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Author Search Results: 'Septimus'

We found 776 matches.


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Viewing 1-30 of 776 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 91726

1.

Happy

Topic: Smooth Gameplay

Posted: 08/26/02 01:02 PM

Forum: Flash

At 8/25/02 04:33 PM, Channel_Cat wrote: Whenever i make a scrolling game, it scrolls slow, any suggestions?

Heres my latest im working on:
http://cc.cncgenerals.org/ms.html

it designed like this
The hero is on _root
the bad guys are in _root.ground
the floor is in _root.ground.touch
for ground collision i use _root.ground.touch.hitTest(hero._x, hero._y, true)

this still seems to scroll slowly, maybe i could place the background on the root, use ground as the ground level for hittesting, and put the bad guys on root also, and have them controlled by one variable for movement?

i dunno, can someone help?

That is pretty nice. I played it on my home computer and it seemed fine, but it is a pretty fast comp. It is more sluggish on my work computer. I think that part of the problem is the background. Flash is smoothing out the bitmap, and that takes a lot of power. I tried switching to low quality mode, but it keeps kicking back up to high. Turn off the "allow smoothing" check box on all of your bitmaps. (In the library, double-click a bitmap to edit its properties, the "allow smoothing" option is in there.)

There is another possibility, the hitTest method might be taking up a lot of processing power. Turn the shapeFlag option off and try to play it then. If it is significantly faster, then your problem is the hit detect. If so, people will have to live with the slowdown, the running up and down hills effect is just cool.

-Septy.


2.

None

Topic: about pre-loaders........

Posted: 08/18/02 12:05 AM

Forum: Flash

At 8/16/02 05:33 PM, Horny_Demon wrote: Ok, you may mock me (I've gotten a lot of that from sticksuicide, newbie hating barstards) but I need help, how do you create pre-loaders. Scratch that, no-one has that amount of time or patience, I downloaded a preview of one from sfdt.com but frankly it told me bugger all, so if one of you knows where I can download a tutorial, or maybe someone can e-mail me instructions, even (If it will fit), reply right here. Just plz help me get onto my animating feet!

Preloaders don't have to be scary or complicated. All you need for a simple preloader is two frames. Put this code on the first frame:

if (_root.getBytesLoaded() == _root.getBytesTotal()) {
gotoAndPlay(3);
}
play();

Then put a previous frame one the second frame like this:

prevFrame();

This is how it works, _root.getBytesLoaded() sees how many bytes of the movie are loaded. The second part of the if statement is _root.getBytesTotal(), that looks at how many bytes are in the whole movie. If these two numbers are equal, the gotoAndPlay(); sends you to the third frame of the current scene, otherwise it plays the movie to loop back to the first frame with the prevFrame(); on frame 2.

-Septy.


3.

Happy

Topic: volume control

Posted: 08/13/02 11:05 PM

Forum: Flash

At 8/13/02 06:08 AM, esspat wrote: septy, has anyone ever told you that you are the man?
hope to see the next post soon.

D thanks.

Actually, I don't get to hear that enough. :)

OK, so you need to make a button and put it in a movie clip. This will be a dragable movie clip. So on the button in the movie clip you add in some drag code.

on (press) {
startDrag(this, false, -50, 0, 50, 0);
}

When you press the button it activates the drag code. The first parameter is the target, it is set to "this", the movie clip that contains the button. The second parameter is the "Lock mouse to center", in this case, we want it to be off, so leave the box unchecked. The next four are the constraint limits: left, top, right, and bottom. In this case we only want it to slide left and right, so top and bottom are the same numbers.

Here is the payoff, the actual volume control. We want to change the volume when they release the button.

on (release) {
stopDrag();
_root.vol = int(this._x + 50);
_root.mysound.setvolume( _root.vol );
}

When they release the button, it ends the drag. We want to set the volume variable (it is on the root of our movie for easy access), we take a look at the x position of the slider and add 50 to it. (Remember, the slider moves between -50 to 50, this will change the range to 0 to 100.) I wrapped that in an int(), this changed the number into an integer by always rounding the number down. This is not required, it just makes me happy. The last thing to do is to reset the volume of the sound object on the _root level and we are done.

OK, this is wonderful and all, but we could make it a bit better, now couldn't we? How about changing the volume with the left and right arrows? Sounds good to me.

on (keyPress "<Left>") {
this._x--;
if (this._x< -50) {
this._x = -50;
}
_root.vol = int(this._x + 50);
_root.mysound.setvolume( _root.vol );
}

Pressing left will decrease the volume. So first we just decrement the x position with a simple -- expression. Then we need to make sure that its x doesn't get further than -50, so we add an if statement that will snap it back to -50. These last two statements are the same as the ones in the release frame, so we know what they do already. Next is right...

on (keyPress "<Right>") {
this._x++;
if (this._x>50) {
this._x = 50;
}
_root.vol = int(this._x + 50);
_root.mysound.setvolume( _root.vol );
}

It is the same as the left button, but it increments the x position instead, and the if statement keeps it from going past 50.

