Monster Racer Rush
Select between 5 monster racers, upgrade your monster skill and win the competition!
4.18 / 5.00 3,534 ViewsBuild and Base
Build most powerful forces, unleash hordes of monster and control your soldiers!
3.80 / 5.00 4,200 ViewsAt 12/14/12 01:35 PM, creepernaut wrote: I'm new to actionscript, and I'm making a game with tiles in AS3.
The code you are using is AS2.
Why not just run the code on the correct "frame" ?
At 11/30/12 04:24 AM, TheSexualHero wrote: How to set random x or y position in as2?
for example from 200 to 250?
this._x = Math.random() * 610;
^ thats from zero... but i need from 600 to 610...
Isn't it kinda obvious? You need a random number between 0 and 10. But you want that to start from 600, what do you do?
At 11/27/12 04:00 PM, CharlieSimpson wrote: Am I the only one who thinks a scripting language has a use?
Am I the only one who thinks how long can you go on making short one sentence posts without actually saying anything?
At 11/27/12 01:14 PM, CharlieSimpson wrote: A scripting language that can handle the creation of functions at runtime
You can't insert new code at runtime. You can just prepare for all possible inputs and run the correct option. May I ask what you are trying to do and why? Sounds like a really big undertaking and I can't imagine the reasons for it.
Babysitting you for no money? Sounds like a job for your mom and dad.
You have only created one Coin. Create a new coin in the loop to get 10 of them.
At 11/24/12 11:56 AM, 4urentertainment wrote: Even if you don't have time, you could always contribute an opinion!
Smoke: particles raped by filters.
The listener is added to the object not to the frame.
There is no compensation? 'Escape' games are a dime in a dozen so it's hard for others to get motivated to work on your dream for nothing.
At 11/10/12 10:15 AM, thedarkzero wrote: I need someone to tutor me from the basic's right down to first person 3d. Anyone want to help?
How much is the pay?
var slide:Boolean = false;
var gravity:Number = 0;
var death:Boolean = false;
var jump:Number = 0;
var color:uint = 0xff0000; // red
while (true) {
break;
}
At 11/9/12 05:47 AM, stegrd wrote: I was just using arrays to hold sets of identical objects which would eventually enter a function for removeChild and array splice.
So you got some sort of 'object / array' mess which you are unable to explain to us? I think it's time to get back to the drawing board and rethink your approach.
Add an eventlistener to the XMLLoader (terrible name for a sprite btw) and wrap the code about the 'Adcontainers' in the event handler. Then dispatch the correct event in your'onLoaded' handler in the XMLLoader class.
At 11/8/12 07:47 PM, stegrd wrote: How can I reference an array via an object?
Say I call BA[x] into a function "end(BA[x]);"
So to init the function "end" I would use:
function end(ob:object){
ob.Array.split(ob.Array.indexOf(ob), 1);
}
Obviously I cannot call the array through ob.Array. How can I call the array via the object?
If your object 'ob' has a public property called 'ar' (don't name them same as the class "Array") then you can call it like ob.ar[0] (gets value of first index in ar).
At 10/19/12 03:16 AM, Thrallec101 wrote: i made 10 zombies and i can control the first one using zombieArray[1].rotation ++; but how can i control all the zombies in the array? (i diddnt understand what you meant by "looping" maybe you could give me an example?) something like
zombieArray[ALL_ZOMBIES].rotation ++;?
for(var i:Number = 0; i < 10; i++){
What do you think "i" is and what does this do?
It's a guessing game? No reactionary actions at all? Not sure if that is fun.
At 10/17/12 11:29 PM, ElTuttle wrote:At 10/17/12 11:25 PM, ProfessorFlash wrote: I think you learn dividing and multiplying in the third grade. The math isn't complicated at all. What is complicated is the logic behind the code. I have no idea why he is doing some of the divisions, and I doubt anyone other than the creator of that code can tell you why he is doing that.the math isn't hard but i have the same question of why he's doing it the way he does.
