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Response to: The Flash 'Reg' Lounge Posted November 13th, 2014 in Game Development

At 11/13/14 06:49 AM, Aprime wrote: What do you say when people say "Flash is dying" in order to defend Flash?

I guess one key point is that it would work on the old computers and HTML5 won't :P

The computer doesn't have much to do with it, it depends what browser that computer is running.

I don't really get into discussions about it, though. I think this point came up like a page or two ago: if I write something for the Flash platform, it's pretty much guaranteed to work across all configurations, while with HTML5 (more often than not) will give me trouble.

It's an advantage and disadvantage. One codebase and company developing the Flash player ensures cross-platform is made easier for us as developers, but means they have total control over how the technology progresses; right now that looks pretty bleak. HTML interpretations vary between browsers (special CSS tags, rendering issues, whatever), which is evident whether you're building a game or a website so developers have to write more code to get a consistent experience for their users.

I think the whole "Flash is dying" thing is a little exaggerated. There's no doubt in my mind that usage/popularity is dropping, but it doesn't seem to be at the rate people were expecting after Jobs publicly expressed his hate towards it.

I honestly believe that if Adobe look at what communities like this have to say, they could benefit massively. Unfortunately I can't see that ever happening.

we'll all just be using Haxe to publish to web when Flash is dead because we can't let go of the past and AS3 ;)
Response to: The Flash 'Reg' Lounge Posted November 11th, 2014 in Game Development

At 11/11/14 02:32 PM, Diki wrote: Vim and Vaxe. Vim and Vaxe. Vim and Vaxe.

I'm an emacs kinda guy.

Response to: The Flash 'Reg' Lounge Posted November 11th, 2014 in Game Development

At 11/11/14 01:55 PM, MSGhero wrote:
At 11/11/14 01:48 PM, Sam wrote: Speaking of Haxe, does anybody use HIDE?
It's gotten way better but no FD is still probably the best for win. I might try it out again soon to get an informed opinion about it. FD had its shortcomings in haxe too.

It seems like the best Linux option for a full IDE. I like the IntelliJ platform but it feels a little heavy.

If anyone says VIM and Vaxe I swear to god.
Response to: The Flash 'Reg' Lounge Posted November 11th, 2014 in Game Development

Speaking of Haxe, does anybody use HIDE?

Response to: Completely wipe the display list? Posted November 9th, 2014 in Game Development

At 11/9/14 10:48 PM, MintPaw wrote: Yeah, I don't think it would remove all of each child's children.

Do they still "exist" in the display list? I've never really thought about it because I'm quite meticulous when it comes to adding/removing display objects.

Even if not, the GC would do its rounds after you remove the parent. I just think it's better to be thorough than rely on the GC.

Response to: Completely wipe the display list? Posted November 9th, 2014 in Game Development

At 11/9/14 09:36 PM, MSGhero wrote: The name of the function is removeChildren, I said something else earlier. It does this or something similar.

It's a function in fp >11, so if you don't see it you aren't compiling to a more recent version.

I've used it before, but assumed it didn't remove all descendants.

Response to: Completely wipe the display list? Posted November 9th, 2014 in Game Development

If you really need to do it, just use recursion on the children:

private function removeDescendants(p:Sprite):void
{
	while(p.numChildren > 0)
	{
		removeDescendants(p.getChildAt(0) as Sprite);
		p.removeChildAt(0);	
	}
}
Response to: Flash wont play Posted November 7th, 2014 in Game Development

At 11/7/14 07:58 PM, BluePickle wrote:
At 11/7/14 10:38 AM, OOGIDIBA wrote: gonna need some more details if you want us to help. like the play button isn't working? so it goes from the add revenue preloader to frame 2 when its supposed to carry on? try throwing _root.gotoAndPlay(3) on the actions of frame 2 just for shitsngigs. It's not a very professional fix but I'm not a very professional guy.
Now my first frame wont show?

I'd assume you have "play()" on the wrong keyframe, then. Perhaps try the keyframe after the one you have it on, but I'm just guessing here.

