3,804 Forum Posts by "Sam"
At 12/7/13 01:38 PM, egg82 wrote:At 12/7/13 04:06 AM, Diki wrote: It did, but now it sucks even more. :(P
I miss That 70's Show :(
At 12/6/13 12:44 PM, coln wrote:At 12/6/13 12:40 PM, Sam wrote: Why don't you push the variables into an array inside of your Test class and access them that way?That is an option, definitely, but I was just curious if my above question was possible. I don't think I would ever need to use it, haha.
I've just given it a go by creating a class that extends Array. Of course you get all the methods such as push and pop, but you can't access values via square brackets as easily, as far as I can tell. Maybe someone with a bit more knowledge can give you a better answer.
Some reading that you might be interested in: Extending the Array Class and Data Access with array and proxy extending.
Why don't you push the variables into an array inside of your Test class and access them that way?
Also bear in mind this thread is little over a year old.
At 12/5/13 12:09 AM, egg82 wrote: Finally got around to starting to update my old drivers from '06 and slightly overclock this system.
Could do much more, but i'm lazy. I'll get around to it at some point.
It's a slippery slope. I remember when I first got this system and I just went mad overclocking it. I ended up frying my motherboard somehow. Before that I thought it was my processor so I had to try processors from my dad's and sister's machines and ended up bending the pins on them. Fortunately a pair of tweezers and an hour later I managed to fix the pins.
Component-Entity Systems r gr8!
In the small amount of spare time I have from uni, I finally managed to implement a component-entity system. Before now I always saw everything as hierarchical and would plan my projects that way, but this seems so much nicer. Maybe because it's new to me. Does this get really messy as a game's scope becomes larger? My components are really small and boring, and I can imagine having a lot more than I currently do.
Late to the party much?
At 12/5/13 09:41 AM, Senhorze wrote: Just downloaded a CS6 trial, tried that and it just won't work. I have no idea what to do, sorry for taking everyone's time.
It should have worked if you targeted the correct Flash player version.
At 12/5/13 09:53 AM, Senhorze wrote: Actually had to import a xml file. I had no idea it was that. Thanks a lot for everyone's help!
Could you elaborate? It might help someone else with the same problem!
At 12/4/13 07:02 PM, LordDesUbles wrote: Isn't everyone good at that?
Definitely not. I've tried so many times to make some cool pixel art for something I'm working on, instead of having red, blue and green squares everywhere.
You do not want to see my attempts.
They're shit
At 12/5/13 02:08 AM, LiquidFire wrote:At 12/4/13 09:31 PM, Gobblemeister wrote: I got a greevil courier but that's about itIt was my first year playing diretide. So I loved it.
The diretide gimmick got old pretty quick so i didn't really play it a lot
I played a bit of frostivus last year. But I don't remember if you got any free items during that. Can anyone tell me if you get free items or not?
I played Diretide a lot last year, but didn't touch it this year. Uni has been busy so I've been neglecting DotA 2 for something a little more relaxing; Hearthstone and Batman. I honestly don't remember if you get free items, I got like... a greevil courier that everybody else got but aside from that nothing else. I enjoyed Diretide when I played it though, it was good with a group of 5.
Another vote for XML here. JSON is fine but if you're just giving it to somebody with zero experience, they'll pick up XML much quicker.
It seems you don't understand how a for each in loop works. Each iteration, it will take the next EnemyA and assign it to "i". Similarly for "j" and Bullet.
You don't need to do this:
aEnemyA[aEnemyA.indexOf(i)].hitTestPoint
Because you already have "i" to work with (it is literally the next EnemyA instance in aEnemyA), and the above line is essentially doing what this would do:
i.hitTestPoint
Because of this, you're also doing your splice incorrectly. Splice when taking two parameters, takes two integers - the start position and end position. But i and j are of types EnemyA and Bullet - not integer - as mentioned above. Hopefully you can take the steps to fix this, it should be fairly obvious now.
At 12/3/13 04:11 AM, philipv11 wrote: im good at do pixel art want hire me to do pixel art to a game pm me heres my piq art pixel art piq.codeus.net/u/philipv11
Your link doesn't work and your skill as a pixel artist is a very subjective area. Post examples here and you might get people noticing you more. It may also be worth posting in the Collab forum.
