Monster Racer Rush
Select between 5 monster racers, upgrade your monster skill and win the competition!
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Build most powerful forces, unleash hordes of monster and control your soldiers!
3.93 / 5.00 4,634 ViewsAt 9/20/14 03:30 PM, DreamWorldGames wrote: Second: We add Ad support and create a small revenue to split between those who worked on it.
This is your best option. Also not many people would be willing to do it for free. Unless of course you have a badass story but you have to finish that first and then tell everyone a rough idea of it to get more people on board.
We also release a "Pay What You Like" Ad-Free version
I highly suggest only doing this if it is a mobile game. This stuff will upset your audience on a PC release and you'll lose some potential fan base. It's just a norm for the mobile platform so people are used to it, but not on computer games.
The Releasing options will not be decided until the product is finished!
As with everything I suggested I think it is best you decide on this early on in production. That way all team members are on the same page and know what to expect out of the end result.
Keep us updated when you decide/finish your story.
If so, I guess that's why you would flatten all your assets into one single image in say Photoshop...
By all assets I meant the type I was describing in my previous post (like background elements for example that are not tied to code).
At 9/25/14 02:32 AM, milchreis wrote:At 9/25/14 12:31 AM, Barzona wrote:You should be able to display 14 DisplayObjects without experiencing any lag.
Good to know. Does this also count for just art assets that don't have any code tied to them? Well...I guess technically they would be added to the stage with code...
Like say you had twice the amount of display objects on stage at once for the game but it was just art assets for visual appeal and the game was extremely simple with little code - it would still lag during gameplay?
If so, I guess that's why you would flatten all your assets into one single image in say Photoshop...
At 9/24/14 06:24 PM, Klutzi wrote: I do have a couple ideas, one of which that I've been trying to realize is a Tower Defense game with RPG/story telling elements woven in. Another is a platform runner game, also with RPG/story telling elements and worlds to explore. I'm into stories, worlds, strategies and such so it'd be even better if you like deeper game plays like that, too.
Just know that games with RPG elements require a hell of a lot more work on the programmer. It's a load of work so...
Any revenue generated in the long-term will always be shared 50/50. (If you stick around and finish it with me, that is.)
...revenue won't always be 50/50 as it really depends on who carries more of the work load. If it is a game that is complex and requires lots of code then the programmer tends to take a larger share while if it is a visually heavy game then the artist would.
Hope you find someone though. I also started learning AS3 and I know it can be tough to learn dude. I've only been learning since the start of the year otherwise I would consider lending my talents. But I tend to enjoy games that are more simple than the ones you are interested in making.
Best of luck!
At 9/22/14 02:41 AM, fingibbo wrote: So should I start with javascript then? And can i write javascript in an application like notepad++ and if so should I?
I say just pick one dude - you're not getting any younger by waiting. If you don't like what you picked months down the line then switch to a different language and a good deal of your experience will carry over and make the transition not as rough.
I decided I wanted to start learning to program at the start of this year. I chose to learn Actionscript 3 as I love working with Flash to handle my art assets. It's been a long, tough year learning it haha but if you are truly passionate about programming and making games then the only limitation that will ever hold you back is yourself.
Also, as you hinted at with your post, be sure to start your projects off very, very small - also do lots of tiny test games to test out new code you learn along the way - and slowly grow your projects as your knowledge grows. Well, that's what I've done anyways (have published two very simple games this year but have done a couple dozen test games to help me learn/reinforce code).
At 9/18/14 07:13 PM, DiceMaster5 wrote: I really want to learn programming so I can make games, and I was thinking of learning C# as a first language.
I want to learn C# because I know that the Unity game engine uses C# to make games.
now my question is: is learning C# as a first language a good idea and am I correct about the Unity game engine using C# to make games ?
So if you could give me any good tips on learning C# and Unity that would be Great :D
Currently taking a Unity class at college and it uses C#. Is it great for a first language - I honestly couldn't tell you; although, I've heard a lot of people say java is a good starting point... I only know Actionscript 3 and have only been learning since the start of the year. The two seem very similar to me so this class should be relatively easy. You could try learning Actionscript (AS3) as you can make Flash games with it.
How do you guys go about sizing your pixel art creations? I'm on the programmer side of things so say I decide to make a game that will have the dimentions 640x480. Say I know I want the player to be 50x50 pixels.
