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Author Search Results: 'Petwoip'

We found 281 matches.


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Viewing 1-30 of 281 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10

1.

None

Topic: Save Game: Saving an array?

Posted: 05/30/09 03:04 PM

Forum: Flash

At 5/30/09 02:56 PM, liaaaam wrote: Short answer - yes.

Long answer - do you know how to save? If so.. just save the variable in the same way you'd save any other variable.

I do know how to save. I guess I could have tested this myself, but thanks!


2.

None

Topic: Save Game: Saving an array?

Posted: 05/30/09 02:55 PM

Forum: Flash

So, in a lot of games you find a feature that allows the player to save his/her progress. Working on my game, I need an easy way to save about 30 different numbers. Is it possible to save an array that contains all these numbers?


3.

None

Topic: Programmatically change registratio

Posted: 05/27/09 09:32 PM

Forum: Flash

I'm programming in FlashDevelop, not Flash CS3 or CS4, so there is no simple way to change my registration point. How would I go about doing this with code?


4.

None

Topic: Best way to select level code?

Posted: 05/12/09 05:53 PM

Forum: Flash

At 5/12/09 05:31 PM, Doomsday-One wrote:
At 5/12/09 05:10 PM, Petwoip wrote: In my code, there is one section that does all the actions, and there is another section where I provide values for the different variables that control how my game runs. The first section stays the same for every level. The second section changes for each new level.
I still fail to understand why you can't use functions.
With functions, you can pass various values into the function every time you call it.

For example:

function newLevel(charx, chary, level) {
attachMovie("character", "char", 0);
char._x = charx;
char._y = chary;
background.gotoAndStop(level);
}
// function
newLevel(10, 200, 1);
// calls level 1
newLevel(40, 50, 2);
// calls level 2

Each time you call the function, you can change the values of charx, chary, level, and whatever else you want to pass through the function (an array of enemy locations, for example).
You can even call functions to do certain things within functions. So if you wanted some levels to do one block of code, and others to do another block (for different game mechanics, for example), you could put those codes in different functions, and use the main function to call the specific one based on the name you pass through.

So, why will this not work?
And if all else fails, why not just resort back to good old 'if' statements?

Ok, the reason I can't use functions is because I have about 50 different variables that keep track of enemy speed, enemy size, density, and tons of other things that make each level different. Putting that into a function would not only require up to 50 parameters, it would also be hard to keep track of what number means what. This is the problem I had with classes, that I would have to make tons of instance variables. I see your method working if I had less properties, but in my case it won't work out easily. Thanks though.

And to 51lver, I like that idea, I'll try it out.


5.

Happy

Topic: Best way to select level code?

Posted: 05/12/09 05:10 PM

Forum: Flash

At 5/12/09 04:59 PM, Doomsday-One wrote: Take a look at functions; these are blocks of code you can call up whenever you wish.

I know what functions are... Maybe I should rephrase my problem. In my code, there is one section that does all the actions, and there is another section where I provide values for the different variables that control how my game runs. The first section stays the same for every level. The second section changes for each new level.

The reason I don't want to make a frame for each level is because if I find a problem with the first section, I will have to copy the fixed first section code into all the different frames, which is a huge hassle.

I was thinking that I could make 30 frames, one for each level, as long as each frame only contains the second section, and the first section is somehow imported. Perhaps this could be done with a .as file (which I don't know how to import and use).

I hope that helped clear up my problem.


6.

None

Topic: Best way to select level code?

Posted: 05/12/09 04:53 PM

Forum: Flash

I'm trying to create my game with one frame (excluding the main menu). However, I'm going to have 20-30 levels in my game. At the beginning of my code I have about 50 lines of various properties for the enemies. Since I'm going to have 30 or so levels, it will take a lot of space to paste those 50 lines thirty times, as to represent the differences in each level to the next. So, it there a way i can store all that code in a separate place so I can access it after a person beats each level? If you have an idea of what I'm talking about, please give me an idea, so I don't flood my code with 1500 extra lines.


7.

Sad

Topic: Sound volume problem!

Posted: 04/25/09 11:30 AM

Forum: Flash

I'm working with some Sounds that will play in my game. Here are two of the sounds. One is for when your mouse rolls over a button, and the other is for when you click a button.

releaseSoundEffect = new Sound()
rolloverSoundEffect = new Sound()

releaseSoundEffect.attachSound("release")
rolloverSoundEffect.attachSound("rollover")

rolloverSoundEffect.setVolume(25)
releaseSoundEffect.setVolume(90)

I'm having an issue with the volume. Although I wrote that one sound has a volume of 25 and the other a volume of 90, both sounds play at volume 90 during the game. I would think that the setVolume method would only affect individual objects, not any others.

