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 ViewsDefinitely a bit overkill for what you are wanting to do haha This will definitely get the job done dude. I also have a an ASUS with higher specs (I need it as I do film post-production on it). I've had issues with my screen flickering over the years but I think I just had back luck with the unit I got.
You should without a doubt get this one - you won't regret it in my opinion.
At 10/6/14 06:27 PM, Barzona wrote: Going to try to help.
You are helping a lot so thank you.
If you create a Weapon.as class and have a public variable called "damage:int = 1", you can just reference it from your Doc class like so:
//Weapon class
public var damage = 1;
//Doc class
var weapons:Weapon = new Weapon();
_zombie._hp -= weapons.damage;
Using your code above where I store the damage variable inside the weapon class instead of the document class. Would I then just call the checkDamage function inside the weapon function like this before reducing the zombie hp like so:
weapons.checkDamage();
_zombie._hp -= weapons.damage;
Is that correct? Because with this example you posted I wouldn't need to worry about returning anything since the damage/weapon variables would be stored in the weapon class.
You definitely don't need a static variable.
I see now why I don't need a static variable. I am curious though - when would you ever need to use a static variable in a game? I've read up on them but I don't see why it is best to avoid them when needed.
At 10/6/14 06:08 PM, Etherblood wrote: This link might help you:
Thank you so much! I did actually read that tutorial in the link you posted but was still having trouble grasping it. I felt like I was really close to understanding it something in my head just wasn't clicking over to make the connection.
Thanks to your example though I think I finally grasp it! I have schoolwork to do (oh joy...) but as soon as I finish it I will try your suggestion out. I will also create a weapon class. They all are essentially the same except how much damage they do so I don't know whether to stuff all 10 inside the checkDamage function in the weapon class I'll create or if I should give each a class. All you do is click on the enemy to damage them so I kinda feel like a class for each one is a little overkill.
At 10/4/14 12:46 PM, Jamieneo66 wrote: I can write generally any genre so drop me a message if you guys would like to work on a project together.
Helps if you have a link to your written work. Doesn't have to be full pieces of work if you are worried about protecting your stories - could just be a paragraph or two from the story. Better help people understand your skill/style ^_^
At 10/6/14 06:34 AM, Sam wrote: You should have a class for each weapon, instead.
Is there a way though to pass the damage value back to my main class? Well obviously there is a way - I mean should I just use a static variable for damage? My main class is also the document class and from what I remember you can't create an instance of it in another class. So I can't go main.damage = 1 inside my weapon class to alter the damage variable back in my main class.
I have it so when I click on an enemy (zombie) it calls a checkDamage function and depending on which weapon it sets the damage to take away from the enemies health (hp).
Right now I have this all in my document class.
public function zombieClick(e:MouseEvent):void
{
if (e.target == _zombie)
{
if (_weapon == 1)
{
checkDamage();
_zombie._hp -= damage;
}
}
}
//HERE is the checkDamage function called in code above
public function checkDamage():void
{
if (_weapon == 1)
{
_damage = 1;
}
}
There is going to be 9 more weapons in the game so I want to handle the checkDamage in it's own class.
So I tried this
public function zombieClick(e:MouseEvent):void
{
if (e.target == _zombie)
{
if (_weapon == 1)
{
checkDamage(damage, weapon); //passing them to checkDamage class
_zombie._hp -= damage;
}
}
}
//This is in it's own separate class
checkDamage(damage, weapon):void
{
if (_weapon == 1)
{
_damage = 1;
}
}
The code executes in the checkDamage/function but it doesn't send the information back to my main class. I've read about using "return" to send info back but I don't quite grasp it and I don't even know if that's what I need to use in this situation.
I figured the easiest way to do this would be to set the damage variable to static. I've read that you should use static things sparingly though....not sure why though....
Up to this point I've used multiple classes and called functions in another class but I've never had to send info back to another class. I can't make an instance of document class to send it back (i.e. mainClass.damage = 1) so I am a bit lost. Please help me understand.
At 10/4/14 05:10 AM, Akikazu wrote: WTF?? 60 MB??
He's talking about the .fla not the .swf
At 10/4/14 10:57 AM, ReNaeNae wrote:At 10/3/14 10:11 PM, Hero101 wrote: Hi guys and girls.Hi :)
If you're a girl I apologize that I only said "hi guys" instead of "hi guys and girls" haha I say it to all my friends (men or women) but I think I always say that here on the forums because I'm always in the Flash forum talking about programming and there are zero women there haha
Yeah, it's kind of confusing. Ornery has a Guide here, but it looks like he hasn't updated it in a long time, so...