Would you guys draw the player at 50x50? Or would you draw him much smaller and then scale him up? I ask that second part because I have read how some pixel artists draw their objects really small (non-vector) and that way when they expand his size he becomes even more pixelated...
I've never attempted pixel art but was considering doing it for a game for the upcoming Newgrounds Spooktacular. Any advice would be greatly appreciated.
At 9/22/14 09:53 PM, MSGhero wrote:At 9/22/14 09:33 PM, Hero101 wrote:e.currentTarget refers to the thing you clicked on that the listener was added to.
You could also add 1 mouse listener to the stage and look at e.target
I will have to mess around with these again but from what I remember you can't do things like
e.target.removeChild (same goes for e.currentTarget) or much actions with them as it throws a read-only error if I am remembering correctly.
Does that mean I have to do something like if (e.target = key) { container.removeChild(key) } ?
Again, I'll have to play around with them as it has been awhile I just remember getting a lot of read-only errors whenever I tried to do anything with e.target (or e.currentTarget) unless I was just doing something simple like changing it's visible property.
At 9/22/14 08:03 PM, TomFulp wrote:
It doesn't look like I can include Greenlight games at the moment but there are plenty of published games.
That's a bummer it won't let you do Greenlight games. Speaking of Steam though and future changes to NG's layout - what about creating a section where Newground's users are trying to get their game Greenlit? I know currently that a user by the name MintPaw is trying to get his game Greenlit on Steam but he has been submitting games regularly to NG since 2009.
Just thought it would be a great way to help support people that have been involved with our community and have been submitting games to NG for years.
It would be kinda lame if people trying to get their games Greenlit but never used NG came here and created an account just for the sake of publicity - maybe counteract that by making it so you have to have been a member for so many years to be in that section?
At 9/22/14 09:27 AM, Barzona wrote:At 9/22/14 04:58 AM, Hero101 wrote:Works for me without any fuss.
Wow very cool. That's a hell of a lot better way than how I was going to go about it.
2 questions though (and answering the first will probably answer my second question):
Since every item is being assigned the same event listener - item.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler); - how do I know which item I am clicking on inside the function mouseDownHandler? How would you go about coding that?
My second question is how to remove an event listener for that specific item?
Taking a break from learning my current little platformer game and am working on a halloween themed point n click game for newgrounds Halloween Spooktacular. I've made simple test games of them before when I very first started learning at the start of the year.
Now that this one is going to be much larger I was wondering if my code will mostly just be mouse event listeners? What I mean is there another way to go about creating point n click games other than having 50+ mouse event listeners since there are so many things that can be interacted with via the mouse (i.e. collectable items, objects that display a description when clicked on, advancing to a new location, ect.)?
Sorry if it's a dumb question but I'm just thinking ahead of what my code is going to look like and I just imagine this really long list of mouse event listeners (along with all the functions to handle each specific mouse event) and so I was curious if there was any other way to go about it?
I don't mind coding it all out - just generally curious if there was other options for making these types of games.
At 9/16/14 01:13 PM, tanikozo1 wrote: Hey guys.If anyone needs pixel art for their game you can call me.Animating the sprites isn't my brightest side.
I may take you up on this offer in the near future. I can handle the animation I would just need you to do the different states. For example, say a walk cycle you would just do a sprite with the characters legs together (standing) and then another sprite of his legs apart. I put piece them together.
I believe you said you create yours in photoshop, correct?
At 9/15/14 10:40 AM, TomFulp wrote:At 9/15/14 12:55 AM, Hero101 wrote:These are all things we hope to have - the ability to edit scores and reviews, as well as the ability for fans to get notices when content is updated. If an author uses that feature to spam, fans would unfollow those content updates.
Awesome thanks for the reply! This is something I've really wanted since I started my journey of learning to program games since the start of the year. I'm super stoked to see all of the future changes here on NG. Newgrounds is already so great, but I know that whatever you guys do will only make the experience better :)
At 9/15/14 05:07 AM, Cyberdevil wrote:At 9/15/14 04:20 AM, Hero101 wrote: Man of all the things you could possibly dress up....lolAh yeah, my bad, there was one game in the list. :D
Fun stuff... and most importantly: medals!
