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Looking For "sound Fx Guy" Posted August 23rd, 2013 in Collaboration

I'm working on a game and need some SFX. There's not too many, you can view the list here.

I can't really offer you much more than credit on the game, maybe a small cut of ad revenue. I realise it's not massive incentive, maybe we can work something out that you find more reasonable. Post some samples and I'll have a listen and have a chat with you guys :)

Cheers,
Sam.

Response to: The Flash 'Reg' Lounge Posted August 22nd, 2013 in Game Development

At 8/22/13 12:09 AM, Innermike wrote:
At 8/21/13 12:05 PM, Sam wrote: I'm curious, do you sleep in McDonalds, too..?
That's life.

I've always wanted to know, what are the flash regs favourite albums?

That's rough man.

Sometimes by City & Colour has gotta be up there for one of my favourite albums.

Response to: The DotA 2 Alliance Posted August 22nd, 2013 in Clubs & Crews

At 8/21/13 06:13 PM, Archonic wrote:
At 8/21/13 06:03 PM, Natick wrote: wait, did you mean to say treasure keys or beta keys
beta keys I think

Do they still work? A friend told me you have to buy the game now cause it's out of beta.

Response to: The Flash 'Reg' Lounge Posted August 21st, 2013 in Game Development

At 8/21/13 10:37 AM, Innermike wrote:
At 8/20/13 11:32 PM, MSGhero wrote: Taylor series though, fuck em. I know exactly why I hate those.
No, fuck you, taylor and maclaurin series were some of the few highlights of last year for me, they're mondo cool beans.

Also peep this 1337 setup bruh.

I'm curious, do you sleep in McDonalds, too..?

Response to: The DotA 2 Alliance Posted August 19th, 2013 in Clubs & Crews

At 8/19/13 03:48 AM, Gobblemeister wrote:
At 8/18/13 11:33 PM, Natick wrote: HOW TO DENY CREEPS AND TOWERS, etc.
Yeah the game doesn't really go out of its way to teach you how to do this, it doesn't really do a lot to teach you how the hotkeys work at all really. I still can't figure out an optimal setup for my hotkeys so I end up not using them at all most of the time and I know I need to start using buttons more.

It's definitely an area Valve need to improve upon. This is my current key arrangement, aside from the mouse buttons, it's fairly common:

QWER for primary skills, D and F for secondary.

Inventory:
Space for first
First side mouse button for second
Second side mouse button for third
Z, X, C for the remaining

F1 for hero selection
F2 for courier selection
F3 for shop

1 through 9 for control groups

Response to: The DotA 2 Alliance Posted August 18th, 2013 in Clubs & Crews

At 8/17/13 01:34 PM, Natick wrote: my best characters so far are sniper, razor, witch doctor and lich

yes i have been sticking to the limited pool for quite some time now and i'm shit at melee characters

It's not a bad set of heroes to be working on. I've never been much for sticking to a handful of characters in any game I've played. All random was one of my favourite game modes for a while and it let me pick up a lot of heroes.

At 8/17/13 06:28 AM, Gobblemeister wrote: I like Dota

I am a 2pro4u Brood player but I generally play support when I am not maxing my micro skills

Get on that Meepo.

Response to: Official Dota Thread. Posted August 17th, 2013 in Video Games

At 8/16/13 07:05 PM, Natick wrote: well, i'll be a son of a bitch

Halloween was so fun.

So I made a CLUB AND/OR CREW. I realise this topic is just as dead but I made it because.... well, Minecraft and TF2 get a crew :(

Much love for my DotA players, let's have a game sometime!

:pls make my thread less lonely

Response to: Please Help! Posted August 17th, 2013 in Game Development

Store the controls in something similar to an associative array (some quick googling and it seems objects are what you want to use in AS2), where the key is a string and the value is the keycode. So you'd have like:

"left" => 37
"right" => 39
"shoot" => 64

Obviously, you need to reference them in your code rather than hard coding the keycode values. You can do the same for your music and graphics if you want to keep it all in one object.

I dunno, you could also just do it with variables, as long as you have some way of allowing the player to edit the values of the variables you reference for music volume or key input then it's no harder than basic variable use.