Thank you for explaining everything to me :) Didn't realize so much went into it for you artists. I have no idea how you found the unscouted art section but you weren't kidding - it does take forever to load.
Well I don't care if I'm scouted - nor do I have the skills to be - but maybe I'll upload some art for fun.
Thanks again for your help. Best of luck to your future projects!
Hi guys.
I've noticed when view art it will say: "This artist has not been scouted yet" and then there will be a button for "Recommend to Art portal".
I was curious how all this works. I'm not an artist (my games will prove that to you) so I've never submitted art. If someone publishes a piece of art can everyone see it under say the Art Latest section? What's the benefit you guys guys getting "scouted"?
Clearly I'm lost on how it works before and after being scouted so was hoping someone could enlighten me.
At 10/3/14 06:11 AM, Aleque wrote:At 10/3/14 04:51 AM, Hero101 wrote:
And I rarely use MC's and filters
What are you using instead of MC's for your animation?
At 10/2/14 03:42 PM, BKD2674 wrote:At 10/2/14 03:05 PM, WolveGames wrote:I'd be interested. Checkout my site and contact me if you think we might be a good fit: http://bkdaniels2674.wix.com/bkdartistry
Dude I love your art style!
Could just be your computer. Are you using filters or effects with Flash? Or perhaps tons of movieclips at once on stage?
At 10/2/14 06:58 PM, BadlyBurned wrote:At 10/2/14 03:58 PM, Hero101 wrote:If you can think of some others on here I could learn from, I'm all ears. I have a 3 hour bus trip to work everyday so I spend a lot of time on my MacBook watching tutorials and pretending that one day I could so something so nice :3 lolAt 10/2/14 10:48 AM, BadlyBurned wrote:
Don't worry man the art assets I made for my 2 games is pretty flat and boring haha So I too will be looking up tutorials on shading and other techniques for my next game to try and produce better art. If I come across some really helpful ones I'll send you a PM with links to them :)
I like how this site has challenges and community projects. I hope to one day donate a sheep and maybe even work on that halloween contest they announced today. Obviously no expectations to win, but it sounds like fuuuunnnn! :D
I know I really want to participate in Newgrounds Halloween Spooktacular. I know with my current skills as a programmer I don't have a shot in hell at winning anything with whatever game I would make but it would be fun to join in with the community by making something for the event :) You should try to do something as well since you'll have all of October to submit something. Just remember to tag it with halloween2014 so it's recognized as part of the event. Just make something really small and simple :) That's what I'm trying to do at least. However, every time I come up with a simple game idea it ends up growing into something larger that would make it impossible for me to complete before the even is over haha
At 10/2/14 10:48 AM, BadlyBurned wrote: I didn't know it was discouraged to share your work on the forums :3 I'll remember that, but as you mentioned I'm not fishing for views. I'll be years before I have anything I'm proud enough of to want to share.
No worries dude I wasn't accusing you :) I think it will be a lot sooner than years for you to produce something you are proud of if you keep practicing.
I'm terrible at shading so far, I really am brand new to this as in maybe a few weeks of goofing around with it in total and no real education other than Jazza (whose videos got me interested in even trying in the first place).
Dude I'm horrible at shading too. I have used shading in any of my projects yet but I plan on it. Took me years to figure out how to shade properly. Dude I've been on Newgrounds since like 2004 and have been following Jazza this whole time. He is a perfect example to learn from :)
Nice dude. You're right you got to start somewhere :) Normally it's kind frowned upon to post your work in the forums as it just feels like people fishing for views but you're just starting so it's ok. Yeah I can see how if you didn't play BF that you would be lost about everything going on. I've played all those games so I found them enjoyable haha
I suggest taking your time on improving the quality of the art. Practice shading details for the backgrounds. You can keep that style - like how your characters look - if you really want to but adding some small detail with shading will really help them pop :)
Also - I thought you did terrific with the lip synching. Not only did it match up but I really liked how you animated their mouths. It was very fun and lively.
Keep practicing dude! We all got to start at the bottom and learn from experience. Looking forward to seeing what you create in the future.
At 10/1/14 01:50 AM, deviarms wrote: Hello! I'm actually working on a project to create a video game by using adobe flash. I'm a bit rusty on Adobe, but I'm not sure where to begin. Any tips of how to get started?
Learn actionscript 3 (AS3). There are many, many tutorials online to help you get started or you could buy an introduction to Flash game design (which is how I started). Either way I also suggest you get this - it's more of a reference guide but it will better help you understand everything while learning through tutorials or whatnot.
