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Author Search Results: 'Petwoip'

We found 203 matches.


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Viewing 1-30 of 203 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7

1.

Sad

Topic: Why do people hate egoraptor

Posted: 07/24/08 08:18 PM

Forum: General

I just think his toons are idiotic, not funny, poorly animated, and overrated.


2.

None

Topic: Open a link with a controlled MC

Posted: 07/24/08 06:21 PM

Forum: Flash

Hey, I want to know how I can open a link from flash when a controllable object hits the sponsor icon.
Remember, this is different from the standard point your mouse over and click a text box.


3.

Expressionless

Topic: Vegetarians vs. Meat Eaters

Posted: 07/21/08 04:21 PM

Forum: General

You can argue both ways to a certain point. Smart and informed vegetarians know the right combination of foods to eat so that they get enough fat, protein, vitamins, etc. However, many vegetarians think they can get away with consuming whatever veggies they want, and then become sick.

Though, I think meat-eating is the best alternative because not only do you have the easiest time getting all your nutrients, but it also limits the cow, chicken, and whatever other animal populations. I don't mean to sound cruel, but raising so much livestock is extremely expensive and harmful for the environment. Therefore, their populations must be limited.


4.

Elated

Topic: Who has the most forum posts?

Posted: 07/12/08 01:45 PM

Forum: Where is / How to?

Wow, that's a lot. Thanks


5.

Questioning

Topic: Who has the most forum posts?

Posted: 07/12/08 01:38 PM

Forum: Where is / How to?

Who has the most forum posts, and how many has this person made?


6.

Happy

Topic: Spore Creature Creator

Posted: 07/10/08 11:11 PM

Forum: Video Games

You just have to put a pair of legs on, and make the two legs converge into one (just drag them into each other)


7.

Elated

Topic: Favorite Brawl Character?

Posted: 07/07/08 10:58 PM

Forum: Video Games

Definitely Ness, and then Mr. Game and Watch. Both are quick and excellent in the air, with very powerful moves.


8.

None

Topic: Strings and functions together...

Posted: 07/01/08 01:46 PM

Forum: Flash

Ok, I've realized that what I'm trying to do won't accomplish anything for me.

But to clear things up, I was looking for a way to make a new variable using a function, which depends on the color wall you hit.

I wasn't looking to change the color.


9.

Resigned

Topic: Strings and functions together...

Posted: 07/01/08 12:28 PM

Forum: Flash

I'm not sure what you mean. Can you post an example?


10.

None

Topic: Strings and functions together...

Posted: 07/01/08 12:10 PM

Forum: Flash

Whoops

function hitFunction(color){
colorvariable = true
}
 if(Key.isDown(Key.RIGHT)){ball._x += 5}	
if(ball1.hitTest(orangewall)){hitFunction(orangewall)}
if(ball1.hitTest(greenwall)){hitFunction(greenwall)}

This code will not work as it is, and that's why I'm here. I want "colorvariable" to become "greenwallvariable" when you hit the "greenwall" MC and the "colorvariable" to become "orangewallvariable" when you hit the "orangewall" MC". How can I manipulate the strings in this function to make these variable?


11.

Shouting

Topic: Strings and functions together...

Posted: 07/01/08 12:09 PM

Forum: Flash

function hitFunction(color){
	<strong>color<strong>variable = true
}
 if(Key.isDown(Key.RIGHT)){ball._x += 5}	
if(ball1.hitTest(orangewall)){hitFunction(orangewall)}
if(ball1.hitTest(greenwall)){hitFunction(greenwall)}	

This code will not work as it is, and that's why I'm here. I want "colorvariable" to become "greenwallvariable" when you hit the "greenwall" MC and the "colorvariable" to become "orangewallvariable" when you hit the "orangewall" MC". How can I manipulate the strings in this function to make these variable?


12.

Elated

Topic: Blanking out multiple lines of code

Posted: 06/27/08 09:46 PM

Forum: Flash

Thanks, that will help speed things up!


13.

Questioning

Topic: Blanking out multiple lines of code

Posted: 06/27/08 09:42 PM

Forum: Flash

I know the "//" before a line can negate a line of code, but is there a way to blank out a whole group of code. I hate when I have to write:

//
//
//
//
//
//

For dozens of lines. So what's an easier method?


14.

None

Topic: Trying To Combine Two Hittests...??

Posted: 06/02/08 08:40 PM

Forum: Flash

Anyone?


15.

None

Topic: Moving Bullet Holes

Posted: 06/02/08 08:39 PM

Forum: Flash

Whoops, should be:

_root._xmouse
and
_root._ymouse


16.