Response to: Use strings to reference variables? Posted August 15th, 2013 in Game Development

At 8/15/13 06:32 PM, MSGhero wrote: Use a dictionary. dict[string] = number;

You can put any object in either spot, not just strings. I use them a lot to associate items, skills, etc with their names for easier access back and forth.

itemDict[item.name] = item;
/////
public function getItem(name:String):Item {
return itemDict[name];

Beat me to it by a whole 5 minutes.

Response to: Use strings to reference variables? Posted August 15th, 2013 in Game Development

If I understand what you want to achieve, you could use a dictionary to store values which are associated with keys:

var numbers:Dictionary = new Dictionary();
numbers["basic"] = 1;
numbers["advanced"] = 2;

trace(numbers["basic"]);

In this case the key is a string, but the key and value can actually be anything you need it to be. You can read more into it on the AS3 docs.

Response to: The Flash 'Reg' Lounge Posted August 14th, 2013 in Game Development

At 8/14/13 02:08 AM, Glaiel-Gamer wrote: anyone else working on a game for 7DFPS? (http://7dfps.com/)

here's a sample of mine so far
http://www.twitch.tv/tylerglaiel/c/2747983

Were the people in the Twitch chat spawning the enemies? Was only able to watch a bit of the video because of this shitty internet.

If so, that's badass.

Response to: The Flash 'Reg' Lounge Posted August 14th, 2013 in Game Development

££££££££££££££££££££££££££££££££££££££££££££££££££££££££££££££££££££££££££££££££££££££££££

God, the pound is so strong right now.

Response to: What do you listen too?? Posted August 14th, 2013 in Programming

I can't program to fast paced or heavy music, or music where I'm constantly going "Yes." in my head to a riff or drum fill or something.

Warpaint, Radiohead, Daughter, Bon Iver, Bombay Bicycle Club, City and Colour, Lana Del Rey, Ivy & Gold. The only band that really breaks this rule is The American Scene, but I find their stuff chilled enough to listen to in comparison to what I'd listen to when not programming.

judge me... go on :'(
Response to: The Flash 'Reg' Lounge Posted August 12th, 2013 in Game Development

At 8/12/13 06:24 PM, MSGhero wrote:
At 8/12/13 05:56 PM, Luis wrote:
At 8/12/13 01:06 AM, Sam wrote: I'm not too bad, 49% win rate and just over 1050 hours played.
GROSS
Yeah 49% is pretty gross

omg 1v1 den we c hu best!!!!!¡¡1!!

Response to: The DotA 2 Alliance Posted August 12th, 2013 in Clubs & Crews

At 8/12/13 01:40 AM, MSGhero wrote:
Sam is EU, I'm US btw.

Just had a match on US East and it was absolutely fine, so count me in for any US East or EU matchmaking.

Response to: The Flash 'Reg' Lounge Posted August 12th, 2013 in Game Development

DotA 2 stronk

The internationals this year were really good. I decided to finally start that DotA 2 club, and I know a few people here play so you best get over here and be nice. If you play, head over to my NG profile and add me on steam. I'm not too bad, 49% win rate and just over 1050 hours played.

The DotA 2 Alliance Posted August 12th, 2013 in Clubs & Crews

With this years "The International" coming to a close, I figured it was about time we got a DotA 2 club going.

What is DotA 2?
In short, DotA 2 is a remake by Valve of the extremely popular Warcraft 3 custom map: "Defense of the Ancients" or "DotA" for short. It is of the increasingly popular MOBA genre where two teams of 5 players are pitted against each other. For a team to win they must destroy the opposing teams main structure: the Ancient. To say the least, this isn't as easy as it sounds.

Where do I start?
If you've never heard of DotA 2 and clicked this thread for reasons unknown: Check out the Wikipedia page and then head over to the DotA 2 website.

If you're new to DotA 2: Welcome, you suck. Once you suck a little less, here's all the information you'll need to get started and improve your playing.