I am also concerned about a few things as well.
Such as?
At 10/1/14 03:33 AM, Rovertarthead wrote:At 9/30/14 11:27 PM, MintPaw wrote: Firstly resolve those code errors, secondly use a program like Swivel to convert the swf into an mp4.Ok I will look into that. And do you mean swivel as in the video projector or is it a software to download because I'm not sure what that is then is it this that I have in the picture? And I thought MP4 is an audio export not a movie file?
You can find Swivel in the NG forum here. M-PEG4 (.mp4) is a video file format.
99% of the time people want talent for their projects but don't offer any compensation. Sometimes they offer part of the revenue if there will be ads in the project. The fact that you are offering $$$ regardless of how much is awesome. I sure hope you find someone dude! :)
Hard to say without knowing more about it. You could PM me the script, or someone else you trust, so that we can get a better idea of everything and thus be able to help you.
By the way if you are worried about showing me the script thinking I might steal your idea I won't. I don't even do animations - I make games :P
After watching the first abandoned project collab I think with this one you should add the creators name in the bottom corner of each one. That way viewers could see who did what and check out there profiles since you list them in the credits panel. Well, that's what I do anyways when I watch collab animations haha
Just an idea.
At 9/30/14 02:55 AM, JPW62490 wrote: Any help is greatly appreciated.
You could do something like this
You would then add a dynamic text bar and program it so that whatever value you enter is subtracted from the maxHP.
At 9/30/14 04:12 AM, Rovertarthead wrote:At 9/29/14 10:58 PM, Hero101 wrote:
So it doesn't really belong here? because this place said action script on it to but if you say so sure I guess next time I should mainly put action scripting help under Flash forms right not programming?
It actually says keep actionscript questions in the Flash forum if you read it :P This programming forum is for other languages besides actionscript like Java, C++, C#, etc.
Post this in the Flash forum as all things actionscript actually belong there :P as to your question I'm pretty sure you can find an easy script online that should explain it really well for those not familiar with coding - you just have to search around for it. I can possibly look into it later tomorrow for you if you'd like - lots of homework tonight :/
At 9/29/14 08:31 PM, Barzona wrote: I don't know if I'm just being selfish, but this isn't just a hobby for me anymore. You may laugh, but I say this is a career choice. So, with deciding to sell this game, I'd like to hear some opinions on approaches.
Hey buddy don't worry what others think dude. If they laugh at you for saying this is a career choice then they most likely have no clue what it takes to make a game. When I started teaching myself to program at the start of the year (I did mess around with learning previous year but didn't take it that seriously) I decided it was going to be a career choice and left behind my world of filmmaking (had finished films school just before the start of this year). So lets be proud it's our career choice :D
I've seen what Unity can do just from games on Newgrounds. It seems way smoother and I'm sure it has a whole mess of better features than Flash does. I don't know a lot about it still, but I think it would be a better platform for a serious game. Correct me if you have a differing opinion.
So, how easily would you say a person can transfer their work on a Flash game to Unity? Is Unity even the better choice?
I just started taking a Unity class last week. Syntax is very similar (isn't that true for most programming languages?) so you would be able to pick it up pretty fast given how long you've been programming. That being said you can't just drag and drop your code into it - you would have to rework almost all your code into the Unity Engine. Then again, I am not 100% positive as I'm still learning Unity - I can keep you updated on things I learn if you like.
I think I'd want to sell this on Steam for sure. Think I should bother with Steam's "concept" submission area now or at all? Getting some exposure now would be good for the game, right? What do you think about that?
Great thing about Unity is you can easily target any platform (xbox, playstation, PC, mobile, etc). Given what you've said about your project and what I know from chatting with you I would definitely make an effort to get your game on Steam. You can manage this with or without a game engine like Unity. If you for sure know you want to get it on Steam then you need to get it up there as soon as possible. Steam says that to increase the chances of getting your game GreenLit you need to showcase it to the public as soon as possible. By showcase I mean show what you have so far - make a trailer, concept art, tell them what is it about and how it works. Then tell them everything you plan to add the game to make it a finished project.
tl;dr The sooner you put it out on Steam to try and get it GreenLit the better. Then you just have to market that thing like crazy as you need like 10,000 people to give it a thumbs up haha
I believe you can do it dude :) Keep us, or me, posted as I would love to follow your journey to completing/selling your game.
To the OP - keep your game the way it is dude. I played it and it is fine just how it is. Like others have already said people just don't have the patience for a challenging game like the older generation did.