I thought I recognized your little profile icon - dude I played your Pacman Doom game this past April. Good stuff haha
At 9/15/14 03:25 AM, Cyberdevil wrote: Woo, all animations today; all of them pretty good too!
Congrats to the winners!
Can't forget about the tomato soup dress up game! Haha
Man of all the things you could possibly dress up....lol
At 9/4/14 03:11 PM, HailOfDaggers wrote: Hey guys, I'm HailOfDaggers or HoD for short. I got a exploding plot written up and I want to animate it. Certainly, I'm trying to make a Sprite Movie. I know these things aren't at their former glory these days but I just love sprite movies and can't stand the newer kind of animations(no offense).
I need to know which Flash maker is easier to use and at the same time, to help me gain a good result. Can you help me.
Honestly dude if you are just starting out grab whatever version you can get your hands on. Takes a lot of practice learning animation and all versions will help you with that. After you get the hang of using Flash for awhile then you can look more into what version you really want. However, if money isn't an issue for you then go ahead and get CS5.5.
Best of luck to you! Just remember it doesn't matter what tools you have as long as you put effort into whatever you do everything will be fine.
@TomFulp I wish there was a way for users to get a notification when you update your game. Given that most flash games are generally short - people just play it once and then move on. So if the game developer later adds new features or expands on the game, all those users that played it the first time will be missing out.
Kind of makes it not worth updating the game at all after release unless you can manage to do it within the first week but that is usually just bug fixes. Speaking on bug fixes - users may have given the game a low rating due to bugs. Maybe if they were notified that the game received an update for fixing the bugs they could try it again and have the chance to rate it differently.
However, I can see the downside to this feature. Since most projects eventually get lost in the depths on NG as more and more new content is released - creators could just spam updates (possibly false ones) just to get people back to their games and increase their views. Maybe to counter this give users the option to "subscribe" to a game so they can opt in to receive notifications of an update?
What do you think? Could this ever become a reality?
At 9/14/14 02:06 AM, MSGhero wrote:At 9/14/14 01:58 AM, Hero101 wrote:Honestly at this stage in your coding, don't worry so much about the correct way of doing things and just do them. You'll pick it up as you go.
Haha alright. I appreciate all your feedback.
At 9/14/14 01:41 AM, MSGhero wrote:At 9/14/14 01:11 AM, Hero101 wrote: Meant to answer this in my last response, sorry. I tried it with the radius but it just allow the circle to be twice as close to the square which just wasn't right...You have to add the radii of both circles together. http://stackoverflow.com/questions/1736734/circle-circle-collision
I need to know the center of my circle (x , y) coordinates. The registration point of my circle is dead center. Now if my circle's size is 60x60 I know that (x , y) = (-30, -30). But is there an way to check the center point with code rather than having to physically check the dimensions of my art asset?
Like var x:int = circle.width / 2 and var y:int = circle.height / 2
Is that the correct way of going about it?
At 9/14/14 01:41 AM, MSGhero wrote:At 9/14/14 01:11 AM, Hero101 wrote: Meant to answer this in my last response, sorry. I tried it with the radius but it just allow the circle to be twice as close to the square which just wasn't right...You have to add the radii of both circles together. http://stackoverflow.com/questions/1736734/circle-circle-collision
Thank you for the link. Hours of searching and went through many stackoverflow posts but never found this one -__- which is by far the best one I've seen.
Thanks again.
At 9/14/14 01:31 AM, MintPaw wrote: > lineB = Math(player.y - enemy.y);
Well, I mean obviously this is wrong. . . You have to also remove the Math, not just the .abs
Oh geezus.....This is one of those stupid mistakes I gotta make once to ensure I never do it again....
Thank you for helping me realize the obvious....
At 9/13/14 06:14 AM, Vorzy wrote: Greetings, i am still a beginner so go a little easy on me, other than that feel free to comment on my stuff.
This is what beginner art looks like O_O
....Welp that settles it....I will have to start finding real artists for my future games haha
At 9/14/14 12:26 AM, Greasegoat wrote: I'm not paying you or anything, just send me a PM here.
Demos also!
Check the post right below yours haha Also it will really increase your chances of people contacting you if you tell what the project is all about and what roles you are hoping to fill.
