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Author Search Results: 'LeechmasterB'

We found 528 matches.


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Viewing 1-30 of 528 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 91318

1.

None

Topic: Host .flv's with a FTP?

Posted: 07/11/08 01:41 PM

Forum: Flash

es you can upload files to your server via ftp (File Transfer Protocol).

And yes you can load flv (Flash Video Files) in an swf (Shockwave Flash), by loading them in and playing when loaded for example.

FTP is just a way to transfer data from one place to another, a host/server is where you storage files/applications ect. for online access. And if you have the swf file on the same domain as the flv files are stored you can load them in directly. If you are loading them in from another domain you will need to have a cross domain policy at that other location to allow accessing them.

So yes it is possible!!

Now take a deep breath and let it sink in ;).


2.

None

Topic: Physics

Posted: 07/08/08 05:21 PM

Forum: Flash

If you want to be able to reuse the code in future projects you should do it in a clean way and oop style. Your current approach is way off and quiet primitive, only makes things overly complicated.

Try to get into having code in a central place (like the first frame of your game) and working with classes. Classes that are written in clean oop style can be used for various projects! And seriously trust me on this one! OR you won't want to reuse that bad code once you really learn how to program. ^^


3.

None

Topic: Point and click game engine help!

Posted: 07/01/08 03:51 PM

Forum: Flash

I worked on such a game.

What we used was a movieclip to hold the hit area for the floor. If you click you check if its on the floor area. Now the pathfinding was precalculated using dijkstra algorithm so you just get the closest node to the character, find the path from there to the clostest node to the target point. Let him walk.. ect.

Don't use a button for this, rather use a mouse listener on press which checks for wether it was on the hitsurface (mentioned above).

good luck


4.

None

Topic: Pixel/Grid Collab

Posted: 06/30/08 12:19 AM

Forum: Flash

Why are you making the drawing so complicated, when you could do this very easily.

Example (64x32 pix):

PixelMatrix


5.

None

Topic: Actionscript 4.. This fall?

Posted: 06/29/08 06:10 PM

Forum: Flash

Because in c basically an array is a reservation of a memory space of type bytes times the length of elements, which you can't just enlarge if some other stuff gets placed behind it in memory space ect. lol


6.

None

Topic: Actionscript 4.. This fall?

Posted: 06/29/08 06:07 PM

Forum: Flash

Technically seen arrays used to be fixed length data containers, and vector dynamic length data containers. An array fits normally exactly 1 data type in c. So you have a Boolean[] for a boolean array or int[] ect.. So the arrays you know from action script are half way already like vectors (you can push pop shift unshift).

Now the new flash vectors again will be more like a mixture of an actual array with vector functions as a typed array. So basically in my opinion its all upside down and mixed up, compared to c and java. I hope that was not too confusing but if you worked with other stuff then actionscript you probably know what i mean :).


7.

None

Topic: Muzzle Flash

Posted: 06/28/08 10:12 PM

Forum: Flash

Start with a brownish dark red and draw the base, then inside the fill you draw with a lighter red then orange, dark yellow, yellow, bright yellow, withish yellow. Just gradually change the colours from dark redish to bright yellow from outside to inside basically with transparency on outside.


8.

None

Topic: Muzzle Flash

Posted: 06/28/08 10:10 PM

Forum: Flash

Or you can use photoshop see example result here (although it looked better with transparency and lost some touch as jpg):

Muzzle Flash


9.

None

Topic: Slow game is slow...

Posted: 06/28/08 08:02 PM

Forum: Flash

If he had programmed it right in the first place he could have a whole forrest on screen, don't you get it? ^^


10.

None

Topic: Slow game is slow...

Posted: 06/28/08 07:55 PM

Forum: Flash

You can maybe go tilebased with the background and draw the tiles into 1 bitmapdata buffer, which you render to the screen.

You can use the same buffer again and draw all sprites onto it, remember you are still just using one screensized bitmapdata to display everything... you have to make sure objects get destroyed when not on screen or not used anymore. You can check if the algorythms and calculations you do are optimized enough, meaning don't do somevar = (2+2+3)/2; when you can go somevar = 3, ect.

But basically if you draw all your stuff into one bitmap its easiest for the renderer and you can draw up to may be 10000 simple objects at the same time and somewhat okay fps?

Are you using a vcam? Don^t ever to that for games if so... ect. could write a book about this but basically it all depends on how you wrote your code and all. Short repetition: Don't use vectors, use bitmaps = faster rendering. Don't use many displayobjects at once -> best to use just 1. :)


11.

None

Topic: Actionscript - Adjusting Color?

Posted: 06/27/08 12:36 AM

Forum: Flash

Or ColorMatrixFilter ...


12.

None

Topic: Actionscript - Adjusting Color?

Posted: 06/27/08 12:28 AM

Forum: Flash

At 6/26/08 11:23 PM, zrb wrote:
Hey, I was wondering if you could use an adjust color filter using actionscript, sorta like how you do blur.
There is none for that.

How can you say that?

Anyways depends on what you want to achieve but how bout a ColorTransform?


13.

None

Topic: antialias getting random...

Posted: 06/26/08 10:32 PM

Forum: Flash

A blurfilter which blurx y and other properties are zero'd, while the text changes colour... bitmapdata's and filters can achieve such a result easily basically.


14.

None

Topic: Entering the World of Actionscript

Posted: 06/26/08 05:27 PM

Forum: Flash

At 6/26/08 05:16 PM, Short-Factor wrote: So trace just grabs the variable and puts it into the output window? Ok so I don't really need to know about that when making a stand alone Flash game do I?

