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Author Search Results: 'Lost50'

We found 192 matches.


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Viewing 1-30 of 192 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7

1.

None

Topic: export/publish pain in the ass

Posted: 08/29/08 03:13 PM

Forum: Flash

At 8/29/08 03:04 PM, GustTheASGuy wrote: Flash often fails at managing large applications, so when you're developing something serious you should better use Flex (AS3 is also very gay to use with Flash). If you have a huge compilation like the MGS collab you can use Swfmill to compile individual SWFs into one.

How exactly does Flex work? What the hell is it?


2.

None

Topic: export/publish pain in the ass

Posted: 08/29/08 02:43 PM

Forum: Flash

At 8/29/08 02:29 PM, GustTheASGuy wrote: They would not use Flash and would not have this problem.

What would they use then?


3.

None

Topic: export/publish pain in the ass

Posted: 08/29/08 02:19 PM

Forum: Flash

At 8/29/08 01:02 PM, ReNaeNae wrote:
At 8/29/08 12:51 PM, Lost50 wrote: Is that the only solution??
...what did you add/change between yesterday and now? Try deleting it and see if it works. You could have a corrupt symbol or placed image, tweens on fbf stuff... bad audio... who knows! Try to work backwards to find the problem.

Thanks.

Come to think of it I recall something that I did that might have caused this problem...I'll try to fix it and let you know if it worked.

Anymore suggestions? What would a developer do if their game was absolutley huge and couldn't get the .swf to work right??


4.

None

Topic: export/publish pain in the ass

Posted: 08/29/08 12:51 PM

Forum: Flash

Is that the only solution??


5.

None

Topic: export/publish pain in the ass

Posted: 08/29/08 11:19 AM

Forum: Flash

My game won't export correctly.... I think because the .fla is over 160MB. I compressed it down to 80MB, but it still won't give me a working .swf. It worked yesturday fine, and now it doesn't. What's the deal?


6.

None

Topic: multiple key press issues

Posted: 08/23/08 04:59 PM

Forum: Flash

At 8/23/08 04:22 PM, Paranoia wrote: II think it's more of a problem with Windows than with Flash. There's not much you can do other than avoid combinations of more than two keys (excluding CTRL and ALT, possibly).

really? windows? that seems odd. How do other developers seem to bypass this this crap?


7.

None

Topic: multiple key press issues

Posted: 08/23/08 04:20 PM

Forum: Flash

anybody?


8.

Angry

Topic: multiple key press issues

Posted: 08/23/08 01:24 PM

Forum: Flash

Hello eveyone.

I'm having trouble with simple controls in my game related to pressing multiple keys at once.
My character can jump, move left or right, and hover using a jetpack. With the code I have so far if I press and hold right to walk, then press and hold space to jump, then press and hold up to hover it works fine, BUT when I try walking left and doing the same thing, it doesn't hover. Basically, if the user is pressing/holding all three keys at once it messes up (when walking left). It's like flash can't register all of the key presses at once. I'm thinking I might have to use keyListeners to fix this, but I don't want to recode everything.


9.

None

Topic: Lagging Questions

Posted: 08/13/08 05:05 PM

Forum: Flash

Here's my main concern: I have a huge single movie clip for each level (the total area probably takes up like ten 400x700 stages). I'm going to have to split it up into seperate movieclips and have them _visible/not _visible depending on if they are touching the stage.


10.

Shouting

Topic: Lagging Questions

Posted: 08/13/08 04:31 PM

Forum: Flash

Hi everyone!

If something's visibility is set to false...

onClipEvent (load)
{
     _visible = false
}

...does flash still render it? I really need to free up the lagging in my game or it's bascially un-enjoyable.


11.

None

Topic: localToGlobal() problem

Posted: 08/05/08 05:41 PM

Forum: Flash

At 8/5/08 05:38 PM, Moonkey wrote: It's failing cause point.y is undefined. If there were rotations or anything involved, the y could be important, so it needs a value for the function to work.

