3,804 Forum Posts by "Sam"
I personally used a text editor and compiled via the command line but my work with C++ was extremely limited. Saying that, I'm not a fan of CodeBlocks of Visual Studio - does anybody have any other IDEs they'd recommend?
As mentioned, this should be posted in the Flash forum.
So I'm finally getting round to building a game with composition. Hopefully @PSvils or someone knowledgeable can help me out.
What do I do about my main character?
Currently I have entities stored in JSON and then I can call a make entity method on a string path to the JSON, which parses it and builds it all up and whatever.
I need him to react to some kind of input, so I figure I need a system to handle that - that's fine. I need to have some sort of component to say what keys to react to - also fine. But I'm trying to think of the best way to store what reaction should occur for each key press.
I first thought maybe my KeyReactionComponent (working title...) could take a map of int to function, but right now my components know nothing about the entity they're attached to, so the function wouldn't be able to modify other components on the entity.
Should I just have a singleton component and system for the main character? I feel this kind of defeats the purpose. Could you guys give me the run down of what you'd do?
am such noob
Questions and threads relating to ActionScript belong in the Flash forum.
ActionScript related topics should be posted in the Flash forum. Additionally, try to phrase the question a little more clearly as I'm not sure what you're asking for.
Questions relating to ActionScript belong in the Flash forum.
You might have better luck with voice actors posting in this thread, I wouldn't have thought many talented voice actors roam to the programming forum. Also, you may find somebody to fit the role in this thread.
You could use an array to store the sequence, and then have a function called spawnLightning(int) which takes a number of the column it should spawn from. Then, in your game loop, you check if there are numbers left in the sequence, and if so, call the spawnLightning with that number and remove it from the array.
At 7/18/14 03:39 PM, egg82 wrote: FX series doesn't need overclocking :P
I don't agree, partially anyway. The 8120 can be overclocked to achieve performance likened to the 8150. They might not need to be overclocked but they have some nice room to do so.
I was planning on getting an 8120 for that purpose, before I realised their roadmap had no more chips on the AM3+ socket. I'm not sure how much of that has changed, I haven't really taken much interest in hardware for a long time, actually.
But yeah, most likely a defective cooler. Might also be worth checking your airflow in your case, though.
At 7/18/14 03:24 PM, Diki wrote: Where do you live that it gets up to 60C?
I think he's talking about his CPU going from 27C to 60C. My mum was in Spain last week and it was almost reaching 50C, apparently. Fuck. That.
I've had my fair share of AMD processors and their cooling units tend to be pretty good. To be honest, I usually replace them within a couple of months anyway because by that time I'm bored and want to overclock.
At 7/18/14 02:03 PM, egg82 wrote: I don't believe it's been overclocked unless it's automatic from the motherboard's firmware.
Never seen this processor hit full 100%, anyway.
How long have you had it? Do you perform maintenance like cleaning dust and reapplying thermal paste (if it's been that sort of length of time)?
Here, it's been very hot... at least for England, and my temps have risen a fair bit because my room is so warm in comparison to what it normally is like.
After a Google, the third paragraph of their site says:
"Giotto has full support for ActionScript 2"
So my assumption would be yes. Unfortunately I've not used the software so I can't help much more than that.
I haven't started much on reading. I've read a couple of e-versions of books suggested by some friends, but nothing major. These are all the hard copy books I own... :|
At 6/26/14 04:30 PM, Elitistinen wrote: 000webhost.com
+1 for this, used it a few times and it did the job.
I'm building a website for a friend and it's fairly straightforward. I'll be using PHP for the seerver side stuff on this project because it's the language I'm most familiar with and completion needs to be pretty rapid.
The problem I tend to have with web development and producing code for the web (only in PHP so far, mind you) is how to organise it effectively. A lot of the time it ends up being a jumble of HTML mixed in with PHP with no structure. I usually overlook it because I often think: "Well, it'll be done soon and I won't have to do too much to it ever again" due to how small the projects are. Part of that might be down to me not enjoying writing in PHP, which might even be because I don't know how to organise my web work properly.