My only advice is that the next time you make another game like this - try to make it as engaging as possible with the player so that when they get Game Over they will want to play it again. Suck them into your world with the art, music, story, gameplay mechanics - make them want to find out what happens when they finish the game and you won't get so much heat for it next time :)
At 9/29/14 05:47 PM, orangebomb wrote:At 9/29/14 04:17 PM, NeonSpider wrote:Why can't it be both? I find it absurd that game developers can only make either games that only appeal to a small fanbase that may or may not be forgotten, or have a mass appeal game that people generally like, but isn't "up to standard" by some arbitrary standard that you and your ilk make over semantics. In the former, a lot of it has to do with the fact that their games aren't being promoted, while something else is, and they punish gamers as a whole for perceived apathy.
It can be both. I think he is more on the extreme side with his examples; however, it's always going to be a give or take with things.
Quit trying to make them exclusive concepts, because they aren't. There are a lot of factors that go into game development, including the fact that game development is a business, and that the fan bases are known for being moody. I know that you think that they are exclusive, but that doesn't mean that most gamers agree with you.
Everyone is entitled to their opinion :P
It's unfortunate, but what's good and what sells well don't necessarily have a lot of correlation. If you're lucky you can make a great game that also sells well, but there's no guarantee. Unless you're doing it for the money, I'd go with gut instinct and make a game you, personally, would actually want to play and ignore a lot of the pleas to dumb stuff down.To you it isn't, but game developers don't make games for themselves, but to the fan bases and that's what they respond to more than anyone else. There are a lot of people who hate what they do, but they put aside their egos and realize that the fans like what they make, so they do what they do, and I'm not going to knock them for that.
Actually if you are an independent game developer (solo or small team) you do make games for yourself. You make games that you love and enjoy otherwise you'll never finish the project - or you'll hate the process. Big game companies can afford to mass market a game that appeals what makes gamers happy and the staff hopefully likes working on it (if not - well it's a salary pay check at least). Us indie developers don't have a secured income via making games so we do what we can, make what we love, and hope others will enjoy it :)
At 9/29/14 08:03 PM, Celshaded wrote:At 9/28/14 10:56 PM, Hero101 wrote:I specifically use illustrator because you can set it to automatically delete the white of the paper and preserve your vector line work as opposed to "trace bitmap" in Flash, where you have to go through and delete all the whites individually.At 9/28/14 02:39 PM, Celshaded wrote:
Oh that's awesome dude thanks for the input. I will have to give it a try and figure out how to make it so that it automatically deletes the white of the paper. I love drawing assets in Flash as it is quicker since I spend most of my time trying to learn how to program for my games, but I think it would be a lot of fun to make a game with assets that I made on paper.
Thanks again :)
At 9/29/14 12:44 AM, JaShinYa wrote:At 9/28/14 11:35 PM, Hero101 wrote:
I played Going Blind and I liked what you were conveying. A very good non-conventional game, especially as a beginning programmer. :) However, we usually feature games that have depth, gameplay-wise. If you release another game, let me know though! I'd really like to keep track of your progress as a programmer! Also, if we can get our IndieGoGo funded, our site will have a lot more areas where we can promote games like that rather than our show since there's a limited amount of space/time in it so hopefully we'll be successful and we can find a place for your game! :)
Thank you for the kind words about my game I really appreciate it. I know I'm only a beginner but I put in about 30-40 hours a week teaching myself how to program so that I can eventually make better games with more depth. I added you as a fan so I can remember to keep in touch with you. Hopefully you can get your IndieGoGo funded as it would be great if you guys could include showcases for smaller indie game devs like myself :)
Also....you forgot to post the link to your IndieGoGo project.
What if the game is small and simple? I've only been teaching myself to program since the start of the year so my games are pretty small/simple at this point. My last game, Going Blind, was well received (Daily 3rd Award and Front Paged) despite it's simplicity so that's why I'm asking. Not sure exactly what the criteria is for your free game category (free since it's a flash game).
At 9/25/14 12:50 PM, Dean wrote: That said, I have bought season passes for Battlefield 3 and 4, but only for the convenience of them (slight discount, automatically get new content).
Were they worth it? I was disappointed I didn't get the season pass for BF3 or BF4. Every time I tell myself I will get them but I never end up doing it and I just don't end up getting the DLC (even though I want to play it). So I told myself that whenever BF5 comes out I will just commit to it and get the season pass - thus why I am curious if the DLC they release is really fun? Gets a little old at times play the standard maps...