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Author Search Results: 'KynetiK-27'

We found 740 matches.


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Viewing 1-30 of 740 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 91725

1.

None

Topic: My Best run cycle

Posted: 07/27/09 09:01 PM

Forum: Flash

Its 6 frames.

It is identical, theres no point doing more than what you can abbreviate it to.
I see what you mean though, but thats more of a framerate issue. It can be a little difficult seeing the crossover because it is brief. With the right rate, and horizontal motion it does the job, its not something you really notice unless youre overanalysing him run on the spot.


2.

None

Topic: My Best run cycle

Posted: 07/27/09 08:51 PM

Forum: Flash

At 7/27/09 08:38 PM, Neo-13 wrote: On the running one, you've only done half of it, so it's sort of skipping - one leg goes forward, back to middle, then forwards again. They don't corss over. You need to finish it.

Lazy :P

It does cross over =/
Look at it properly


3.

None

Topic: Help with running

Posted: 07/27/09 08:47 PM

Forum: Flash

Structure your player MC a little like this
http://spamtheweb.com/ul/upload/280709/3 1650_eg.fla


4.

None

Topic: Help with running

Posted: 07/27/09 08:39 PM

Forum: Flash

Well you are constantly sending the playhead to frame 4, so all you are going to see is frame 4.

My advice is, to place each animation into a movie clip.
So make a new MC inside your main character, place the running animation inside that, and name it Player_run_mc or something.
The frame you have that MC on, label it RUN

so when the key is down,

this.gotoAndStop("RUN")

The playhead will stop on that frame with the MC, and the MC will be playing your animation.


5.

None

Topic: My Best run cycle

Posted: 07/27/09 08:24 PM

Forum: Flash

At 7/27/09 08:19 PM, Matt2k8 wrote: Btw, Kynetic, i'm working on run cycle, mind sending a fla of that for me to study?

http://spamtheweb.com/ul/upload/280709/3 0204_cycle.fla

Im not very keen on the running one. Theres not enough bob, and he hyper extends his legs a bit, but it should be helpful.


6.

None

Topic: Fight! Engine : Beta

Posted: 07/27/09 08:20 PM

Forum: Flash

Your link doesn't work.
I tried the one in the original post, and it's actually pretty good, but you need to add some obstacles and non-flat ground and ladders and mid-air platforms and pits of doom and scrolling environments. Oh, and add sound effects and music if possible. Then, you have a beta game. This is more like an early alpha engine.

Oh I forgot to mention, I am slowly building up a platform system. Non-flat ground is pointless in a fighting game, as are ladders. There are mid air platforms, ledges, and poles. The world scrolls, but there are no pits or moving platforms yet. All sound FX come later when I can do it all in one big hit, its easier for me to mix that way without jumping to and from art and programming.


7.

None

Topic: Fight! Engine : Beta

Posted: 07/27/09 08:11 PM

Forum: Flash

At 7/27/09 08:05 PM, fjgamer wrote:
Your link doesn't work.
I tried the one in the original post, and it's actually pretty good, but you need to add some obstacles and non-flat ground and ladders and mid-air platforms and pits of doom and scrolling environments. Oh, and add sound effects and music if possible. Then, you have a beta game. This is more like an early alpha engine.

If that link didnt work, there was one immediately above it. It has been a long time since the original post.

In any case, here is a working link http://spamtheweb.com/ul/upload/280709/2 9409_FIGHTER.php


8.

None

Topic: Fight! Engine : Beta

Posted: 07/27/09 07:46 PM

Forum: Flash

Thanks ^_^

And here, I fixed a bug that prevented you from picking up weapons..

UPDATE


9.

None

Topic: I Have a question

Posted: 07/27/09 04:56 PM

Forum: Flash

I prefer the paint tool if i want something very freestyle, the line tool if i just want simple vectors.


11.

None

Topic: Fight! Engine : Beta

Posted: 07/27/09 04:30 PM

Forum: Flash


12.

None

Topic: Weird Registration point behaviour

Posted: 05/18/09 03:11 PM

Forum: Flash

It seems to be confined to just the UI display of the coordinates.
Everything seems to be relative to the actual reg point when scripting, but when manipulating mcs on the _root timeline using the flash UI, the coordinates are relative to the topleft corner of my graphics.

I swear it doesnt normally behave like this :S I am officially weirded out.


13.

Questioning

Topic: Weird Registration point behaviour

Posted: 05/18/09 02:05 PM

Forum: Flash

Hey peeps...

still working on my brawler game and Ive encountered something quite odd with the registration point of some mcs, Ill try to explain without confusing too much ...

Now when you create a new mc, it creates a reg point which is the xy coordinates of that mc.
If i dive into that mc, that point is (0, 0) for whatever is on that level.
On the _root level, it determines the Stage coordinates of the mc based from that reg point right?

So if the reg point is in the top left corner of my mc, then the _root coodinates should be according to that corner, and if the reg point is in the centre of the mc, it does coordinates from there etc

Thats how its behaved as far as i know.