What is this thread for?
Hopefully this thread will become a welcoming place to discuss any DotA 2 related strategies, techniques, builds and team compositions regardless of skill level, time played or amount of wins. Also, any DotA 2 related news or content (such as articles, guides, tutorials and videos) can be discussed here. More advanced players, I'd hope you would guide newer players and answer any questions that might pop up - we all know it's a hard game to get to grips with.

Definitely didn't rip some links from vg

So, to all DotA 2 players, fans, commentators and anybody else: Welcome!

Response to: Questions about game structure. Posted August 11th, 2013 in Game Development

At 8/10/13 05:00 PM, nitokov wrote:
At 8/10/13 02:26 PM, Barzona wrote: Any advice on structuring a game will be appreciated.
hmmm, maybe start here: http://www.kongregate.com/forums/4-game-programming/topics/3 38054-deeper-topic-part-1-a-criticism-of-oop-in-game-develop ment

Really good read, thanks for posting.

Response to: Making shadow in platformer Posted August 9th, 2013 in Game Development

Have the shadow as a separate object in your game and have it's properties change based on the distance between it and the object the shadow belongs too. You could use the value of "object.y - shadow.y" to manipulate shadow.scaleX, shadow.scaleY, shadow.alpha etc.

Response to: Hit-test problem? (AS3) Posted August 9th, 2013 in Game Development

At 8/9/13 10:25 PM, mmcxii wrote: What exactly do you mean check a couple pixels lower than my collision test?

Could probably do something like this

if(ground.hitTestPoint(player.x + player.width / 2, player.y + player.height / 2 + 2, true))
{
    Player.onGround = true;
}
else
{
    Player.onGround = false;
}

Or maybe even:

Player.onGround = ground.hitTestPoint(player.x + player.width / 2, player.y + player.height / 2 + 2, true);
Response to: Trouble With Updating The Swf Posted August 9th, 2013 in Game Development

At 8/9/13 05:45 PM, kikill wrote: I tried to upload an updated swf but the changes do not show. I tried the solution suggested to one of the threads below - to reload - many times, still nothing. I also tried giving the update swf a different, still no effect. What could be wrong?

Clear your browser cache. If not, it may just be Newgrounds taking a while to update the SWF.

Response to: Hit-test problem? (AS3) Posted August 9th, 2013 in Game Development

Check a couple of pixels lower than you're collision test. The reason it's jumping between states is because you're constantly moving it by one pixel so for one frame it's colliding and therefore one state is active, and the next frame it's been moved by one pixel up and isn't colliding so is in a different state. If you check a couple of pixels below the player to see if the ground is actually there, you can use that as a hacky way of managing your states.

Response to: I need help with my flash! Posted August 9th, 2013 in Game Development

You have a few options I suppose:

You could decompile the SWF to get a usable (I use that word lightly) .FLA. Sothink is a popular one. You can create a player which loads the first SWF and then loads the second SWF. I'm unsure if you can distribute the player SWF without the two SWFs being available to the player (i.e. the player must be able to access the other two all the time).

You could rip the hard drive out of your PC and install it on your current machine. If your current machine is a laptop, you can buy USB enclosures for hard drives.

Response to: The Flash 'Reg' Lounge Posted August 5th, 2013 in Game Development

At 8/5/13 07:19 PM, Diki wrote: it's less than the weight of a single bottle of beer.

And that's all that matters.

Response to: The Flash 'Reg' Lounge Posted August 4th, 2013 in Game Development

At 8/4/13 06:02 PM, PrettyMuchBryce wrote:
At 8/4/13 05:06 PM, Innermike wrote: I hate the term 'method'. Just say function jesus
They are actually not the same thing.

I've never learnt the actual difference. I had one of my tutors say: "A method is a function that's part of a class".

Hmm.

Response to: The Flash 'Reg' Lounge Posted August 3rd, 2013 in Game Development

At 8/3/13 12:24 PM, deckheadtottie wrote: I know nothing about Flash/AS3, but I'm not scared of learning, and I'm sure the Flash guys won't mind the rare "programming" question, either.

Also bear in mind a lot of Flash regs are well versed in other languages, too.

Response to: The Flash 'Reg' Lounge Posted August 3rd, 2013 in Game Development

At 8/3/13 08:12 AM, Rustygames wrote: Merging forums into a games forum is a good idea. I wouldn't add programming because those guys don't necessarily just do games.

