to guess. So say your ball is bouncing up and down. You know you want it to explode when it is at it's highest point (frame 10) of the bounce after it is clicked regardless of where it's position is when it was clicked.
I don't know AS2 but in AS3 I think what you are trying to do is something like:

function onClick(e:MouseEvent):void
{
      canExplode = true;  //This is a boolean you create to determine if ball can explode or not
      if (canExplode && ball.currentFrame == 10)  
      {
            //go to frame where ball explodes
       }
}
Response to: Migrate Flash Between Computers Posted October 30th, 2014 in Game Development

At 10/29/14 11:24 PM, MintPaw wrote:
At 10/29/14 10:42 PM, Hero101 wrote:
At 10/29/14 10:34 PM, Kwing wrote:
You can find pirated copies all over the internet if you need one. It's legal as long as you have bought a copy in the past and you're using the same version.

I did not know that was actually legal. Pretty neat.

Yes, but if you're using Flash 8 you can't compile an AS3 movie like that, it's also a pretty poor practice to use Flash or anything other than art and animation.

Oh yeah wasn't sure about Flash 8 as it is so old but what you said is what I was trying to say :P

Response to: Migrate Flash Between Computers Posted October 29th, 2014 in Game Development

At 10/29/14 10:34 PM, Kwing wrote: I got a laptop (Windows 7) for college several months ago and I would like to transfer Flash 8 onto it from my old desktop (Windows Vista). I've looked up some stuff about migration software but I don't know anything about it and I assume it has to be specialized to transfer a program that has licensing protection stuff. If anyone has done this before, I'd like some advice on what software you recommend and anything to avoid doing by mistake.

Also I'm not sure whether or not I still have the serial number, so let me know if this is an issue (I figure it probably is.)

Are you not able to talk to Adobe about switching the license to the new computer? Or do they not even concern themselves with old licenses anymore since going to the cloud (I know you can't get older versions anymore)?

Finally, I have plans to export sprites from Flash 8, load them with Flash Develop, and package them together in order to make AS3 projects. Would this work?

You don't have to export art assets from Flash to Flash Develop as far as I know. You use Flash Develop to control your assets inside of the Flash IDE.

Response to: Need flash help (window breaking) Posted October 27th, 2014 in Animation

At 10/24/14 09:37 AM, Gr82b wrote: http://www.newgrounds.com/dump/item/96a22ccc5704bbbd5faaf4c2b64b00f6

I need to know how to animate each piece individually without making a layer for each individual glass shard and splitting up the layers.

Can somebody help me out here?

No one is going to want to download the file dude (it's sketchy). To do a breaking window without animating individual layers I would try to do it by making the glass part of the window a movieclip and then animating it with a shape tween. Research how to use shape tweens if you don't know how they work. Doing that along with shape hints (tricky buggers to figure out if you are new to them) will be your best bet if you don't want to animate layers.

Response to: Need pixel artist! Posted October 23rd, 2014 in Collaboration

I've been planning on adding some type of splash art before the game starts ^.^

See there you go slap an ad on top of it to make some revenue for you and your future artist ^_^

Also, here is the updated link!!
http://bit.ly/1nwBg1k

I really like the game :) My only suggestion is to work on improving the hit detection. Sometimes jumping on an enemies head would get me killed. More awkward than that was getting stuck to the sides of walls/platforms mid-jump. I just started taking a game development class about 4 weeks ago and we are learning to use Unity/C#. Looking forward to the day when I can make some fun, little games with it. Until then I will just keep working on my Flash games haha :)

Best of luck on your project!

Response to: Putting together a ragtag dev team Posted October 22nd, 2014 in Collaboration

At 10/21/14 08:52 PM, thefeared1 wrote: I'm looking to collaborate with programmers and artists to make games. I'll contribute what I can, and my standards are pretty low. I'm not real great at anything, but I can do a little bit of writing, pixel art, chiptunes, that kinda thing. ( I can't program worth shit, though.) Anyways, I'm not really looking for a one-off project. I want to get together a group of people, probably made up of losers like myself, and try and make something not entirely awful. Let's make a goddamn development team.