WOW! I love newgrounds.com/bbs and I love you!

Thanks dude!


12.

None

Topic: localToGlobal() problem

Posted: 08/05/08 05:32 PM

Forum: Flash

Here's my problem:

point = new Object();
point.x = _root.camera.flag._x;
_root.camera.localToGlobal(point);
trace(_root.camera.flag._x); //output: 2990
trace(point.x); //output: 2990

the two outputs should be different, but they aren't


13.

Questioning

Topic: can anyone tell me why...

Posted: 07/28/08 08:52 AM

Forum: Flash

Bare with me, this is a little hard to explain. I have 2 scenes. On the 1st scene 'work area' the stage is in view on the screen. If I switch to scene 2, scroll down, then switch back to scene 1 the stage isn't in a syncronized position with the 2nd. Anyone know how to fix this? It's kinda annoying.

If you don't know what I mean create a new flash with 2 blank scenes. You can switch between the 2 scenes and the stage stays in the same exact spot on the screen.


14.

None

Topic: I must be dumb...

Posted: 07/27/08 06:45 PM

Forum: Flash

There has to be a simple answer.. c'mon please


15.

None

Topic: I must be dumb...

Posted: 07/27/08 06:11 PM

Forum: Flash

No, just tweens. The intro to each level in my game starts all black. I originally had it fade out so the player could see eveything. But I don't want to do that anymore. I want it so it starts out all black like usual, but then a circle starts out small and expands to fill the screen, SO you can see through the circle to the level. Basically the as the circle expands you can see what's behind it.


16.

Questioning

Topic: I must be dumb...

Posted: 07/27/08 06:04 PM

Forum: Flash

When my movie starts it's all black. I then want to show what's underneath the black with an expanding circle using masks. I cannot get it to work! Instead, everything is visible and a black circle expands to make the whole screen black.


17.

None

Topic: Do you think this looks smooth?

Posted: 07/23/08 11:38 PM

Forum: Flash

Yea, man... it's pretty damn good.


18.

None

Topic: Flash Rumors Here!

Posted: 07/21/08 08:42 AM

Forum: Flash

I have a new series coming out soon (un-named). It's gonna be fucking insane. My Trapped (Trapped 5)series was okay for it's time, but this game is a lot better. I'm really excited to get it done.


19.

Questioning

Topic: wierd _alpha trace

Posted: 07/20/08 01:52 AM

Forum: Flash

I'm doing:

_alpha -= 1;
trace(_alpha);

and it's tracing this:

98.828125
97.65625
96.484375
95.3125
94.140625
92.96875
91.796875
90.625
89.453125
88.28125
87.109375
85.9375
84.765625
83.59375
82.421875
81.25
80.078125
78.90625
77.734375
76.5625
75.390625
74.21875
73.046875
71.875
70.703125
69.53125
68.359375
67.1875
66.015625
64.84375
63.671875
62.5
61.328125
60.15625
58.984375
57.8125
56.640625
55.46875
54.296875
53.125
51.953125
50.78125
49.609375
48.4375
47.265625
46.09375
44.921875
43.75
42.578125
41.40625
40.234375
39.0625
37.890625
36.71875
35.546875
34.375
33.203125
32.03125
30.859375
29.6875
28.515625
27.34375
26.171875
25
23.828125
22.65625
21.484375
20.3125
19.140625
17.96875
16.796875
15.625
14.453125
13.28125
12.109375
10.9375
9.765625
8.59375
7.421875
6.25
5.078125
3.90625
2.734375
1.5625
0.390625
-0.390625
-1.171875
-1.953125
-2.734375
-3.515625
-4.296875
-5.078125
-5.859375
-6.640625
-7.421875
-8.203125
-8.984375
-9.765625
-10.546875
-11.328125
-12.109375

why? shoudn't it be intergers? and not go below 0?


20.

None

Topic: so annoying WHY!?!?

Posted: 07/16/08 11:07 AM

Forum: Flash

I got it!