Trace is a function that outputs the return value of the toString():String function of predefined flash objects and the primitive data types (Number for example). If you write custom classes you can write your own toString function which will work the same way when just doing trace(fancyClass);.

Tracing variables to the output is vital for debugging purposes but will not be noticed in a publish swf.


15.

None

Topic: Looking for Scripter $$$ finish off

Posted: 06/26/08 12:52 PM

Forum: Flash

At 6/26/08 11:53 AM, Cartoon-Electra wrote: Need a good scripter - who is prepared to work hard for a couple of days.
work rate: approx 5hours+

pay: 300$ negotiable or variable depnding upon speed..

I could do it. But how exactly do you mean that with the duration/amount of work and payment? 300$ for 5 hours of work. Or an unknown number of days 5 hours a day for lousy 300 bucks?

greets


16.

None

Topic: inserting sound with AS

Posted: 06/25/08 11:39 AM

Forum: Flash

var mySound:Sound = new Sound();
mySound.attachSound("bounce");
mySound.play();

Maybe?


17.

None

Topic: I need super efficient code AS3

Posted: 06/24/08 10:13 PM

Forum: Flash

If you want the thing to be more efficient, why don't you just generate the spiral once and do the rotation thingy by copying it using a rotation matrix instead of redrawing several times per second?


18.

None

Topic: AS3: Basics

Posted: 06/23/08 03:36 PM

Forum: Flash

Well my solution is meant for the case when you are working with classes. But if you are not you can just do it like you wrote above ex:

var clip:MovieClip = new MovieClip();
clip.newVariable="works";
trace("clip new variable: "+clip.newVariable);

19.

None

Topic: AS3: Basics

Posted: 06/23/08 03:13 PM

Forum: Flash

You can go with a public dynamic class ...


20.

None

Topic: Searching and Sorting Arrays

Posted: 06/23/08 03:10 PM

Forum: Flash

Also if you do searches on a sorted array you could do a binary search instead of running through the whole array... :)


21.

None

Topic: Searching and Sorting Arrays

Posted: 06/23/08 03:08 PM

Forum: Flash

I think it is a multidimensional array, you were right about that. But you are not accessing the secondary array when reading the first. Try this to search by the (conn) or first value (modify for others):

var needle:String = searchBox.text;
var haystack:Array = team;

function arraySearch(needle, haystack):Number {
	var i:Number;
	var found:Boolean = false;
	for (i=0; i<haystack.length; i++) {
		if (haystack[i][0] == needle) {
			found = true;
			break;
		}
	}
	if (found == true) {
		return (i);
	} else {
		return (-1);
	}
}

searchBtn.onRelease = function() {
	arraySearch();
	trace(arraySearch(searchBox.text, team));
};

22.

None

Topic: Flash Error

Posted: 06/23/08 10:55 AM

Forum: Flash

If this doesn't work you might have deleted the default libraries, though you should be able to download the necessary files and instructions on the adobe flash support pages.. just don't go altering flash internal files before trying out the easy fixes. :)


23.

None

Topic: Flash Error

Posted: 06/23/08 10:50 AM

Forum: Flash

CTRL+U (Preferences) -> ActionScript -> ActionScript 2.0 Settings orActionScript 3.0 Settings (depending on which as the error was)

Then you can add class pathes to add the default library simply add this path:

AS 2.0:
$(LocalData)/Classes

AS 3.0:
$(AppConfig)/ActionScript 3.0/Classes


24.

None

Topic: Flash Error

Posted: 06/23/08 10:47 AM

Forum: Flash

You simply erased the default class path, and have to readd it again thats all! You do that same as if you add a custom class path to your path.


25.

None

Topic: Flash Error

Posted: 06/23/08 10:46 AM

Forum: Flash

STOP DO NOT UNDER ANY CIRCUMSTANCES DO WHAT ADAM2510 SAID!


26.

None

Topic: "Slow mo" effect

Posted: 06/22/08 10:00 AM

Forum: Flash

BitmapData....

use a bitmapdata as buffer, draw all your particles in there and copy the buffer with 80% alpha into the buffer before drawing the particles on every frame. Really simple concept :)


27.

None

Topic: Nesting detection problem

Posted: 06/22/08 09:59 AM

Forum: Flash

Woopsy daisy i was a bit distracted when writing and messed up:

var position:Object = {x:myNestedMC._x,y:myNestedMC._y};
trace("position before x: "+position.x+" y:  "+position.y);
myNestedMC.localToGlobal(position);
trace("position after x: "+position.x+" y:  "+position.y);

28.

None

Topic: Nesting detection problem

Posted: 06/22/08 09:54 AM

Forum: Flash

At 6/22/08 09:47 AM, GustTheASGuy wrote: Recursion is so much cooler.

Cooler you say? May be in java c or whatever but not necessarily in flash. In flash recursion will unneccessarily slow down compared to a while loop (which happens to be about the fastest thing). :P


29.

None

Topic: Nesting detection problem

Posted: 06/22/08 09:50 AM

Forum: Flash

You were aware that localToGlobal works with point objects in as 2.0 as in as 3.0 right?

var position:Object(x:myNestedMC._x,y:myNestedMC._y);
trace("position before: "+position);
myNestedMC.localToGlobal(position);
trace("position after: "+position);

30.

None

Topic: Hittests on attached MovieClips

Posted: 06/22/08 09:40 AM

Forum: Flash

I forgot to push the enemies into the enemyArray in my code above btw. not sure if anything else has to be fixed but generally your code didn't work because of the missuse of the variable i and not iterating it properly.


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Viewing 1-30 of 528 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 91318