You should pick on aspect of game development and really work hard at improving your skills at it. Whether it be art (which can be broken down to characters and backgrounds) or programming (which I know you said you didn't do well with) or sound design or music. Pick one and try to become really good at it That way you can successfully contribute to your team. You may be able to find others just like you and form a team but it is not as likely unless you physically know them. You may find more skilled people than you online willing to let you be part of the group but if you don't have much skill in anything you would probably get a really small cut of whatever revenue the game makes. This is all just my opinion of course :)

Response to: Need pixel artist! Posted October 22nd, 2014 in Collaboration

At 10/22/14 03:36 PM, ThaFlump wrote: If you are up for it, just shoot me a PM with some of your work :)
Now keep in mind, this is not something professional, I am just having a bit of fun, making a game and don't plan to make any money on it or anything! So it's just for fun! And you will of course be credited for your work! :)

You might as well stick a splash at the start of the game so you and your artist can make a little bit of money. Deciding to do so would probably increase the chances of you finding an artist :)

http://bit.ly/1vOgTOK

Error 404 when I try to open the link :(

Response to: Question For You Pixel Artists... Posted October 21st, 2014 in Art

At 10/15/14 04:17 PM, Phlegatu wrote:
At 9/24/14 10:36 PM, Hero101 wrote:
I've started on a project where I make all the graphics in a very low res pixel art style, incorporated them in Flash at a 1:1 pixel ratio, and have the game running in a container that I can scale up to whatever size I want. Things were going well but as the project gets more elaborate (mostly owing to a system of combining raster and vector pixel art to allow the player to customize their character) things that are sized and placed with absolute pixel precision in the editor are showing up with tiny offsets when you look at it in the blown up export.

meone else has run into this issue and knows of a workaround?

(I've included a little screencap where I've pointed out bits where movie clips that I've positioned perfectly appear to be positioned off-grid.)

Whoa I was afraid my post was forever lost in the forums after no one replied for a few weeks haha Yeah I've never attempted pixel art before so I'm really curious how to go about it in terms of using it for a game. I also generally put all my assets into a container but it never crossed my mind to put them into a container and then scale that container to affect the art. I just tended to scale everything individually myself before placing them all in the container.

As for your odd situation I have no idea why things would be offsetting - it's very strange.... I'm assuming you placed your pixel art character inside of a movieclip so that should without a doubt prevent this type of behavior. You mentioned that "tiny offsets when you look at it in the blown up export." so I'm curious - are you scaling your project with code?

Response to: Moving Buttons and Hitbox Woes. Posted October 15th, 2014 in Game Development

At 10/15/14 03:07 AM, Fubaka wrote:
At 10/15/14 03:01 AM, Hero101 wrote:
At 10/15/14 02:32 AM, Fubaka wrote:
Err, this has nothing to do with code. I'm just using the hit frame in the button object.

Oh gotcha. Sorry vast majority of posts in Flash forum is for code related things as almost everyone that hangs around here is a programmer.

Could be because the object is moving way too fast. Make sure the sound is played over the Down state of the button. Could be that the sound effect isn't in the proper playback mode (i.e. event, stream, etc.). Been years since I've messed with non-code buttons but if you can click it even though it is deeply nested I would think it should still work.... You try not having it nested inside other MC's just to test it out? If not - give that a try and see if it works.

Response to: Moving Buttons and Hitbox Woes. Posted October 15th, 2014 in Game Development

At 10/15/14 02:32 AM, Fubaka wrote: Any ideas of what could be done to help?

Show us your code so we can help you. Also be sure to put it inside the code tags when you post it.

Response to: just some test!! Posted October 14th, 2014 in Animation

Looks good. But no one really uses 40fps....Standard is either 30 or 60 which will get you really fluid movement.

Response to: I'm confused Posted October 14th, 2014 in Game Development

At 10/14/14 12:57 PM, Gimmick wrote:
At 10/14/14 12:44 PM, Barzona wrote: If that's correct, it wouldn't recognize a mouse click because you never add the document class to the stage. Again, i could be completely wrong about that.
Is it OK to add ADDED_TO_STAGE event listeners to the document class? Because I may be in for a surprise here...

Wait are you saying it is not ok to add ADDED_TO_STAGE in the document class? Because I've been doing that this in all my projects thus far....

Is that bad?