Well one way to decipher these kind of things would be to just get out your calculator and start inserting values. After doing enough runs you may see the logic behind the math he is doing there. In this example start going through the code by giving the 'jumpSpeedLimit' different values and seeing what values you will get for the 'jumpSpeed'. Go through the code and see what jumpSpeed is at different stages and try to figure out why it's like that.
At 10/17/12 11:08 PM, Davoo wrote: Every 'beginner's' tutorial for AS3 I can come upon for Actionscript 3 uses Flash CS-something or higher as the model program with which to demonstrate, instead of FlashDevelop.
Where may I find tutorials that teach the fundamental principles and rules of AS3 using Flash Develop? Does it cost some money? I'll gladly pay some.
Which one are you really having trouble with, FD or AS3? AS3 is AS3 even if you write it in notepad. So you can learn from all the tutorials, but it seems you may have trouble understanding what to do with given frame-code for CS-X in FD which uses OOP (object oriented programming). Ditch the CS-X tutorials and google for flash OOP tutorial, that might get you started better with FD.
I think you learn dividing and multiplying in the third grade. The math isn't complicated at all. What is complicated is the logic behind the code. I have no idea why he is doing some of the divisions, and I doubt anyone other than the creator of that code can tell you why he is doing that.
At 10/17/12 07:23 PM, Thrallec101 wrote: onClipEvent (load) {
var score 100
score = int(score);
trace( score(x / 10) % 10 );
}
is this right? to get the first digit of 100?
Literally every line in that code is wrong.
Have you actually put the sprites on different frames?
Object in bytearray form does not equal to an swf file. Giving the saved file the extension ".swf" does not actually make it a legit swf file, as you may have noticed. There is nothing you can do about that.
Is "durum" the instance name of the textfield? In that case you need to access the "text" property of it.
durum.text = "this works";
Handle the logic in the 'container' classes. If you add the circle to main, then the main contains circle thus main handles the logic behind the circle. Applying this to your example, you would handle key input in the main. The circle would have information about itself, like speed, rotation, direction etc., and actions like moving it would be handled in the main.
At 10/15/12 03:10 PM, MoArman wrote: Hey guys my first topic post here.
I'm making a flash game at the moment and I was wondering how I could have a "pause" button in the game, so the enter frame functions of some mcs would be temporarily disabled. Any ideas on how I would do this?
General answer is to disable everything that is running that you don't want to run anymore. You are the only one who knows what's running and what you don't want to run when "pause" is triggered.
At 10/13/12 01:48 AM, inquisitorlee wrote: @ProfessorFlash
I went with your solution. It's already in Multiline. I have expanded the TextField to its maximum size and still it wasn't able to contain all my text.
Just out of curiosity, how much text you got? I tried it with 15 paragraphs of lorem ipsum and it showed fine. You trying to make a book in flash? :)
At 10/12/12 07:43 PM, inquisitorlee wrote: @ProfessorFlash
I did the your advice but the problem is my text is so long that the TextField only displays the first parts of the paragraph. It seems I have exceeded the maximum lines displayed by the TextField. Moving the TextField by increment works fine but doesn't display all of the text in the TextField.
That's because the default setting on a textfield is "singleline". Look at the properties of your textfield and change it to "multiline". You should then have no problem displaying your credits, unless you are thanking the whole world :).
Most simple solution would be to just move the textfield. If you don't want it to disappear at the top of the screen but sooner for example, use a simple mask (in simplest form just a movieclip thats higher on the depth scale). So yeah:
//WHAT TO PUT HERE
text01.y -= 5;
At 10/10/12 05:54 PM, dartosgamer wrote: How can I make my flash game update on a browser without having the person clearing the cache. I tried using the updater from the newground API but for whatever reason it doesn't want to work.
Can anyone give me a shove in the right direction?
Thanks in advance,
Dartos
Flash is a sandbox, it can't control your browser. That would be a pretty huge security risk if it could. You can just connect your flash app to somewhere (like your own server) and then do some stuff, but I have a feeling that's not what you are looking for here. I think you want a general flash side code that refreshes browser and that doesn't exist.