It seems as though you can't have a scene change action on the first frame of the first scene of the movie. I just put the code in the second frame and it worked fine!

GOD, Flash sucks sometimes, but I still would like to make love to it.


21.

None

Topic: so annoying WHY!?!?

Posted: 07/16/08 10:59 AM

Forum: Flash

I even tried this:

changeToLevel3 = function ()
{
   trace("A");
   _root.gotoAndStop("level3");
};

changeToLevel3();

didn't work


22.

None

Topic: so annoying WHY!?!?

Posted: 07/16/08 10:55 AM

Forum: Flash

Having said that, yeah, actually navigating using them can be problematic. Case Sensitive scene names are always a fun pain in the ass. Any progress, topic starter?

No. I'm so pissed because it's really slowing up my new project.


23.

Mad as Hell

Topic: so annoying WHY!?!?

Posted: 07/15/08 10:11 PM

Forum: Flash

I can't believe there's no answer


24.

None

Topic: so annoying WHY!?!?

Posted: 07/15/08 08:08 PM

Forum: Flash

Damnit!

yes it is AS2


25.

None

Topic: so annoying WHY!?!?

Posted: 07/15/08 07:58 PM

Forum: Flash

At 7/15/08 07:43 PM, zrb wrote:
it's on the main timeline. it just won't go to my 4th scene named "Scene 3"
I don't see why it doesn't work, draw something in each scene and see which one it goes to or try:

nextScene();

And see if that works.

nothin's workin


26.

None

Topic: so annoying WHY!?!?

Posted: 07/15/08 07:44 PM

Forum: Flash

At 7/15/08 07:42 PM, swiftstylerX wrote: Try:

on(release){
gotoAndStop("Scene 3", 1)
}

it's not a button instance


27.

None

Topic: so annoying WHY!?!?

Posted: 07/15/08 07:35 PM

Forum: Flash

gotoAndStop("Scene 3", 1);

it's on the main timeline. it just won't go to my 4th scene named "Scene 3"

the screen is just all white

WHY!?!?


28.

None

Topic: for..in loop question

Posted: 07/10/08 03:39 PM

Forum: Flash

At 7/10/08 03:30 PM, Hoeloe wrote:
At 7/10/08 02:06 PM, ssjskipp wrote:
At 7/10/08 09:52 AM, Hoeloe wrote: Can't you just do this?

for(i=0;i<2000 && !["MC"+i].hitTest(_root);i++){

or something similar?
He's trying to make it so it DOESN'T loop from 1 -> 2000+. And like I said, without a pre-made list, it will ALWAYS have to loop from 0 -> max.
Ah, but its the same command that stops it looping to infinity, essentially. The i<2000 is basically telling it to skip out all values above 1999. Just as my bit of code is telling it to skip out any that are touching the stage, I think. I might have mistyped it though... actually I think I did, but the principle is the same.

No, you are wrong. Your code still has to test every object, but it doesn't neccessarily mean it will perform the code inside the block. So since it has to test all 2000 it's slow. Some others' code will actually only test ones that are touching the stage.


29.

None

Topic: for..in loop question

Posted: 07/10/08 03:24 PM

Forum: Flash

At 7/10/08 02:35 PM, RiftMaster wrote: well I dont use for in so much anymore but what I'd always do was perform a quick check.
it seemed to run pretty fast even with lots of objects... but 2000...damn

for (ob in _root.game){
if(_root.game[ob].valid == true){
//whatever
}
}

this is exactly what won't work....but thanks. I think some of the ways above might work, but I haven't had a chance to try them yet....damn work


30.

None

Topic: for..in loop question

Posted: 07/10/08 10:25 AM

Forum: Flash

At 7/10/08 09:52 AM, Hoeloe wrote: Can't you just do this?

for(i=0;i<2000 && !["MC"+i].hitTest(_root);i++){

or something similar?

Hmm... I don't think so - that will still "test" them all. I'll try that first though and let you know! Thanks!


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Viewing 1-30 of 192 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7