Response to: I'm confused Posted October 14th, 2014 in Game Development

Thank you guys. Sorry I know it was a dumb question I just needed some clarity. I should have realized the first one was attached the instance of the class it was in.

I'm confused Posted October 14th, 2014 in Game Development

I thought

addEventListener(MouseEvent.CLICK, onClick)

and

stage.addEventListener(MouseEvent.CLICK, onClick)

were the same thing.....but apparently not. So where/what is the second event listener attached to?

I've been using the first one to do this:

if (e.target == _zombie)
	{
		zombie();
	}

However, I just added this to that code:

trace ("click");
travel++;
map.gotoAndStop(travel);
if (e.target == _zombie)
{
	zombie();
}

The code before the if statement never fires out when I click the stage (not the zombie). I have to use the stage.addEventListener to make it work. I could have sworn the listener was automatically attached to the stage if you omitted the word stage but I guess I'm wrong.

Response to: Standard dimensions for upload? Posted October 14th, 2014 in Art

At 10/14/14 06:25 AM, Havegum wrote:
At 10/14/14 03:14 AM, Hero101 wrote:
Personally, I tend to work in 2880 x 2000 pixels, which I save as 1440 x 1000 for art portal display, and 720x500 for forum display. As for the dimensions, the industry standard formats are illustrated below. For a taller, narrower format, just rotate 90 degrees.

Wow I wasn't expecting such a detailed response. Thank you very much for this it is greatly appreciated. I'm no artist and I can't really draw worth a damn (my 2 games are proof of that) but I was considering uploading some of my art just for fun. Recently took an art class and fell in love with drawing with charcoal so I was planning on scanning the imagines into my computer but didn't have a clue on what dimension to save them as for the art portal. Also taking a 3D-modeling class and I have a few users here on NG, as well as family members back home, that want to see what I learn to create. So doubt i would ever get scouted but that's ok :)

Once again, thank you so much for your input :)

Response to: CheeseCakeLOL Posted October 14th, 2014 in NG News

So depressing.... :'(

Rest softly, Jude.

Standard dimensions for upload? Posted October 14th, 2014 in Art

Like the title suggests - is there a "standard" or desired size for your art when you upload it here on NG? I know it varies depending on the project. Was just curious what dimension you guys generally upload your pics at whether it be hand drawn or digital art?

Response to: TypeError: Error #1009: Posted October 12th, 2014 in Game Development

Don't know why you posted your code twice....

Use the code tags so we can read your code better. You'll see them on the left side of the screen when you go to make a post - they are the last tags in the list. Stuff your code between those 2 code tags so it will format it correctly and will look like this:

//So much easier to read, eh?

As for your error, Error #1009 means you whatever you are trying to access is null (which is exactly what the error states). Meaning you are probably trying to access something that isn't added to the display list or you are trying access something after you've removed it.

Also this is really good example on why you shouldn't work with frames. Your entire game should only take place on the first frame.

Response to: Flash? Posted October 12th, 2014 in Game Development

At 10/11/14 03:37 PM, PureMod1 wrote: Hello. I am new to Flash.
I wanna be a game developer. But i have some Questions.

1. Does this site ONLY support Flash?

2. Is Flash good for Game Develop?

3. I read yesterday that ActionScript is dying. Is this true?

1. It supports other formats such as HTML5 and even Unity.

2. If you are just starting out, which it totally seems like you are, then starting out with Flash is great for game development.

3. Could be true someday. But for now since you are just starting out start learning actionscript 3 (AS3). Do not learn AS2 regardless of what you read. Once you have a firm grasp on AS3 you can more easily make the switch to other languages should you decide to do so down the road.

What's most important since you are starting is to just start and not worry about the specifics or what is best. Get Flash and start learning AS3. There a numerous books to get you started on it as well as thousands of tutorials online.

Now get crackin' at it. There's no time like the present dude.

Response to: Openfl Integrated With Flash Ide! Posted October 12th, 2014 in Programming

This is awesome! Thank you for sharing this :D

Response to: Bandwidth Profiler for CC? Posted October 12th, 2014 in Game Development

At 10/11/14 10:58 AM, GrahamNG wrote: I just installed Adobe Flash Professional CC. None of the removed features were anything I cared about and I liked the new design and html5 support.