Do you as web developers use (PHP) frameworks, and if so, from your experience which are the better ones? Do you just stick to a specific architectural pattern - if so, what's the one you feel is most beneficial?
At 6/25/14 12:56 AM, LeoGautama wrote: Why is that whenever I update a game, the save from the previous version is gone? Does anyone have this problem as well and is there a fix? I don't know if this happens too if you use AS3 but it happened when I was using AS2. (I've yet to learn AS3)
Update how? Rebuilding the .swf file? What do you mean the save is gone? Are you handling the save and loading yourself?
At 6/25/14 09:42 AM, Luis wrote: I got myself changed to a normal user. Feel free to ban me if i get out of line!
Duly noted.
Please keep Flash and Actionscript related threads in the Flash forum
At 6/9/14 07:47 PM, Barzona wrote: While I know copy/pasting code is bad, i tried it just to see what would happen and I get this error:
1203: No default constructor found in base class Buttons.
Could you post the full class (strip out any functions aside from the constructor so it doesn't take up the entire page)?
At 6/9/14 06:59 PM, Sam wrote:Understood. With my current level of understanding, I had it in my mind that Levels was what I wanted it to be: an accessible, overall class that I just had to call in the right scope and I could use it the same way across my program. I was wrong..
You can have static methods and variables in order for a class to not need to be instantiated for use of its methods. But in my opinion, 90% of usage of static can be avoided with proper structure in your game design. Does your document class and Buttons object that's inside your document class need to know about a single object of the Levels class? Create the Levels object in the document class, and pass it by reference to your Buttons object.
mm.. what do you mean by stage programming? I don't put everything on the stage, but in containers. I suppose the main container is always tied to the stage, but all of the other containers are tied to that. Also, and I'm not meaning to doubt you, but how will changing what program I write my code with change the way I write it? I want to understand what you're talking about, because I really don't want to be writing code in some archaic, noobish way anymore.
The Flash IDE isn't really the best for programming (for various reasons, I'm about to head to bed but can PM you some points tomorrow or something!). The software you use to write your code doesn't change the way you write it (not massively, at least), but your workflow and environment should be helping make your life easier and a lot of the time I've felt Flash hasn't done the opposite.
Finally, I'm on a Mac. Any suggestions for an equivalent program? Honestly, I'd be happy to move away from Flash. I just haven't had a reason to, yet.
I've not developed any AS3 applications on a Mac so unfortunately I have no suggestions.
Pass the levels object by reference to the "Buttons" class with a method or through the constructor. Through the constructor is my preferred method:
// .. all your class declaration stuff
private var levels:Levels;
public function Buttons(levels:Levels):void
{
this.levels = levels;
}
You've made two completely separate instances of your class - there is no reason for the data inside them to be the same. To understand it more clearly, imagine you create two String variables, one in your document class and one in your "Buttons" class - do you expect them to be the same?
While, to clarify, you can't pass Strings by reference in the same way Objects can be passed - the example holds for different instances (a bit loose, but yeah).
Additionally, I'd suggest moving away from stage programming and programming in the Flash IDE generally. Flash Develop is a great Windows option for AS3 programming. You should design your games in such a way that objects are passed as needed and not just accessible to everywhere in order to make a bad design work.
At 6/6/14 02:47 PM, Tired-Maniac wrote: theHero instant is already created within the Engine.as, do I need to do that in betaEngine.as as well?
It won't be the same object though, so modifications to the one inside betaEngine (common convention is to start classes with uppercase, by the way!) won't change any values in the other instances unless they're static - but that's not what you need here.
If you want BetaEngine to have access to "theHero" from Engine, you need to pass it in somehow. Maybe via the constructor, or a method.
I'd suggest researching OOP and specifically classes and objects.
At 5/31/14 09:58 AM, PSvils wrote: There aren't any public links yet. hxE3 he made up, but hxE2 should be my mothership of entity systems...
Have you got a release date estimate? Would love to check it out.
At 5/31/14 05:40 PM, MSGhero wrote: flixel-ui has live reloading of the xml file which defines your UI layout, and openfl itself in v2.0.0 supports file reloading, for desktop export only ofc.