So my question is: What is making both sound volumes become 90, and is there any way to make them different?


8.

Elated

Topic: Event inside a loop?

Posted: 04/16/09 01:21 PM

Forum: Flash

It's important to realise that when you define an onRelease or onEnterFrame etc that you are telling the movieclip what to do when that event occurs. So in the code you posted, you are telling each movieclip what to do when it is clicked correctly, but you are doing that every frame which is overkill as they only need to be told once.

Hah, what's funny is I just wrote that code on my own, and it didn't work. I realized my MC's were all empty in the middle, and had a thin line on the outside, so I couldn't detect a click. After fixing that the code worked!


9.

Questioning

Topic: Event inside a loop?

Posted: 04/16/09 01:10 PM

Forum: Flash

My stage has 30 MC's scattered around. How can I detect an onRelease for all 30 of these MC's using a for loop. Here is an idea of what I want:

_root.onEnterFrame = function()
{
     for(i = 1; i <= 30; i++)
     {
          _root["mc" + i].onRelease = function()
          {
               trace("You clicked MC: " + i)
          }
      }
}

Obviously, this code does not work, I just wrote it to illustrate my problem. What should I do? (These 30 MC's have to be movie clips, not buttons)


10.

None

Topic: What is more code-efficient?

Posted: 03/26/09 06:54 PM

Forum: Flash

Ok, so if I duplicate MC's using attachMovie, will the game run smoother when there are 100 elements on the screen as opposed to using duplicateMovieClip?


11.

Questioning

Topic: What is more code-efficient?

Posted: 03/26/09 06:24 PM

Forum: Flash

What is better to do so that my game runs smoothly:

Duplicate a circular movie clip and have each duplicated MC move around in random directions?

or

Use the Flash drawing API to dynamically draw circles and have them all move around in random directions?

Which will make my game run smoother, creating these circular objects by duplicating them or by drawing them dynamically. Also, when answering this question, assume there are about 100 circle created in each of the two cases.

Thanks!


12.

None

Topic: Here's the prototype. I need ideas!

Posted: 03/23/09 10:39 AM

Forum: Flash

Yeah, I noticed that issue where it is much easier to become smaller. What you said is a good idea. Also, different red enemies would make things more interesting.


13.

None

Topic: Here's the prototype. I need ideas!

Posted: 03/22/09 11:54 PM

Forum: Flash

At 3/22/09 11:40 PM, Fleshlight wrote: maybe give it some power ups? (invisibility, destroy all the red balls, suck in all the green ones)

Those sound good. Thanks!


14.

None

Topic: Here's the prototype. I need ideas!

Posted: 03/22/09 11:31 PM

Forum: Flash

Thanks for the feedback. But still, the game is not very dynamic at the moment. There is only one strategy because the game pretty much does the same thing the whole time.

Also, I can probably fix those controls to make them less loose.


15.

None

Topic: Here's the prototype. I need ideas!

Posted: 03/22/09 10:50 PM

Forum: Flash

For the past couple days I've been working on this game. However, I'm a bit stuck on ideas (beyond what I already have). I'm posting here to see if anyone can think of a way to make my game more fun/interesting/exciting.

One thing I forgot to mention in the swf is your ball can hit the sides of the big circle (your ball will simply bounce off)

Game HERE

Also, if you find any bugs, please tell me! Thanks!


16.

Elated

Topic: Loop every Movie Clip on the stage

Posted: 02/18/09 02:58 PM

Forum: Flash

Hey, thanks a lot Denvish! It works!


17.

Questioning

Topic: Loop every Movie Clip on the stage

Posted: 02/18/09 01:59 PM

Forum: Flash

The stage has a bunch of movie clips scattered around, and they each have different symbol names and instance names. Is there any conceivable way to create a loop that detects each movie clip on the stage and moves them all by 10 pixels to the right?


18.

Angry

Topic: Best of January 2009

Posted: 02/07/09 05:35 PM

Forum: NG News

I'm pretty upset that clinically obese got 5th place, it's really not much of a game at all.


19.

None

Topic: Silverware Diet!

Posted: 01/24/09 12:36 AM

Forum: General

At 1/24/09 12:34 AM, theshadowwolf wrote: Okay... heres something I should tell people about diets... here goes...: (deep breath)
FUCK YOUR DIETS!!!!!!
EXCERSISE!!!!!
IF THAT DOESNT WORk, STOP EATING!!!!!!
Truth is told here....
/caps...

Please, don't take this too seriously. Of course exercise would be more effective.


20.