At 12/3/13 09:11 AM, kkots wrote: What do you mean by a medium?
"the intervening substance through which impressions are conveyed to the senses or a force acts on objects at a distance."
I assume he means medium in this sense of the word. :)
You can buy only the latest Flash version from Adobe, and only as a part of Creative Suite 6. You can't buy from Adobe any of the earlier versions of Flash.
After a quick eBay search, I managed to find some Macromedia Studio 8 discs which include Flash 8. I'm sure if you look around hard enough you'll find more recent copies much more easily.
At 12/3/13 04:50 AM, FunkyPope wrote: In your opinion, what is the best Flash version for animating - taking line quality, color quality, price, and overall accessibility into account.
The differences, if any, of chosen program of PC and Mac?
I always liked Flash 8 if you're just in it for animating. It seemed like less of a resource hog than Adobe's versions. It includes most of the tools you'll need, and only excludes a few features for animators. I haven't really kept on top of what Adobe's doing with Flash since I moved to FlashDevelop for programming, but I think they have some sort of pay-monthly system for their entire Creative Suite.
Aside from that, I used Adobe CS4 on a Mac a few times, and whenever I'd switch spaces, it would bring along random panels like the library and I'd have to move around a few spaces before it corrected itself. Other than that, no differences that I know of.
Just a nice little discussion on programs to hopefully help aid up and coming content creators looking for a medium and junk
Possibly better suited in the Animation forum (I never know these days), but we'll see :)
I like the foundations of the gameplay, it could lead to something interesting. If you're not going to be programming this anymore, it may be in your best interest to post any graphics that are done for the game. In addition to this, I get the feeling from reading your post that you're purely in it for the profits the game may bring. From personal experience, but with no offence to you, I find it hard to work with people only interested in the money. It drives the project in a direction not governed by creativeness, which some may find unappealing. But you most definitely will get people who enjoy working on projects aimed at monetising the final product, so good luck to you.
At 11/16/13 04:26 AM, tanikozo1 wrote: I was just wondering because I really want to learn it but I have hard time with programming.
It depends how you define user friendliness. It gives you descriptive errors if you try to run code that won't/doesn't work and is a very descriptive language in general, it's weakly typed (or more specifically: uses type inference, although everyone will tell you to explicitly type everything), numeric operations can be done between Number and int types without conversion, there's plenty of documentation on it and many tutorials (but picking out the good ones may be hard for a beginner) and there's a decent IDE to get started: FlashDevelop.
I would definitely say it's user friendly.
At 11/19/13 11:35 AM, milchreis wrote:At 11/19/13 11:32 AM, A-Genius wrote: because our teacher have not tough us yetThat's why I provided the link.
He mentioned he can't use anything he hasn't been taught yet for this assignment.
It's nice to see legitimate enthusiasm, but even so, you're still inexperienced.
the idea is basically a 2-D sandbox, somewhat similar to terraria, but using a physics engine makes everything possible: from spellwriting to houseboats.
A physics engine doesn't allow you to make everything possible in the way you have in mind.
DON'T PANIC. I know as a programmer you may see the optimism here, but trust me: i know how to make this work. i'm looking for one or two programmers to help me at this early stage, needles to say if this kicks off they will become valuable individuals. be warned: i'm just an innovator myself, i can't carry much workload. further details can be discussed at a later date.
You'll be hard pressed to find one dedicated programmer, let alone two. I'm going to tell you exactly what you don't want to hear: learn how to program. It's fine to be the "idea man" if you have the resources to push the project and make it work, but unfortunately you don't. Learning to program is a lot of fun and if things like what you're talking about are what you want to achieve, it's the path to doing so. With all that in mind, you won't be able to build this thing within your first few weeks of learning, this is a pretty big project by the sounds of it.
I don't mean to put your idea down or anything, it's still possible you'll find people to work with you. Good luck.
At 11/16/13 11:57 AM, kkots wrote: Blatant self-advertisement and spam.
It isn't spam. And he's welcome to advertise as long as he's not spamming it.
