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Author Search Results: 'Lesbian-Waffles'

We found 133 matches.


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Viewing 1-30 of 133 matches. 1 | 2 | 3 | 4 | 5

1.

None

Topic: Disabling my enemy...

Posted: 08/29/08 10:36 PM

Forum: Flash

OK I'm coming up with a game. In this game I will be having an enemy shoot at you, but when the enemy is covered by an object (say a wall), I need it so the enemy can't land a hit. So what we're looking for is when objectA_mc completely covers Enemy_mc, Enemy_mc's functions don't run.

Simple enough to turn the functions on and off...but how do I code it so it KNOWS that the enemy is completely covered. I can't do a basic hit test, because if only his feet are covered they should still be able to shoot you or get shot at.

Solutions?


2.

None

Topic: EnterFrame delay?

Posted: 08/24/08 06:09 AM

Forum: Flash

I notice often when I make a simple code such as:

var keyListener:Object = new Object();
keyListener.onKeyDown = function() {
if (Key.isDown(Key.LEFT)) {
player_mc._x -= 5;
}
if (Key.isDown(Key.RIGHT)) {
player_mc._x += 5;
}
};
Key.addListener(keyListener);

It will work fine, moving my player either left or right, but the animation is off. It first jerks 5 pixels in the correct direction, pauses, then returns to updating 5/-5 pixels accordingly. Why does this pause occur and how to I get around it? This is ASC2 coded on the timeline BTW.


3.

None

Topic: Put keyPress on timeline?

Posted: 08/24/08 02:42 AM

Forum: Flash

Ok, so now I got it all working spare a few keys (i'll hunt down the numbers later), and I grated them to simple controls for a player_mc.

var keyListener:Object = new Object();
keyListener.onKeyDown = function() {
if (Key.isDown(Key.LEFT)) {
player_mc._x -= 5;
}
if (Key.isDown(Key.RIGHT)) {
player_mc._x += 5;
}
};
Key.addListener(keyListener);

It works, but there's a weird delay in the animation. When you hit the buttons, the character moves...pasues...then starts flying off in the direction as intended...why is it doing that pause and how do i get around it?


4.

None

Topic: Put keyPress on timeline?

Posted: 08/24/08 02:35 AM

Forum: Flash

w00t 3 rapid fire posts!

It's working, but only a few are. ENTER and BACKSPACE don't work...even though it's listed in the HELP of CS3. weird...but at least I got somethin, thanks


5.

None

Topic: Put keyPress on timeline?

Posted: 08/24/08 02:33 AM

Forum: Flash

At 8/24/08 02:28 AM, Patcoola wrote: oh wait i just tried

if (Key.isDown(8)) {}

and it seems to work

Hmm i tried it and now i'm getting a trace, but it's shooting back 56 when i hit the number 8. Backspace isn't doing anything.

I hit 2 and it shot me back 49?

I can't simply use Key.ENTER ? I have to use the numerals?


6.

None

Topic: Put keyPress on timeline?

Posted: 08/24/08 02:30 AM

Forum: Flash

At 8/24/08 02:20 AM, Patcoola wrote: to current the key listener the code is

var keyListener:Object = new Object();
keyListener.onKeyDown = function() {
if (Key.isDown(32)) {
trace("BACKSPACE");
} else {
trace(Key.getCode());
}
};
Key.addListener(keyListener);

and on a side note, putting scripts on symbols was a bad idea and is considered poor programming practice by others.

Hmm it's showing no script errors, but nothing is coming up in output when i hit backspace. Is there something I might be forgetting? I remember it took me for ever to get input text and dynamic text to work because I was unaware toggling autokern affected it, could there be a similar issue here that is just generally known? Does this need to be inside an onEnterFrame handl;er or something?

And to restate, I'm still using ASC 2 for this.

I'm pretty sure I'm missing 1 silly thing as is the usual case with code.


7.

None

Topic: Put keyPress on timeline?

Posted: 08/24/08 01:22 AM

Forum: Flash

I think a better way to word it is: How do I make keyboard presses as an event handler?