At 9/14/14 01:00 AM, MSGhero wrote:At 9/14/14 12:52 AM, Hero101 wrote:You could leave lineC squared and compare it to player.width squared instead of using (slow) sqrt. And player.width is the diameter of your circle when you probably want radius.
Meant to answer this in my last response, sorry. I tried it with the radius but it just allow the circle to be twice as close to the square which just wasn't right...
At 9/14/14 01:00 AM, MSGhero wrote:At 9/14/14 12:52 AM, Hero101 wrote:You don't need abs or anything. You should say what the error is, but I assume it's that you deleted that entire line and not just the abs. If you delete the entire line, your variables no longer exist when you try to use them later.
You could leave lineC squared and compare it to player.width squared instead of using (slow) sqrt. And player.width is the diameter of your circle when you probably want radius.
If I remove the .abs after math like this:
lineA = Math(player.x - enemy.x);
lineB = Math(player.y - enemy.y);
lineC = Math.sqrt(lineA*lineA + lineB*lineB);
I get the error 1067: Implicit coercion of a value of type Math to an unrelated type Number. Lines A through C are declared as Numbers.
At 9/14/14 12:46 AM, MSGhero wrote:At 9/14/14 12:26 AM, Hero101 wrote:
If it works, you're obviously not off the mark. Only thing is that you don't need to abs the values since they get squared later.
Oh I know....I just wanted to make sure because sometimes I come up with solutions that work and then you guys tell me it's not the most effective way...so just double checking.
What would I replace abs with? I ask that because just removing abs throws an error - isn't that because something has to follow Math like Math.floor or Math.somethingGoesHere.
At 9/14/14 12:04 AM, MSGhero wrote:At 9/13/14 09:13 PM, Hero101 wrote: radius half of the square's width (or height)?Yep.
How far off the mark am I.....?
Was using the pythagorean theorem to measure the distance between my player (the circle) and an enemy (the square).
Came up with this that I run in the enter_frame. Guess I could put it in a function instead and call that instead from enter_frame.
But am I way off the mark going about it this way? When I trace everything it seems to be working like intended. The hitbox for the enemy know is essentially a circle rather than the bounding box square...
function loop(e:Event):void
{
player.y += vy;
player.x += vx;
lineA = Math.abs(player.x - enemy.x);
lineB = Math.abs(player.y - enemy.y);
lineC = Math.sqrt(lineA*lineA + lineB*lineB);
trace (lineC);
if (player.width > lineC)
{
trace ("hit");
}
}
Didn't know how to title this post. Also, this is completely unrelated to my last post about circle to circle collision - just something that popped in my mind awhile back.
Say I have my player mc and inside him I have a smaller mc (hitBox) that I want to be used to test collision with.
So for the sake of example lets just use hitTestObject...
if (player.hitBox.hitTestObject(enemy))
{
//Do stuff
}
I know this works. My question is this: is there a way to create a variable that will take the place of player.hitBox? I don't mind typing out dot notation for whatever the task may be, but I was curious if this was possible.
Something like:
var playerBox:MovieClip = player.hitBox
I played around with variations and ways to make this execute but with no luck. Either my code is way off (most likely) or maybe it's not possible?
At 9/13/14 09:05 PM, MSGhero wrote:At 9/13/14 08:39 PM, Hero101 wrote:When you draw a circle around a square, the corners of the square are all touching the circle. Which means the distance between 2 opposite corners / 2 equals the radius of the circle. And the center point of the circle is the center point of the square.
Well then say I had a had a perfect square (50x50) and I wanted the circle to fit inside the square rather than have the corners of the square touching the circle. Would that just make the distance of the radius half of the square's width (or height)?
At 9/13/14 09:54 AM, MintPaw wrote: It's because circle/circle collision is easy and fast. Generally you can get away with just pretending both objects are circles. Unless you need to deal with some kind of pixel prefect collision then it's fine.
Is it ready going to be that different?
The object I'm testing against the circle is a square. But after looking at the object I created it would be much better for my square to have a circle hit box rather than a square one. So I could totally get away with doing circle to circle collision.
How would you define a circle hitbox for a square object tho....?
Also, defining a circle's radius is simply radius = circle.width / 2 right?
Or does AS3 have an easier way to implement a circle properties by importing something at the top of my class?