Questioning

Topic: Moving Bullet Holes

Posted: 06/02/08 08:37 PM

Forum: Flash

I have an idea that may work:

 
mouse.onPress = function(){
shots += 1
attachMovie("bullet","bullet"+shots, 1000, x: _root.mouse._x, y: _root.mouse._y)
}
distancex = target._x - _root["bullet" + shots]._x
distancey = target._y - _root["bullet" + shots]._y
_root["bullet" + shots]._x = target._x - distancex
_root["bullet" + shots]._y = target._y - distancey

This is an idea, it may not work, but may get you thinking.


17.

Sad

Topic: Trying To Combine Two Hittests...??

Posted: 06/02/08 07:39 PM

Forum: Flash

Here's the code:

_root.onEnterFrame = function(){
	function move(xmove,ymove){
		ball._x+=xmove;
		ball._y+=ymove;
		for(i=0;i<360;i+=5){
			X = (Math.cos(i*(Math.PI/180))*20)+ ball._x;
			Y = (Math.sin(i*(Math.PI/180))*20)+ ball._y;
			if (wall.hitTest(X, Y, true)) { 
				if(xmove>0){
					ball._x-=ball.getBounds(_root).xMax-wall.getBounds(_root).xMin+.05;
				}
				if(xmove<0){
					ball._x-=ball.getBounds(_root).xMin-wall.getBounds(_root).xMax-.05;
				}
				if(ymove>0){
					ball._y-=ball.getBounds(_root).yMax-wall.getBounds(_root).yMin+.05;
				}
				if(ymove<0){
					ball._y-=ball.getBounds(_root).yMin-wall.getBounds(_root).yMax-.05;
				}
			}
		}
	}
	if(Key.isDown(Key.LEFT)){
		move(-4,0);
	}
	if(Key.isDown(Key.RIGHT)){
		move(4,0);
	}
	if(Key.isDown(Key.UP)){
		move(0,-4);
	}
	if(Key.isDown(Key.DOWN)){
		move(0,4);
	}
}

All the code is from the circle to shape collision tutorial and the move to contact tutorial in the AS:Main

And here is my working file: HERE
Move with the Arrow Keys
There are a lot of jitters and pops in the file, which I need to fix.
I've changed .05 to 4, which works much better with contact on the sides, but there is still shaking when you come in contact with an angle on the rectangle. Also, I would like to have a small number like .05 to minimize white space between contact.

So what can be modified in this code (remember, it's not mine, but a combination of two other's)
to make the collisions in my working file work perfectly?


18.

Happy

Topic: Has this game idea been done before

Posted: 06/01/08 07:01 PM

Forum: Flash

Ok, I'll try some of those idea, and hopefully come out with something as original as possible. Thanks


19.

Questioning

Topic: Has this game idea been done before

Posted: 06/01/08 06:22 PM

Forum: Flash

Here's a quick first level of a game I'm working on. I wanted to see whether this idea has been used before in another game on the internet. So, is this an original game idea? (its super easy for the first level, but later ones will be harder)

Key: UP, RIGHT, LEFT, DOWN SPACE - switches between rooms
My Game


20.

None

Topic: Quick Attach Mc Question

Posted: 05/26/08 04:55 PM

Forum: Flash

Ok, I found the solution. I forgot to put the code inside the for statement. This is my working code for those curious:

for(x=1;x<3;x++){
attachMovie("green", "green"+x, 1000+x);
amount = (Stage.height - _root.terrain.bottomfloor._height - green._height - _root.terrain.topfloor._height)
_root["green"+x]._y = random(amount) + _root.terrain.topfloor._height + green._height/2
_root["green"+x]._x = Stage.width - green._width/2
speed = 2
_root["green" + x].onEnterFrame = function(){
	this._x+=speed;
}
}

21.

None

Topic: Quick Attach Mc Question

Posted: 05/26/08 04:50 PM

Forum: Flash

I've actually tried all that before, and my green things are stuck in their place. Does anything get affected that I gave the green things initial positions?


22.

Happy

Topic: Quick Attach Mc Question

Posted: 05/26/08 04:38 PM

Forum: Flash

I need the MC's i created to move at random speeds across the stage.

I have this : _root["green" + x] , what can I do with it to get it to move?


23.

None

Topic: Stupid Loops!

Posted: 05/26/08 01:49 PM

Forum: Flash

I don't think you understand what I'm looking for. I do not want a complicated physics engine, I just want a simple answer to my problem (fix in my code, AS help)


24.

None

Topic: Stupid Loops!

Posted: 05/26/08 01:00 PM

Forum: Flash

At 5/26/08 12:49 PM, Wolfears2 wrote: Try the box 2d flash in AS3. Forgot the link, but it manages balls as well.

1. I'm using AS2
2. Is "box 2d" a tutorial/ game? I looked up your exact phrase and there is a website called box2d.


25.