EXAMPLE: if I had a button I pressed I would write:

button_btn.onPress = function () {
trace("wombat check!");
}

How would I swap out the event handler for a button press with a keypress?


8.

None

Topic: Put keyPress on timeline?

Posted: 08/24/08 01:17 AM

Forum: Flash

I'm aware it's easier and I know how, but I want to know how to do it the other way.


9.

None

Topic: Put keyPress on timeline?

Posted: 08/24/08 01:10 AM

Forum: Flash

I'm trying to get better with my actionscript 2 and I've stopped coding on movie clips all together. This is working out great so far...but I have no clue how to code key presses on the timeline! I looked in side flash's Help index and the code doesn't work. And yes I do know how to code it inside the movie clip, but I will eventually transfer to ASC 3 and so this is good practice and my codes' more organized.

Here's how the Help code looks:

var keyListener:Object = new Object();
keyListener.onKeyDown = function() {
if (Key.isDown(Key.BACKSPACE)) {
trace("you pressed the Backspace key.");
} else {
trace("you DIDN'T press the Backspace key.");
}
};
Key.addListener(keyListener);

I'm not sure what some of the code is but it doesn't work when pasted into the timeline OR in a movieclip... how would I make a simple trace test on the timeline if I wanted to press ENTER to trigger it?


10.

None

Topic: Scrolling In Html When I Have A Swf

Posted: 07/16/08 03:47 AM

Forum: Programming

I'm making a site and it's all flash, but the page scrolls vertically. However the mousewheel wont scroll the page if you're over the flash part (the sides aren't).

How do i get around this? I know this is more html, but it is caused by flash. How do I make the page scroll in HTML when I'm moused over a .swf?


11.

None

Topic: Scrolling In Html When I Have A Swf

Posted: 07/16/08 02:45 AM

Forum: Flash

At 7/16/08 02:13 AM, Cryoma wrote: Some complex javascript that controls this.window(scrollbar)

anything more in depth? My flash is pretty good, but to be honest without Dreamweaver I'm usually screwed in terms of HTML, CSS, and Javascript.

If it's something so com;licated, can you direct me to a tutorial on this? I assume this is a common issue but i can't find the answer.


12.

None

Topic: Scrolling In Html When I Have A Swf

Posted: 07/16/08 01:57 AM

Forum: Flash

I'm making a site and it's all flash, but the page scrolls vertically. However the mousewheel wont scroll the page if you're over the flash part (the sides aren't).

How do i get around this? I know this is more html, but it is caused by flash. How do I make the page scroll in HTML when I'm moused over a .swf?


13.

None

Topic: My recordings come out too quite?!?

Posted: 04/19/08 04:41 PM

Forum: Audio

I have a Line 6 guitar port and I have been desperately struggling with both Cakewalk and audacity to have it record what i hear. If it does, the quality is a lil off and the volume is reduced (a lot in audacity). I dunno what to do.

My out put volume on guitar port is cranked and I can hit the +18 button, but then the recording is clipping way too much and doesn't sound the same as i had played it. I'm of course using Gearbox with the line 6


14.

None

Topic: recording with a guitar port?

Posted: 04/07/08 02:27 PM

Forum: Audio

yeah i got it figured out, thanks everyone...still workin on how to export properly with this crappy program :(. I wanna use Audacity, but I REALLY like using cakewalks drum presets to play along with as they make creating new material very easy for me.


15.

None

Topic: Exporting with Cakewalk?!?

Posted: 04/07/08 10:45 AM

Forum: Audio

can FLstudio record my guitar port? If it can, I'll probably just do it in that.


16.

None

Topic: Exporting with Cakewalk?!?

Posted: 04/07/08 10:42 AM

Forum: Audio

CakeWalk Pro Audio 3.0 it was given to me so i don't know if it's out dated or what not.


17.

None

Topic: Exporting with Cakewalk?!?