Explain exactly what you have on your first frame (even screenshot it, a shot of the code and the timeline in the same screenshot would be helpful too).

Response to: Flash wont play Posted November 7th, 2014 in Game Development

At 11/7/14 07:54 PM, BluePickle wrote: Can you please tell me how to go on about that? my knowledge of flash goes only so far.

If you click on the second frame of your animation and press F9 to open up the actions panel, throw this on it:

play();

While this is a remedy to your problem, it's not the best solution. Somewhere, a piece of code is saying: "Stop playing at frame 2". If you want to properly fix it, this should be removed, but the solution provided by OOGIDIBA is sufficient.

Response to: The Flash 'Reg' Lounge Posted November 7th, 2014 in Game Development

At 11/7/14 07:39 PM, egg82 wrote: https://play.google.com/store/devices/details/Nexus_5_32GB_Black?id=nexus_5_black_32gb&hl=en

Great phone for the price, my housemate has one. The camera seems a little lacklustre, but you can't expect it all for that price range.

I need an upgrade. Been looking at the Xperia Z3 but the release schedule for their flagships is every 6 months so it'll probably be shoved under the rug quicker than other phones.

Response to: Flash wont play Posted November 7th, 2014 in Game Development

At 11/7/14 07:35 PM, BluePickle wrote: So i got the ad revenue loader for my flash. After I got that working, I tried testing it out and it worked. Problem is it stops 2nd frame but though sound for that scene keeps playing. So it doesnt move on to other frames showing my whole flash. I don't really know how to go on about this. Any suggestions?

You don't need to create another thread when the other one describes an almost identical problem without replying to somebody trying to help.

Most likely you have a stop(); on that frame, or a gotoAndStop(2) is being called somewhere stopping it from progressing.

Please use your other thread.

Response to: Update Api configuration??? Posted November 6th, 2014 in Game Development

It's your settings that have caused it. Go into the games API tools and go to "Game Protection" to change the settings related to this.

Response to: Swift 3d tutorial Posted November 5th, 2014 in Game Development

At 11/5/14 01:36 PM, raptor0555 wrote: apparently you need something like this that I created in swift 3d6, a 3d car

Thread is 9 years old. Check the dates before posting.

Response to: The Flash 'Reg' Lounge Posted November 5th, 2014 in Game Development

Went to a local company who seem to regularly use Haxe for projects which was cool to see. Taking over boys!

Response to: Limit circle within circle AS3 Posted November 2nd, 2014 in Game Development

At 11/2/14 12:48 AM, Etherblood wrote: Yup, there is no need to use an iterative approx.

Sorry, I didn't see your response.

OP, this is spot on.

Response to: Limit circle within circle AS3 Posted November 1st, 2014 in Game Development

At 11/1/14 01:42 AM, jelly-bean-jade wrote: I have managed to get the distance between the two circles, but I am struggling with the "don't allow value" bit.

One possible solution would be: at the point where the distance exceeds the limit, get the angle between the container circle and the contained circle and move the contained circle at that angle. Maybe...

while(distance >= limit)
{
    var angle:Number = Math.atan2(contained.y - container.y, contained.x - container.x);
    containedCircle.x += Math.cos(angle);
    containedCircle.y += Math.sin(angle);
    // update distance here
}

It seems fairly heavy, though. I'm sure someone has a much more efficient solution.

Response to: The Flash 'Reg' Lounge Posted November 1st, 2014 in Game Development

At 10/31/14 12:22 PM, Diki wrote: CoffeeScript popping up just make everything worse. If ever there were a stupid, pointless hipster-language, it's CoffeeScript.

I've used TypeScript a couple of times which I didn't mind.

CoffeeScript looks a little weird. If you prefer that syntax then that's fine, but I don't understand why they would change it so much that it's not immediately understood by a JavaScript programmer.

Will the piqued interest and usage of JavaScript result in there being an overhaul of the language? I'd assume it would just become like the state of HTML5 now (or maybe last year), where as features are released, they slowly trickle into existing technologies that use it.