But for some bizarre reason whenever I create a new mc, no matter where the reg point is, the _root coordinates always go by the top left corner of my graphic >_< This is true for both the UI and when calling the coordinates through script.

What makes it even more weird is that all the mcs I had in my project before it started acting like this are still all acting normally (at least in terms of script, but not when using the UI).

This only started after I installed Flash on my new pc (im using Flash8)


14.

None

Topic: Fight! Engine : Beta

Posted: 05/12/09 10:13 AM

Forum: Flash

enemies should do a sweep kick that you have to crouch and block for, or jump.

Nice, ill make it happen.

Nice but everything moves too slow.

Thats probably your machine. Everything should be perfect, with the exception of the menu flames, which im not keeping. Specs?

Im also tinkering with a sort of 'analog' jump, where you will jump higher the longer you hold it before releasing. This will mean you can do quickstep dodges with a slight tap and a direction.


15.

None

Topic: Brawler

Posted: 04/28/09 09:24 PM

Forum: Flash

i got juggled to death in de air

Thats why i put in the air recovery (tap block in the air when you are hurt)
But if youre outta stamina, youre pretty screwed.

_

Its like its recording what you want to spawn and im not sure if its suppose to be like that but if it is you should take it out, and just make it so it automatically only spawns ONE enemy

When an enemy dies, it will decide on how many more replace the fallen one.
In theory, 90% of the time it should spawn only 1 more. 10% of the time, it will randomly decide from 1-3 more. It adds up all too quick i admit.

The problem with only spawning 1 new enemy at a time is that its all too easy, your only ever really facing 1 enemy at a time. But when you have a lot of enemies, it can become easy to defeat a lot at once, and then twice as many jump into the fray. I have to think of a different approach, maybe involving how many you have killed so far.

_

I didnt like the background though

Tough :P
Seriously though, its just me mucking around with pictures, I doubt Ill keep it long. Been watching Police Story too much methinks.


16.

None

Topic: Brawler

Posted: 04/28/09 06:36 PM

Forum: Flash

My only suggestion, more combos, and haduokens if possible.

Yeah i dont like the combos too much anymore, you can only mix them up so much. But then you can uppbecome ingenious with linking them - counter, roll, sweep, uppercut, fireball ect

And you can do a fireball, in the air too. I dont see why a 2handed version would be needed when there is the super beam.

if u press up to jump you cant move left or right while in air. is it suppose to be like that?

Its meant to be like that. People always find this weird, I dont get it. I might redo it so if you jump straight up, you can go left or right a tiny bit.

A little tip : when the player is poising for the jump, it then checks if you are pressing left or right. If you time it right, you can press Jump, then Away, and you will jump backwards - handy when you want to dodge and fireball etc

I like it but there is just ONE thing I really dislike about it and those

are the stickmen. I'm not sure if those are meant to be the real sprites or just sketches.

Im using well animated sticks because its the gameplay that matters, and it can be built quickly. Sticks (if done well) create a nice contrast against good FX and backgrounds. At the end of the day, when the engine is done, the graphics can be anything so long as there is time to animate it to the same extent. Personally, with the amount of frames and animations there are, I would probably get slack doing full characters and it wouldnt be as good fbf. That energy is reserved for another game.

Any comments on the fighting system in general? Any bugs or anything? Also is the fire effect on the menu laggy for anyone?


17.

Beaten

Topic: Brawler

Posted: 04/28/09 05:52 PM

Forum: Flash

OK guys, its been a little while but I have a small update for you all.

FIGHT! engine

New :
- Added Recovery system into defense.
- Fixed some bugs with counterattacks and blocking.
- Fixed a glitch with Stamina & Energy regeneration.
- Enemies now use multiple attacks.
- Enemies will respawn in random numbers as you defeat them.
- Fixed a bug that made it difficult to turn around quickly.
- Blood particle number slightly lowered.
- AfterImage FX updated.
- Help Updated.
- Added some basic backgrounds.
- Tweaked buttons and other assorted graphical fixes.

Enjoy!

C&C / Ideas ??


18.

None

Topic: Fight! Engine : Beta

Posted: 04/28/09 02:12 PM

Forum: Flash

Anyone?


19.

None

Topic: Making a smooth falsh movie

Posted: 04/28/09 11:46 AM

Forum: Flash

When 90% of your animation is a motion tween, of course its going to have a level of smoothness. But when you FBF @ 12fps even well animated stuff looks very choppy, and a framerate >12 allows more free frame when detail is necessary... It all comes down to what your animating I guess. Dialogue, and action call for different complacencies.


20.

None

Topic: Re-submitting flashes

Posted: 04/28/09 11:24 AM

Forum: Flash

Go to your submissions, click edit, and reupload the updated file =/


21.

None

Topic: Test my multiplayer engine

Posted: 04/28/09 11:22 AM

Forum: Flash

I must say that was fun ^_^ Good job on the physics, especially for pendulum motion.
Was a little laggy but other than that it just needs to go higher.