Is this it? Not if you want more. Get creative. Like put in an on (keyPress "<Home>"){} and/or on (keyPress "<End>"){} and set the x position to 50 and/or -50. Maybe pageUp and pageDown to increase and decrease the x position by 25.

Hope that helps,
Septy.


4.

Happy

Topic: volume control

Posted: 08/12/02 07:26 PM

Forum: Flash

At 8/12/02 08:06 AM, esspat wrote: how do you make a volume control for a sound in a flash movie, like on Vor's site?
anybody?

It's pretty simple, I did the same thing in Zero Race. (I have to get my shameless plug on every so often.) First you have to set a linkage for the sound file that you want to export into your swf. (In the Library right click the sound, and choose "linkage" set the name and make sure that "Export for ActionScript" and "Export in first frame" are both check, Flash gets testy otherwise.) The Linkage name is unique identifier that let's flash know what song to use later on.

In the script of your movie, you need to tell flash to add the sound, so you will use a script like this:

mySound = new Sound( );
mySound.attachSound( "track" );
mySound.start( " " , 999 );
mySound.setVolume( Vol );

The first line tells flash to create a new sound object named "mySound". The second line tells flash to attach the sound that's linkage is named "track" from the library. The third line starts the music rolling. The first parameter is how many seconds into the sound you want it to start playing, in this case, it is starting right away. The second parameter is how many times you want it to loop- in this case it repeats the sound 999 times. (Good for a background song in a game.) Both of these parameters are optional, but you cannot skip the first to set the second.) The last line sets the volume of the music, in this case, I'm using a variable named "Vol".

Some notes. The setVolume does not have to be a variable, you can use a number between 0 and 100 for the volume, but since you want a demo that can change the volume, a variable would be best. If you can wish you can use a variable as a proxy for the attachSound. For example, I had 11 songs in Zero Race. I linked them as "Song1". "Song2", through "Song 11", then I defined a variable named musTrack with the song that I needed like:

musTrack = "Song" + num;

I used a variable called num with a series of if statements to tell what song was needed for what stage. In this case I used this terminology to add the song:

mySound.attachSound(musTrack);

If you notice, there are no quotes around musTrack because it is a variable. Be careful about that. This is going a bit long, so I will post how to create a slider to set the volume later.

-Septy.


5.

Thinking

Topic: A message to TomFulp

Posted: 08/08/02 10:02 PM

Forum: General

At 8/8/02 05:39 AM, DoritoClock wrote: emailing him will not do jack shit

Then get them yourself. It will take work to get all 3 versions each of the 30 icons, but if you really want them badly enough, you'll do it. They are linked like this...

http://www.newgrounds.com/gold/profile/level_icons/power1a.gif
http://www.newgrounds.com/gold/profile/level_icons/power1b.gif
http://www.newgrounds.com/gold/profile/level_icons/power1c.gif

a is neutral, b is light, c is dark, just change the numbers for the level.

-Septy.


6.

Happy

Topic: a few basic questions

Posted: 08/07/02 02:27 PM

Forum: Flash

At 8/6/02 10:03 PM, Deth2Stephen wrote: 3. If I want my player to have the same animation for moving in all 8 directions (yeah, diagonals too) but I want him to be aimed toward the direction he's going, is there a code i can put in to rotate him to that direction, or do i have to manually draw in the frames?

Just so you know, the BBS was giving be guff about the greater than and less than signs in the last post, so I tried to use the HTML equivilanets &lt; and &gt; but that did not work. But at least it posted, so you just have to use your imagination. (Or use "find and replace" if you paste it into flash.) But any way...

3) The eight directions need not be complicated. Set up the animations for walking on the frames of your movie clip: 1 for up, 2 for down, 3 for right, 4 for right up, 5 for right down, 6 for left, 7 for left up, 8 for left down. Then set a variable for your animation frame on the beginning of the second frame before the if statements. (For example, anFrame could be its name.) On the up frame add 1, add 2 for down, add three for right, and 6 for left. Like so.