Then I realised bandwidth profiler was also removed. Feck.

Is there any plug-ins for cc that are essentially bandwidth profiler?

I believe you could use Adobe Scout for that (among many other things).

Response to: [wip/rough] Something Stupid Posted October 10th, 2014 in Animation

Hahaha I was expecting it to be kinda lame but duuuude this is actually pretty funny :) The only thing holding it back is the bad graphics but like you said it was the rough version. If you take your time with the final version and create some nice, clean art it will be great :)

Response to: Send info between classes Posted October 10th, 2014 in Game Development

At 10/10/14 01:22 AM, Etherblood wrote:
At 10/9/14 06:02 AM, Hero101 wrote:
It was just my driver being funny, all good.

Glad all is good

Do you still need help or want more explanations for this topic?

No I think I got it. I like your idea placing them in an array. Just not comfortable with them at this point haha My last game was my first time using arrays and loops. I just looked at my code for that game to refresh my mind on arrays and - with the aid from your input - I think I can figure things out.

Just need more practice with them.

Response to: Send info between classes Posted October 9th, 2014 in Game Development

At 10/9/14 05:40 AM, Etherblood wrote:
At 10/9/14 04:21 AM, Hero101 wrote:
Wow, my graphics card just died, this looks strange...
Sry, I'll keep this answer as it is, I'll write more useful stuff later.

Thank you for all your input and help. It is much appreciated.

I do hope everything is ok with your computer :/

Response to: Send info between classes Posted October 9th, 2014 in Game Development

At 10/9/14 04:05 AM, Etherblood wrote:
At 10/9/14 03:46 AM, Hero101 wrote:
It does not need to extend anything.

That's what I thought - thank you.

I assume _weapon will save of what kind the weapon is?
If yes I would use a string over an int because "hammer" is easier to understand than "7".
(ints work fine though, so it comes down to preference)
If you want to prevent typos you should then use static constants like

There are 5 melee weapons that _weapon was going to keep track of and you always get them in the same order. So I was planning on making _weapon:int = 1 and then every time you get a new weapon (replaces previous weapon) I was going to just simply do _weapon++;

Why should I use static variables?

Also I was trying to figure out a way to do it with strings as I agree it is easier to keep track of names rather than a digit but i was having trouble figuring out how to do that

Response to: Send info between classes Posted October 9th, 2014 in Game Development

At 10/6/14 07:29 PM, Barzona wrote:
At 10/6/14 06:45 PM, Hero101 wrote:
The way I started showing you wouldn't need a return type if you were handling the overall damage value from within your Weapon class. The way we're doing it now doesn't need some "overall damage value" to call from the Weapon class. It's all just a different way of doing things. Returns are really useful so that you can GET information from a function instead of just passing information to it with parameters.

I understand what you are saying. I know there are many ways to go about doing things. I am going to take your advice (and others) and create a weapons class. I like the idea of storing my _weapon and _damage variables in that class.

I have one simple question though...since the only thing I will be storing in weapons class is _weapon and _damage which are both just integers - does the weapons class need to extend anything at all?

Response to: Send info between classes Posted October 9th, 2014 in Game Development

At 10/6/14 07:16 PM, Etherblood wrote:
At 10/6/14 06:45 PM, Hero101 wrote:
The damage variable in the main class is not the same var as the one in the main class, they just have the same name.
But you would then return the damage from the weapon (with the checkDamage function) and put it into your main class damage variable.

Oh....I feel so stupid....With all my projects so far I made sure that no 2 variables had same name even if they were in different classes. Should have realized I could have 2 variables of same name in different classes.... Thank you for helping me see what was so obvious.

Response to: help exporting .wmv format to flash Posted October 9th, 2014 in Animation

At 10/6/14 03:58 PM, JMac96 wrote: ill keep this short and simple, basically my girlfriend needs help turning a video format .wmv into a .fla flash document as she had made it on a program called ZU3D or something like that, i tried to help her but it seems we need a program to convert it or something. can someone please reply, itll be a great help if we can have someone to help us, itll mean loads thanks

You can't convert a .wmv to a .fla. You could create a flash project (.fla) and import the video into it. No idea why you would want to do that though...