22.

None

Topic: Making a smooth falsh movie

Posted: 04/28/09 11:15 AM

Forum: Flash

Framerate >= 24
Draw as many frames as you can.
Use the Onion Skin tool to view the surrounding frames.
Take advantage of limited animation. That is, only animate what needs to move, leave static things static.
Dont have drastic changes from one frame to the next (some FX aside).
Watch movies/dvds in slowmo/framestep. Actually study how things move and you know how it should be positioned and when.


23.

None

Topic: Fight! Engine : Beta

Posted: 04/28/09 10:48 AM

Forum: Flash

OK guys, its been a little while but I have a small update for you all.

UPDATE

New :
- Added Recovery system into defense.
- Fixed some bugs with counterattacks and blocking.
- Fixed a glitch with Stamina & Energy regeneration.
- Enemies now use multiple attacks.
- Enemies will respawn in random numbers as you defeat them.
- Fixed a bug that made it difficult to turn around quickly.
- Blood particle number slightly lowered.
- AfterImage FX updated.
- Help Updated.
- Added some basic backgrounds.
- Tweaked buttons and other assorted graphical fixes.

Enjoy!

C&C / Ideas ??


24.

None

Topic: Fight! Engine : Beta

Posted: 04/19/09 11:47 PM

Forum: Flash

So how does the defense system seem to you guys? Should I continue in this direction? C&C?


25.

None

Topic: Fight! Engine : Beta

Posted: 04/19/09 10:30 PM

Forum: Flash

pretty cool but when you spawn 30 enimies you cant win..

You can...for a while at least....its just a pain to keep your energy high. The trick is to roll a lot and do lots of counters and air attacks, then use the rasengan when you can.


26.

None

Topic: Fight! Engine : Beta

Posted: 04/19/09 06:33 PM

Forum: Flash

No one wants to play a beatemup where you are a wimp. If you include stuff like stamina, its not adding to fun; its only making it more realistic. You may aim for this, but when I play a game I'm looking for fun, not realism. That's why I'm playing a game, and not actually doing it

Well thats how Id prefer to look at it. Thats why I made stamina a blocking thing rather than an attacking thing. It just stops you from blocking forever and forces you to start attacking or do some artful dodging. If you use counterattacks, you dont need to hold block really.


27.

None

Topic: Fight! Engine : Beta

Posted: 04/19/09 05:55 PM

Forum: Flash

I almost forgot, I built a automatic enemy spawning thingy, but turned it off so it was easier to test other stuff without being bombarded. In doing so i removed the text telling you to press Spacebar to spawn a new enemy. So yeah...put like 20 enemies on stage and see how you fare ^_^


28.

None

Topic: Fight! Engine : Beta

Posted: 04/19/09 05:51 PM

Forum: Flash

this is an amazing demo, i dont think ive seen anything that quite matches this as far as the great control and combo moves, the only thing i can suggest now is getting a truely great artist to match the awsome code and style, but honestly even if it was just sticks it would be awsome. and i hate sticks.

Thanks man. Im going to keep it as sticks to demonstrate that you can get something amazing out of simplicity and good gameplay. Its easier to animate quickly, and still make fluid. Contrasting them with FX and backgrounds can work really well. From what Ive learnt here, Im confident I can return to my hi-res version of the project and fix everything lol

The orbs remind me of Diablo 3

I had actually taken them from MK Shaolin Monks tbh ^_^


29.

None

Topic: Fight! Engine : Beta

Posted: 04/19/09 05:29 PM

Forum: Flash

OK, Ive done a bit of work on defense, and heres something to play around with.

UPDATE

Now, I havent updated the tutorial so heres the low down ;

Basic Blocking:
Press and hold E to block.
As you get attacfked, you will not be hurt, but you will drain stamina.
When your stamina is too low, you cannot block.
Stamina will recover whenever you arent blocking.

When you are hurt by a simple attack, you can press block or roll to escape the animation and gain your bearings.

Counter Attacks:
If you tap block the instant an enemy attacks you will grab them.
Once grabbed, press any direction (UP, DOWN, LEFT, RIGHT) to perform a counter.
The enemy will pull free after a moment, so you must be quick.

Now there are a few aniamtion bugs I havent been able to replicate well, like an animation 'sticking'.
Also there might be a few glitches with the afterimages, Ive added quite a few animations but i havent updated my afterFX yet.

Special Energy move ideas are also most welcome, Id like to have the character evolve if I can put together a decent set of moves.


30.

None

Topic: Fight! Engine : Beta

Posted: 04/18/09 09:53 AM

Forum: Flash

Im currently building a counter system with some other defensive stuff at the moment, so the hurt animation shouldnt be much of a hassle. Also a small tip, when you are trapped the best thing to do is usually roll.

I made this on a machine built in the Dark Ages - the blood should not make you lag unless it is literally filling the screen. I can reduce the number of particles slightly, but theres not too much I can do about it.

Expect an update soon


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Viewing 1-30 of 740 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 91725