Posted: 04/07/08 09:21 AM

Forum: Audio

I keep trying to export my files into mp3 format and i come across 2 issues:

1. I like to use their reset drums and then rip them away and rebuild them in FL studio...but i can't find away to export the midi drums into the mp3.

2. The volume is about half of what it should be. When i play it in project it's perfect and when I export it I can't really hear it. I've tried raising volume and it only effects it in the project, not in the export...how do i do this (or is their better software than cake walk i should be using?)


18.

None

Topic: recording with a guitar port?

Posted: 04/06/08 04:57 PM

Forum: Audio

any tips for theory?

They sound fine seperately, but when i play the recording back of the rythm and the lead at the same time, they clip and just don't sound good like when i was playing the original.

Also, I tried audacity and i'll play with that, but i like cw ONLY because it has some decent drum loops that are good for writing. But when i export i can't get the midi drums to be included as well, the volume is really low and i can't figure out why. Anyone got any answers?


19.

None

Topic: recording with a guitar port?

Posted: 04/06/08 11:47 AM

Forum: Audio

Ok I have a line 6 guitar port now...what should i use for recording? I'm trying cakewalk 3.0...I kinda hate it tho. I'm still learning it but i can't really find stuff as easily as I like to...so any software suggestions on what i should do as a beginner? I don't know how many tracks i need to record, in what way, etc... I'm basically asking for software advice and recording theory pointers.

As of now, my recordings sound scratchy and not too pleasing when played back despite how well they sounded while being played. As well, often the recording corrupts when i bring it up later. I'd give a sample...but when i render it, the volume is very low, so you can't hear it well


20.

None

Topic: recording guitar with a port?

Posted: 04/06/08 11:46 AM

Forum: Flash

lol, woah shit. i was in it. How'd i get in flash forums?!?


21.

None

Topic: recording guitar with a port?

Posted: 04/06/08 11:19 AM

Forum: Flash

Ok I have a line 6 guitar port now...what should i use for recording? I'm trying cakewalk 3.0...I kinda hate it tho. I'm still learning it but i can't really find stuff as easily as I liek to...so any software suggestions on what i should do as a beginner? I don't know how many tracks i need to record, in what way, etc... I'm basically asking for software advice and recording theory pointers.

As of now, my recordsings sound scratchy and not too pleasing when played back despite how well they sounded while being played. As well, often the recording corrupts when i bring it up later. I'd give a sample...but when i render it, the volume is very low, so you can't hear it well


22.

None

Topic: better quality guitar recording?

Posted: 04/03/08 10:52 PM

Forum: Audio

At 4/2/08 05:26 AM, GoreBastard wrote: Line 6 Guitar Ports are the sex. I've used nothing else to record for the last 3 years.
If you've having trouble getting a good tone, then maybe you're not recording as many guitar tracks as you should. Try recording around 4 tracks of the same riff. Then, pan them out in the left and right speakers. Once you've got a bunch of tracks doing the same thing, it will become more chunky.

Click my sig pic and listen to the last track I uploaded. It's all done with a guitar port.

no need, i know your work, lol. That ensures a lot of confidence in me now.

In cake walk I'm just setting it to pick up the guitar port on one track, so that's probably it.


23.

None

Topic: better quality guitar recording?

Posted: 04/01/08 11:10 PM

Forum: Audio

At 4/1/08 10:54 PM, joshhunsaker wrote:
At 4/1/08 10:42 PM, Lesbian-Waffles wrote: So what should I do? I don't know much about cakewalk, is there perhaps a way to get a better recording? As well, is there a better way to do this? I do not have a mic, so my port is my only options currently.
upload the file you are talking about and provide a link to it and it will be easier to understand what might be going on...

Went to reopen it and the midi corrupted. It worked but it sounds WAY grainy and not as it was when saved. I think for now I just need a tutorial for this stuff, but since it's multi program I may need a lil help in finding where.

I've always heard midi is crap, so maybe that's it?


24.

None

Topic: better quality guitar recording?