Frame2
anFrame = 0;
if (Key.isDown(37) && !(Key.isDown(39))) {
anFrame+=6;
} else if (Key.isDown(39) && !(Key.isDown(37))) {
anFrame+=3;
}
if (Key.isDown(38) && !(Key.isDown(40))) {
anFrame+=1;
} else if (Key.isDown(40) && !(Key.isDown(38))) {
anFrame+=2;
}

Since the opposite directions (up and down, left and right) are exclusionary, this will simply and quickly determine the proper frame. Then put in a _root.BG.Ball.gotoAndStop(anFrame); and you should be done with that. (This is very close to the system that I use in Malapa 2, but a bit simpler.)

I hope that helps,
Septy.


7.

Happy

Topic: a few basic questions

Posted: 08/07/02 02:18 PM

Forum: Flash

At 8/6/02 10:03 PM, Deth2Stephen wrote: 2. How do I stop the player from moving all the way off of the screen? Like, if the player gets too far to the left how do I disable his ability to go left and that sort of thing?

2) If you want the character to not move off of the side of the screen you need to set a limit and put it in an if statement. For example, a short flash that I wrote starts out like so...

Frame 1
bx = 0;
by = 200;
ll = (bg._width/-2) + (_root.bg.ball._width / 2);
rl = (bg._width/2) - (_root.bg.ball._width / 2);
tl = 0;
bl = bg._height/2;

I like to put the moving object in the movie clip with the background, and call that whole thing BG. In this, bx and by will be the variables representing the x and y positions of the moving object, ll is the right limit relative to the background, rl is the right limit, tl is top limit, and bl is the bottom limit. Then work on your if statements...

Frame 2
if (Key.isDown(37) && !(Key.isDown(39))) {
if (bx &gt; ll) {
bx-=10;
}
} else if (Key.isDown(39) && !(Key.isDown(37))) {
if (bx &lt; rl) {
bx+=10;
}
}
if (Key.isDown(38) && !(Key.isDown(40))) {
if (by &gt; tl) {
by-=10;
}
} else if (Key.isDown(40) && !(Key.isDown(38))) {
if (by &lt; bl) {
by+=10;
}
}
play();

I am using the arrow keys for the four directions. All these do is increase or decrease the x or y by 10. This will keep your object from moving any further when you get to the edge of the screen, but what happens if it goes over? You need an error-proofing code. Something simple like this will keep things running smoothly:

Frame 3
if (bx &lt; ll) {
bx = ll;
} else if (bx &gt; rl) {
bx = rl;
}
if (by &lt; ul) {
bx = ul;
} else if (by &gt; bl) {
bx = bl;
}

Once you have your numbers straightened out, they all you need to do is set your object's properties.

Frame 3
_root.BG.Ball._x = bx;
_root.BG.Ball._y = by;

The object being moved in this game is called "Ball" because it is a ball oddly enough. And remember, I have it in the background movie clip, you have to target it correctly. Put in a prevFrame(); and you are off to the races.

I'm sure that someone is saying, "But Septimus, why do you have these action frames on the main timeline instead of on the ball movie clip?" And I have a damn good reason for that- actually two. First, the script is easier to control on the main timeline- if you want to put in a pause button, all you need to do is go to a different set of frames, no fuss no muss. Second, it is easier to find- if you are having a problem with the script you could search for years on each and every movie clip instance to find it, with this method, it is all in one place. Third, it fights bloat- when you put actions on a movie clip instance, flash treats that instance as a completely different symbol from the original in your library, and that increases file size.

I'm sure that someone else is saying, "But Septimus, why are you using variables for the x and y positions and then setting the properties for the clip? Just change the clips _x and _y properties." I have a good reason for this also. My first game was a RPG, so when it went to a battle scene, the walkabout character and bg went away. Having a variable stand in for a proxy allowed the scene to shift back with everything in the same place that it was when you went into battle. You don't need to do it with that method, but it was helpful for me, so I kept it.


8.

Happy

Topic: a few basic questions

Posted: 08/07/02 02:13 PM

Forum: Flash

At 8/6/02 10:03 PM, Deth2Stephen wrote: 1. If I want something to happen if "a" is being pressed would it be Key.isDown(a) or Key.isDown("a") or does it have to be ascii or what?!?

I think that my answer might be too big for the bbs to post all at once, so I have broken it down into smaller lumps...

1) You should probably use the ASCII key code. A is 65, Left arrow is 37, non numeric keypad 0 is 48. I do not believe that you can use syntax like Key.isDown(A) or even Key.isDown(Key.A).


9.

Happy

Topic: Photoshop Contest

Posted: 08/06/02 05:04 PM

Forum: General

At 8/6/02 04:23 PM, DanMalo wrote: Set what up? The contest is up and running, so far all the entries have been done by staff (which means they are all unable to win) except for one entry. So, right now, there is only ONE real entry to the contest. That's an easy $25.

When I get home I am going to have to teach you people the meaning of the phrase "Puppet Horror"...