More reason to actually write something in Flixel. I gave it a quick go the other day using some spritesheets I had, but the player was split up into his legs, torso, arms and head as they all move (rotate, specifically) independently so I had to use a FlxGroup with FlxSprite's objects for each part.
Even though it was a fair few lines of code to setup all the positions of the sprites, in comparison to what I had before, it's at least a 30% decrease in lines. My housemate essentially built a platformer with multiple characters, controller support and a few other nice features in 400~ lines, which is crazy.
exams suck
At 5/31/14 08:12 PM, Kwing wrote:At 5/24/14 11:02 PM, MSGhero wrote: http://flashdevelop.orgI feel really nooby here, but how the heck does this thing work? I tried to run a hello world in AS3 and it tells me there's no valid SDK defined. I don't even know what and SDK is.
Because you've had that hidden from you with the Flash IDE. Flex is the SDK you need which lets you build to AIR and Flash Player.
Also, how do I combine this with whatever graphics or animations I've made in Flash 8?
You can export your graphics to an SWC to use them in FlashDevelop projects, or you can export or build a spritesheet and import the graphics as bitmaps.
The main character bobs up and down on the spot on certain areas of the platforms, which I assume is due to how you handle the collisions. The font for the actually score is different to that of the labels. The UI is behind the level graphics which makes no sense to me.
Graphics are quite nice, but the gameplay is very straight forward. Maybe add more depth to it by introducing more mechanics. Having a sound icon with two separate on/off buttons is over complicating it. Just have a single icon that toggles the music on and off.
At 5/30/14 09:31 PM, MSGhero wrote: Dude, change all of your code to hxE2 now, it's way better and more organized. After that, change it to hxE3.
Links pls.
There's also IceEntity for flixel. There is a demo in the readme that made it a scripting engine sorta thing.
This looks interesting, the live loading looks useful.
I had fun putting it together though, surprised how straight forward it was for just the very basics. After looking at the Ash framework, it made it seem a lot more daunting than it was.
At 5/29/14 09:55 PM, slugrail wrote: Anything implemented in native code will be faster indefinitely. Would love to have a physics engine running under another thread. Just hope they implement an API similar to NAPE if they decide to design a 2d physics engine.
Agreed. If the API is whack to the point that difficulty writing in it outweighs the performance difference, then I'd rather stick with NAPE for the majority of projects. Not to mention the Haxe availability of NAPE already.
Apache Flex
It's definitely a bad thing that I only just realised Adobe donated Flex to Apache
3 years late!
I've always installed my Flash alongside FlashDevelop so I've been using an old version of Flex for so long without much thought.
More Haxe
I also decided to implement a component-entity-system model, finally. Took me a total of 3 hours to get the very barebones, but there's still a lot of work to do between revision. @PSvils framework (clickyclicky) helped a lot, so a thanks is due. Can't wait to get back into programming as a hobby rather than for grades after my exams are over.
At 5/29/14 11:16 AM, sharpnova wrote: Are you saying you're a campaign manager? Who do you represent?
I don't see how who he represents is relevant.
"length" is a number, not an array, accessing it with square brackets will give you unexpected results.
At 5/27/14 05:49 AM, bkbatman wrote: Dam, even when their should be a colon at the end of something it don't detected that as a error. Which it should.
Should it? That's completely based on the language. Just because some languages enforce that, it doesn't mean every language does.
You can learn about ECMAScript (the language specification that ActionScript follows) and it's semicolon rules here.
Like assign a library symbol to a variable. The most part that get me upset about ActionScript3.0 class is that,
I got to save it each time to run the update :(.
I actually don't pay attention to whether or not I have to save files in other languages, but I'll take a stab in the dark and say you have to in those too. If you don't save a C source file, how does it compile the latest copy?
You say you can program in some low level languages and somehow find it hard to program in AS3, and would prefer to work on the timeline in an unorganised manner rather than in a relatively organised manner with classes and OOP.
Somebody is telling porkies.
At 5/20/14 04:04 AM, SwuqqRaptor wrote: Your sword designs look epic. How long does it take you to design a sword, normally???
This thread almost 5 years older. Please look at the dates before posting in a thread.