Posted: 04/01/08 10:42 PM

Forum: Audio

I'm having problems getting a decent recording sound from my guitar, it's an Epiphone Les Paul, so it isn't the guitar sounding bad for starters. I use a Line 6 Guitar Port (maybe that's the issue?) to plug it into my comp and then record through Cakewalk. When I finally am done fighting with Gearbox's presets and I'm happy with the sound, it just doesn't sound as goow when I play it back in cake walk. It sounds similar, but it lacks depth and feels like it's blending then otes together. I have a real hard time hearing indivdual plucks and chords are a blur(and i do a lot of bends and vibratos and they hardly transfer).

So what should I do? I don't know much about cakewalk, is there perhaps a way to get a better recording? As well, is there a better way to do this? I do not have a mic, so my port is my only options currently.


25.

None

Topic: Your favorite VSTs?

Posted: 03/31/08 03:51 AM

Forum: Audio

I'm lookin for new VSTs to use as I'm growing quickly tired of FL studios presets, so post your favorite VST packs, what sounds they're good for, and if you can price.

so far I like using z3ta+, good for techno

as a side note, I'm really looking for ones that are good for orchestra sounds (violins and etc)


26.

None

Topic: Audio Advertisements!

Posted: 02/27/08 05:29 AM

Forum: Audio

I've been playin with pianos a lot, so i made a Classical/Dance song. It's just a demo, but it sounds great. My instruments are finely sounding very balanced. What ya think?

http://www.newgrounds.com/audio/listen/1 26844


27.

None

Topic: Enemy AI rotation

Posted: 02/22/08 05:39 AM

Forum: Flash

oook...so i figured that out...now once again a new issue yay! Back to how a novice scripter should never attempt what I'm doing...the main reason for having such a rotation system was for 2 things...1 I wanted the ship to slowly turn and accelerate it's rotation...I also want it to over steer. For the ship I designed it to have 2 variables: rotInc and rotDec.

Depending on if you pressed right for example your code would read:

if (Key.isDown(Key.RIGHT)) {
if (rotInc<10) {
rotInc += 0.6;
}
_rotation += 4+rotInc;}

if (rotDec>=0) {
rotDec -= 0.3;
}
if (rotInc>=0) {
rotInc -= 0.3;
}

This may not be the best way to write this system but what it does is it increases the rotation while held from 4 to 14 the longer held...as well when you let go you still keep turning. So we have accelerating rotation as well as over steer.

Given that beautifully compact code that I'm still deciphering...how would I incorperate such a system to it?


28.

None

Topic: Enemy AI rotation

Posted: 02/22/08 05:09 AM

Forum: Flash

wow, it even runs smoother i think. you have no clue how much help that was.

I have a new problem though. The way I've been finding the newangle is i made a completely seperate MC for test purposes with this code:

onClipEvent (enterFrame) {
Xd = _root.player._x-_root.enemy._x;
Yd = _root.player._y-_root.enemy._y;
//Get _x distance from enemy to ship
//Get _y distance from enemy to ship
radAngle = Math.atan2(Yd, Xd);
//Use atan2 to calculate the angle from gun to ship
_rotation = radAngle*360/(2*Math.PI)+90;
}

This MC is placed on top of my enemy MC so it has the same x and y coordinates and constantly rotates itself to look directly at my players ship. It is the b angle in our previous formula.

This was a temporary measure for test purposes. I would either like to rest this inside the enemy MC or fix my original issue that I'll explain inside the enemy_MC code.

The code here works, only issue is it basis 0 degrees at what we would regard as 90 degrees and does the 360 degree hop at -90 degrees. So...I had to embed it in a new MC and getProperty it's rotation to fix this issue.

How would I just fix the code to avoid this very sloppy procedure?


29.

None

Topic: Enemy AI rotation

Posted: 02/22/08 05:02 AM

Forum: Flash

I'll test that. Looks much cleaner and easier to edit.


30.

None

Topic: Enemy AI rotation

Posted: 02/22/08 04:44 AM

Forum: Flash

figured it out...


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Viewing 1-30 of 133 matches. 1 | 2 | 3 | 4 | 5