None

Topic: Silverware Diet!

Posted: 01/24/09 12:34 AM

Forum: General

At 1/24/09 12:33 AM, SoulPiker wrote: Or maybe, you should stop eating.

Not so easy for some people...


21.

Elated

Topic: Silverware Diet!

Posted: 01/24/09 12:25 AM

Forum: General

I was thinking of a strange diet idea. You know when you eat so quickly that you don't realize you're full? Well instead of using a fork and knife for cutting meat, try to use a spoon. This way, you burn calories trying to cut the meat, and you are forced to eat slower, which means you get filled up faster. This idea would work for more than just meat. How about a fork for soup, or a spoon for spaghetti!

What is great about this diet is you don't have to change the foods you eat. You're just eating less of what you love to eat best!


22.

None

Topic: Anonymous Collision Detection

Posted: 01/22/09 01:33 PM

Forum: Flash

At 1/22/09 01:13 PM, sk8more wrote:
At 1/22/09 01:07 PM, Petwoip wrote:
At 1/22/09 11:34 AM, Glaiel-Gamer wrote: Use a for loop to go through everything though, its not as slow as you think if you're only checking one clip against 200 or so others. If everything is colliding with everything, you need a collision grid.
Where can I find a tutorial for collision grids?
i doubt you want to get that into it, just use a for loop, they are not in-efficient at all,if multiple mcs are duplicated they mill have names of mc1-200 etc, run a for loop to cycle through hitests,extremely simple.but if you insist on a collion grid, try something like this.

The reason I don't want a for loop is I've tried them and they slow the game down. In my game, the direction of collision and speed of collision matter, and when different kinds of "enemy" objects are introduced, there are too many for loops with too much code inside.

I suppose container movie would would work pretty well, but I don't know how to create them from specific objects on the stage, not just a symbol with linkage.


23.

None

Topic: Anonymous Collision Detection

Posted: 01/22/09 01:07 PM

Forum: Flash

At 1/22/09 11:34 AM, Glaiel-Gamer wrote: Use a for loop to go through everything though, its not as slow as you think if you're only checking one clip against 200 or so others. If everything is colliding with everything, you need a collision grid.

Where can I find a tutorial for collision grids?


24.

Questioning

Topic: Anonymous Collision Detection

Posted: 01/22/09 11:29 AM

Forum: Flash

I'm using AS2.
There is a piece that you control.
Many different objects can hit your piece.

How can I determine when there has been a collision without knowing what hit my piece. It would be inefficient to create a for loop that goes through every object on the stage, checking if there is a collision. Instead, is it possible to see if my piece is being touched, and it doesn't matter what is touching it.


25.

None

Topic: Developers: How Much Is Your Ecpm?

Posted: 01/09/09 06:28 PM

Forum: Flash

For those of you who have submitted a game with ads, what is your eCPM ($$ per 1,000 impressions)? I'm just wondering because mine seems kinda low ($.13). I submitted my game today, so maybe it increases over time?


26.

None

Topic: startDrag - More than one object

Posted: 01/06/09 10:23 PM

Forum: Flash

Thanks, but that won't work for me because I don't want the middle of the objects to stick to the mouse. Imagine each object you hit has glue on it. Each additional object you hit sticks to that spot of collision.

I hope that made some sense


27.

None

Topic: startDrag - More than one object

Posted: 01/06/09 10:11 PM

Forum: Flash

I'm trying to get a bunch of objects to drag when the mouse hovers over them. Unfortunately, startDrag() only allows one MovieClip to be dragged at a time. So my question is:

Is there a simple way to have more than one object be dragged at once?

Thanks


28.

Happy

Topic: Poll: do you believe in aliens?

Posted: 01/02/09 11:26 PM

Forum: General

Yes, and there's probably one out there that looks just like me.


29.

None

Topic: Filling in a line?

Posted: 12/07/08 01:21 AM

Forum: Flash

What I'm trying to do is similar to what FerryHalim does in the game: "Floats" at Orisinal. Just note that I'm not trying to copy his game.

And sorry for the double post.


30.

None

Topic: Filling in a line?

Posted: 12/07/08 01:17 AM

Forum: Flash

How would I go about doing this?

I have lines that are created that follow the position of your mouse, such that it's a pencil drawing tool (like when you draw your slopes in line rider). Any suggestions on how I can find out if the line I draw encloses an area on the screen.

Another way to picture this: How can I get my game to notice when you draw around an object on the stage? I'm not talking about drawing with flash on the stage, but all through code. I've read a bit about beginFill and endFill, but besides that I really have no other idea what to do.


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Viewing 1-30 of 281 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10