At 11/14/13 08:33 PM, MSGhero wrote: There was some weird sort we talked about in java where you place numbers into "buckets" based on the last digit, then based on the 2nd to last, etc. 10 buckets for 10 digits it can end with, 10 buckets in each of those for 10 digits that can be in the tens spot, etc. It was linearish I think, maybe some coefficient based on the max length of a number. Then iterate through that thing to find the nth.
maybe
That sounds like a hash table with a very basic hash. Also sounds like there'd be a lot of memory overhead with potentially a lot of partially filled buckets.
or maybe I'm just going mad with this small amount of sleep I've had
Java GUI development is the shittest thing I've ever had to do.
Java development is the shittest thing I've ever had to do.
At 11/11/13 09:01 PM, Gobblemeister wrote: In other news I am retarded
You're a brave man for practicing Meepo. I feel I'm OK with him, but whenever it comes to it I get outcarried by the enemy carry in late game.
At 11/12/13 10:40 AM, GingerBaron wrote: I have played the game since beta but only a few games at a time. My personal favourite character is windrunner for her utility.
Windrunner is a lot of fun if she's on your team.
However I am awful at looking at my keyboard when playing cause my brains forgets where my hand is...
Don't play the first DotA or switch to legacy keys then then, all the hero hot keys are different.
Also I've been thinking about getting a mouse with buttons on the side, can anybody recommend said mice?
I've got a Zowie AM. I'm not usually one for buying gear that's branded as "gaming gear", but I realised you can't really get away from it with mice. It's been pretty reliable so far, the shape fits my hand nicely and the buttons come in useful, although they are a little awkward to reach if you don't claw grip your mice.
I've heard a lot of people recommend the Logitech G400, I don't know how relevant that is anymore though.
At 11/11/13 11:12 PM, Innermike wrote: Just nitpicking nonsense, anyway @egg82 since you have such a beefy machine how does this run for you? http://www.simppa.fi/experimental/as3/2011/molehillparticle/1_4_million/
10/10 song choice right there. Does it supply an FPS counter or do I have to do it myself? It looks nice, though.
At 11/4/13 09:07 PM, MintPaw wrote: Who would be interested in watching this live? How about on Youtube after?
I'd probably tune in live a couple of times, I always think it's fun to watch other people dev. Most likely I'll catch the first one and just watch the rest on YouTube afterwards, though.
At 11/2/13 01:17 PM, MSGhero wrote: but idk how you would cool off in a warm area.
Ice lolly.
At 10/27/13 02:16 AM, Lewchador wrote: I am wondering what the best way to go about doing an experience system is?
Something like every level you need the amount of experience from the last level + 5% of it too? Basically, are the common algorithms used?
Thanks
I think the one thing you can take away from the varied replied is that there is no best way, it all depends on your game and many aspects of your game. How quickly do you want the player to progress? What constitutes to a level? Is there a level cap? Are levels something the player has input in or is it preset?
Firstly, collab related topics belong in the Collaboration forum (but you also may have luck in the Flash forum).
Secondly, all caps posts might get you banned, read the rules.
Finally, if you do decide to remake your topic in the correct forum, you'll need a lot more than a demanding request. What's in it for the programmer? Do you have anything done for the game yet? What will you actually be contributing?
At 10/26/13 04:10 AM, Sotatop wrote: Would I need to take a mathematics A-Level (on top of a computing one) to get into a Computer Science course at university? The computing course I am taking focuses on programming and, "The making of programs, as opposed to the use of them," - so I assume I'm good there.
Thanks.
I was accepted with a BTEC in Computing and Games Development (worst decision I've made) without having an A-level or equivalent Maths qualification, however, in my first year I had to take an Introduction to Mathematics to bring me up to speed. It all depends on which universities you apply to. One of my choices turned me down solely because I did a BTEC, but the university I'm currently at (which ended up being 'better') gave me an interview rather than just point blank rejecting me.
I'm sure you'll be fine
At 10/2/13 10:00 PM, PrettyMuchBryce wrote: Because he has written his own engine in C++ for Concerned Joe and is using LUA as a scripting language for his game which is common, and is also a smart thing to do.
Did he? I was under the assumption he was using LÖVE. If not then even more props to him.
At 8/31/13 02:51 AM, koopahermit wrote: What? You have no idea how much this hurts.
QUICK, everyone hide!
Implying anyone is even here
At 9/2/13 04:23 PM, egg82 wrote: Eggy Mario, because normal Mario just wasn't enough.
Mine's just my name :(
Eggy mario is so much better