None

Topic: Stupid Loops!

Posted: 05/26/08 12:36 PM

Forum: Flash

bump


26.

None

Topic: Stupid Loops!

Posted: 05/26/08 11:22 AM

Forum: Flash

Faster version (but still laggy) Sorry, the other one before is extremely slow!


27.

Angry

Topic: Stupid Loops!

Posted: 05/26/08 11:18 AM

Forum: Flash

Hey, in this game you can stack any falling ball onto another. I've been trying some code, and this is the closest I have gotten to work. As you can see the game is laggy and some balls disappear. Ignore the "10", those little dots, and the blue. My screwed up game.

So as you can see, if you connect the balls in series, there are no problems. But if you stack three or so in a row and then connect the fourth ball onto the first ball, some others will disappear.

Here's the code:

fallingBall.onEnterFrame = function(){
		for (i=0; i<360; i+=5) {
			X = this._x + (Math.cos(i*(Math.PI/180))*radius)+ _x;
			Y = this._y + (Math.sin(i*(Math.PI/180))*radius)+ _y;
			for(totalhits=0; totalhits<10; totalhits++){
			if (floor.hitTest(X, Y, true) or _root["duplicatedBall" + totalhits].hitTest(X, Y, true)){
				pointstop();
           		break;
			}
			}	
		}
		function pointstop(){
			totalhits+=1
			 _root.attachMovie("duplicatedBall", "duplicatedBall"+totalhits,totalhits,{_x:fallingBall._x, _y:fallingBall._y})
		}

How can I prevent lag and get this to work?!


28.

Sad

Topic: How can I make an array that loops?

Posted: 05/14/08 12:01 AM

Forum: Flash

I don't think thats what I'm looking for. To clear some confusion, I'll write the code I have, so you can know what I'm attempting:

object.onEnterFrame = function(){
		for (i=0; i<360; i+=5) {
			X = this._x + (Math.cos(i*(Math.PI/180))*radius)+_x;
			Y = this._y + (Math.sin(i*(Math.PI/180))*radius)+_y;
			if (floor.hitTest(X, Y, true) or(all the objects inside myArray [i dont know how to do this])).hitTest(X,Y, true)){
			pointstop();
           		break;
			}
			
		}
		function pointstop(){
			totalhits+=1
			DupedMC = _root.attachMovie("MC", "MC"+i,i,{_x:location._x, _y:location._y})
			var myArray:Array = new Array(); 
			for(i=0; i< totalhits; i++){
			myArray[i] = _root["MC" + i] 
			}

		}

Now for explanation :
An object either hits the floor or a member or my Array (which consists of duplicated Movie Clip "MC"). When this hit occurs, pointstop function is called. The total # of hits increases by 1, and "MC" is duplicated at the location where the object hit the floor or one of the objects in the array. An array is created which holds, based on the number of hits there have been," i" number of duplicated "MC"'s. Basically I've tried to set up an array that comprises of all the duplicated MC's. I need to use these values in the array as objects that can be collided with, as written in the hitTest section. This may all make more sense when you view the link to my game:
Here

So I want each following ball to attach to any of the others that have fallen. That is why I need all the duplicated MC's to be together in an array and for the array to have some sort of hitTest ability. How do I accomplish all this?


29.

None

Topic: How can I make an array that loops?

Posted: 05/13/08 11:26 PM

Forum: Flash

No, what I meant was how can I detect if an outside object has hit any of the members of the array


30.

None

Topic: How can I make an array that loops?

Posted: 05/13/08 10:31 PM

Forum: Flash

At 5/13/08 10:25 PM, LCurtis wrote:
At 5/13/08 10:11 PM, gorman2001 wrote: create a global variable that would be the count of the movieclips
Sorta. Every array has a property called length. This property gives you how many items are currently in the array.

In the for loop you dont put i +=1;
In the header of the for loop there is i++ which automatically increments i by 1 every time it loops through.

To your question about hitTests, when you call array[number] it gives you the object you stored there.
Lets say you store a movieclip called myMC into spot 3 of myArray.
Then myArray[2].hitTest() and myMC.hitTest() are the same.

Do you create your movieclips in a for loop?
If you do then you can do:
myArray = new Array();
for(...){
myArray.push(_root.attachMovie(...));
}
When you call the attachMovie function it "returns" a reference to the newly added MovieClip. As you get more into programming you will understand more about functions and returns but for now just know that line adds the newly attached MC to the end of the array.

OK, i like the bit about the attach movie clip in the for loop. One question though that you may have misinterpreted is the hitTest. You showed me how to hitTest any member of the array, but how can I get a hitTest to work for all members of the Array?


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Viewing 1-30 of 203 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7