Response to: The Flash 'Reg' Lounge Posted October 31st, 2014 in Game Development

At 10/31/14 09:27 AM, MSGhero wrote: Do you think the w3c whatever will make html5 more consistent?

Didn't they release the final specification for HTML not long ago?

Regardless of that, there still seems to be a lot of discrepancies between browsers concerning HTML5 features that were in the spec years ago.

Response to: Limit circle within circle AS3 Posted October 30th, 2014 in Game Development

Find the distance between the contained circle and the centre of the container circle. Don't allow this value to exceed the container circle's radius.

Response to: Serious help before Halloween pleas Posted October 30th, 2014 in Game Development

At 10/30/14 12:21 PM, Rovertarthead wrote: Hey can you Skype me. You can either type in my username here on Newgrounds or my fullname which is Trevor Cartmill-Endow on skype search. Please add me and call. Thanks

You're expecting a lot of someone for something extremely simple. You seem to not understand the very basics of using Flash, let alone Actionscript and are now expecting someone to add you on Skype so they can walk you step by step how to achieve something.

Response to: The Flash 'Reg' Lounge Posted October 25th, 2014 in Game Development

At 10/25/14 03:25 PM, egg82 wrote: girlfriend.

No money = no girlfriend??

At 10/25/14 03:50 PM, MSGhero wrote: Every time I get a paycheck from my campus job, I rejoice. Every time I buy groceries, I cry. I'm not sure what will happen when I'm the one who has to pay for rent, utilities, and stuff...

It's not too bad if you can manage your money, gotta buy what you can afford.

That means only buy beans and eggs
Response to: Keyboard controls in as3? Posted October 23rd, 2014 in Game Development

At 10/23/14 01:06 PM, GrahamNG wrote: So where am I going wrong? Thanks for all the answers in advance.

This also relates to your other thread, as I can see the problem.

An ENTER_FRAME listener calls the function you pass it (known as the handler) every frame. So if your project is set to 60FPS, that's 60 calls to that function a second.

Now think about what you're doing: adding an event listener for a KEY_DOWN every frame. Also, your handler for your KEY_DOWN is inside your handler for the ENTER_FRAME - why?

I actually wasn't even aware this was valid AS3, to define a function inside a function

You don't even need an ENTER_FRAME listener here, because you're doing nothing but key handling. So just have your KEY_DOWN listener and function handler, nothing else is needed:

addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler);

function keyDownHandler(e:Event)
{
    // key handling goes here
}
Response to: Units in as3? Posted October 23rd, 2014 in Game Development

At 10/23/14 01:48 PM, GrahamNG wrote: So I'm making a test in whicha square moves. Except when I do 'blah.x += 1' or something similar it won't move it by one pixel, something more like 20. Why is this? Why isn't it done by pixels?

It is done by pixels, you may be applying +1 multiple times per frame or the movement happens in consecutive frames so it looks like it's moving more.

Response to: How to bucket fill only a part Posted October 19th, 2014 in Game Development

At 10/18/14 11:05 AM, Cayler wrote: I've used the pen tool to draw an image of a person and after finishing I'm trying to bucket fill the various colors of the picture. When I bucket fill, it recognizes the whole shape of the picture and fills it all but doesn't cover any of the pen lines. I don't quite get it. How do I fill only a small segment which has been clearly separated from the rest by black lines?

You have gaps in your line and have the fill tool set to not fill any gaps.

In your toolbar, you see the very bottom left icon that looks like a circle? Click that and you can set it to fill spaces in your lines of different sizes.

Response to: For Loops and Loaders Posted October 15th, 2014 in Game Development

At 10/15/14 09:29 AM, Aprime wrote:
At 10/15/14 08:57 AM, Kirk-Cocaine wrote:
At 10/15/14 08:39 AM, Aprime wrote: How can I have each new loader name be called loader + the number which [i] is?
Why do you want to? Why not just use one loader, or store multiple loaders in an array.
How would I go about doing that?
My images are captured through XML

Parse your XML and create a loader for each image you find, but...

var imageArray:Array = new Array(blah[1],blah[2]);
But there's not a set number on how many array items I'll have as this is set by the XML and I'd have to write down manually each new blah[53] in the Array.