But then doesn't it become kind of fragmented? Will the new Game Design & Development forum just be for Unity, HTML5 and Flash game development? Is haXe included in this? Will the programming forum end up holding slow moving threads about game development in other languages that go unanswered due to lack of "specialist" posters?

all these questions!

I feel like if we call it a "games dev" forum, then all topics relating to games development should be contained there regardless of language or platform. It would hopefully start some cool discussions as well, such as reprogramming Flash games into full fledged games as Omar and Xelu are doing with Concerned Joe.

Response to: moving platforms with characters Posted August 2nd, 2013 in Game Development

At 8/2/13 05:54 AM, JMac96 wrote: twats. i dont need this shit on forums. i just wanted someones help on programming not a twats point of view about fucking copyright

If you expect to be able to post things like:

"i dont know shit about programming except on how to copy and paste codes from the internet. i just need some experienced help"

And then expect all the help in the world to help you achieve what you want to achieve (via copy and pasting), then you had this coming. It boils down to this: if you could actually program and understand the fundamentals of any programming language what so ever, my first post would have sufficed.

You're completely missing the point that we literally have no idea what your game is like, and we're not going to spend the time to download your files, look through them, understand them and then post some hacked together solution just so you can run off with it and pretend like you did it yourself.

But here it goes, this doesn't matter if it's AS2 or AS3 but everyone here will suggest AS3. I'll bold keywords so it gives you something to start researching:

The best idea to go about this would be to have a "platform" object, this object needs to have methodsthat return its direction and speed of movement. You will also need a "player" object and perhaps a method that influences the players position. Finally, you'll need a class that knows about your platform objects and your player object. You then could use a for loop to loop through all platforms and compare each one against the player object for a collision. If a collision occurs, you need to use the methods you created earlier: get the speed and direction of the platform and use it to influence the players movement (i.e. move it in the same direction and speed as the platform).

If this sounds way too confusing, I'll give you a list of things you need to learn to get yourself into AS3 programming:

The trace() function is your best friend.

Variables
- Initializing and declaring
- Data types
- Arrays
- Scope
- Arithmetic, String manipulation, Array manipulation

Statements and Loops
- If statements
- Combining with else statements
- Switch/Case
- While loops
- Do/While loops
- For loops and variants (for each in, for in)

Functions
- Writing a function
- Parameters
- Returning a value
- Calling a function
- Event listeners

Hopefully at this stage you'll have a fairly good grasp on programming and you might want to look into object orientated programming.

I'm sure you know how to use Google; I would say there's enough there to get you started and keep you busy for a while. Programming can be extremely difficult, just because you see something in every game you play it doesn't mean it's a simple thing to do. You need to put in the work if you want to actually make something.

Good luck.

Response to: The Flash 'Reg' Lounge Posted August 1st, 2013 in Game Development

sam; languages

Weren't you around? We can @Toast now

good idea. how's your french?

Terrible. I can pretty much hold a conversation that a primary school learner can hold.

At some point, you'll undoubtedly lose interest in the language if your study of it is mostly self motivated

I've thought about this, and decided to pick Spanish because it's so widely spoken and there are plenty of resources out there. It's not a stretch to find people I can talk to in Spanish either which is fun. Hopefully the self motivation perseveres to the point where I know more than: "Hello, my names Sam. How're you? ".

That being said, I do get a bit of a boner at the thought of being fluent in 5 languages.

So you should, hell of a thing to be able to translate from one to another and be able to communicate and experience things you'd otherwise be unaware of.

I should be fluent in spanish if I brush up on it.

Train me in SC2 but in Spanish and in return I'll teach you to program ;) only jk pls don't hurt me

Response to: moving platforms with characters Posted August 1st, 2013 in Game Development

At 8/1/13 12:19 PM, JMac96 wrote: is this with actionscript 2 or 3 because this comes up with four errors. can you help please?

It's conceptual more than anything, he's basically saying:

1) Loop through all the platforms
2) If the player is colliding with the platform
3) Move the player based on the platforms movement