You say this, yet you have a variable called "numberOfImages" which strictly limits the amount of loaders you have.

So:

var loaders:Array = new Array();

for (var i:uint = 0; i < numberOfImages; i++)
{
	var loader:Loader = new Loader();
	loader.load(new URLRequest(blah[i]));
	loaders.push(loader);
}

Now all of your loaders are in your loaders array, you have access to them later.

Either way, even if this way doesn't cause those complications, it would be appreciated if you could let me know how to do what was mentioned in the first post, for reference purposes as it would be nice to know how to change loader names like that.

I'm not even sure you can change variable names at runtime like that, and there is honestly no reason you should need to. You have access data structures (collections: arrays, vectors in AS3) that you should be using to solve your problem.

Response to: The Flash 'Reg' Lounge Posted October 15th, 2014 in Game Development

I've been brainstorming some system with my housemate. Everything is sort of "ready to go" and we just need to start writing code but motivation and uni. Also been brushing up on my Haskell and Maths because I feel it'll be letting me down in my modules this (and possibly next) semester.

Haven't touched AS3 or Haxe is forever, I might need to get in on a jam to force me to do something.

Response to: Html / Java - Images Random Order Posted October 14th, 2014 in Programming

At 10/14/14 05:41 PM, yurgenburgen wrote: Hello,

I am looking for a Java or HTML code that will take specific images I have uploaded and display them in a random order.

I'm assuming you mean JavaScript.

It's pointless just giving code for you to copy and paste because you won't learn anything, the outline I'm about to describe is applicable in a large majority of languages.

- Grab your images from the file system
- Store them in an array (or forget step 1 and just store the file paths)
- Shuffle the array (or if there's no inbuilt way to randomise array order, look up how to manipulate them yourself which is a fairly easy task)
- Loop through your array and spit out some HTML code to display them ("<img ...." I'm sure you can figure out the rest)

Response to: What does 'new' do? Posted October 11th, 2014 in Game Development

At 10/11/14 12:58 PM, GrahamNG wrote: when coding, what does 'new' mean and what's it's functionality.

Constructs an object of that type:

var myCar:Car;

// type may be 'Car' but it has no value to it (null)

myCar = new Car();

// instantiated a new 'Car' object, constructor is called at this stage
Response to: The Flash 'Reg' Lounge Posted October 7th, 2014 in Game Development

At 10/6/14 03:53 PM, Inglor wrote: What's it up to? Do people still ask questions here? Post tutorials? Collaborate on stuff?

Generally pretty quiet now, but could u help me with an inventory system in AS1??

Do people still write ActionScript and use flash?

So it seems, Haxe is also popular now with the regs.

At 10/6/14 06:07 PM, yoloswag69 wrote: Shouldn't you guys merge all the forum sections for software development into one already?

I agree that something needs to happen soon.

Response to: Is it a good practice? Posted October 6th, 2014 in Game Development

At 10/6/14 09:04 AM, NecroBlight wrote: Should've used differnt wording, I didn't mean database as something outside the program, but a data collection the program uses during runtime, so it uses alot of it, so I guessed it might impact performance.

What you're talking about is just some sort of data structure. The benefit of the XML and JSON formats is that they are easily readable by people.

As far as I know, AS3 doesn't have a "type" of JSON, so you'd have to store it as a string and parse it into some data type that's more suitable than a string that AS3 does have before modifying it, and then encode it to a JSON string before writing it back to your variable (essentially writing your own interface between JSON and an AS3 data type, but I'm sure there are third-party classes). I do know AS3 has an XML object but it all depends on what your requirements are.

Considering it's volatile and will be lost once the application is closed, will a human ever read this data? If not, consider the use of an array or something that AS3 already has.