-Septy.


10.

Thinking

Topic: getting weird emails again...

Posted: 08/06/02 04:37 PM

Forum: General

At 8/6/02 03:51 PM, Soup_Clock wrote: Its gotta be something to do with Newgrounds! Just think about it, we are all receiving these from other Newgrounds users. Whatever it is, it is inside newgrounds. No it is not a virus, my computer is fine and the virus detector (just checked) detected no viruses on my computer.

This particular virus has the ability look through the internet files of an infected computer and send e-mail to any address that it finds, say in a bbs post. It will also sometimes use those addresses to fake a "From" line as well. (I got a spoofed virus using Wade's address, from Capcom of Brazil, and myself. I scanned my home and work computers, they are both clean.) All it means is that someone who visited this BBS got infected.


11.

Happy

Topic: The Anti-RaspberryClock Crew

Posted: 08/06/02 10:37 AM

Forum: General

At 8/6/02 05:25 AM, EastFatal wrote: He is very sneaky. Sometimes he sneaks into peoples houses and steals their socks and then he *gasp* WEARS THEM!

I don't believe in hating people, but dude, wearing other people's socks. That's just unjustifiable...


12.

None

Topic: flash HP

Posted: 08/06/02 12:07 AM

Forum: Flash

At 8/5/02 09:33 PM, killer_D_hawk wrote: First work on your flash skills. Do this by trying small projects and such. Only by doing these will you get the experience you need to mke a game like pico's school. Chances are that after working on these small projects you will have the skills to make a game like pico's school on your own without a tut.

I've noticed a lot of people on this BBS wanting to know how to make full games with practicly no experience. You have to learn how to walk before you run.


13.

None

Topic: countdown to date

Posted: 08/05/02 03:52 PM

Forum: Flash

At 8/5/02 03:37 PM, bigbadron wrote: tanks septy! now, do you know how i can make it real time, you know, so it keeps counting down? if you do, thanks, if you dont, thanks anyway. youve been a big help.

{{{septy}}}

As long as you put that in a keyframe and have another keyframe right after it with a prevFrame(); on it, it will count down endlessly. (For example that code is on frame one, then put the prevFrame(); on frame 2.) Or you could use gotoAndPlay(1); to loop it instead. It will loop the count in realtime, but I think that it is based off of the computer that is running the flash, not the server that it is on, so be careful about that...

-Septy.


14.

Happy

Topic: countdown to date

Posted: 08/05/02 11:49 AM

Forum: Flash

At 8/4/02 09:48 PM, bigbadron wrote: can anyone help me make a countdown timer to a certain date?

Let's say that we want to count down to my birthday so everyone knows how much time that they have left to buy me a really good gift. We would have to use the date() function in flash. We start off by defining the current date as the variable 'now' like this:

now = new Date();

My birthday is on September 1st, so let's set a date object for that. We do that with the following syntax: variableName = new Date(year, month [, date [, hour [, minute [, second [, millisecond ]]]]]) Everything after the month is optional, but you cannot skip one to set another. (i.e. you cannot skip date and define hour, it will look at the hour as a date.) Also, the months in flash run from 0-11, so September would be counted as 8. This would define my date in action script as the variable 'later':

later = new Date(now.getFullYear() , 8 , 1);

Now we have two perfectly working dates, how do we compare them? Dates in flash are stored in Unix epoch time, how many milliseconds have passed since Jan. 1, 1970, so we can just subtract the two, and divide by 1000 to get the difference in seconds between the two dates. I have named the variable 'diff' for difference:

diff = int((later - now) / 1000);

That is lovely and all, but who gives a damn about seconds? So now we sort out the seconds, minutes, hours, and days between now and my birthday. I'm using the modulo expression (%) to make things quicker. Modulo returns the remainder of the first expression divided by the second. The seconds are pretty easy to compute like so:

secs = diff % 60;

The rest are going to be a little more difficult. You have to get the seconds from the diff variable, then convert them into minutes. You do it like so:

mins = int((diff % 3600)/ 60);
hours = int((diff % 86400) / 3600);
days = int(diff / (86400));

Now we have all of the information that we need, it is all a matter of putting it together into a readable string. Let's call the string 'left', this is how we will define it:

left = days + " days, " + hours + " hours, " + mins + " minutes, " + secs + ", seconds until my birthday, so go out and get me a good gift now.";

Then put in a play() on that keyframe, and prevFrame();
on the next keyframe to keep the numbers chugging along, and viola! We have a working countdown in flash. All you need to do is set up a dynamic variable to display it, and we are finished.

OK, there is one problem, on September 2nd until January 1st, we are going to get negative number. There are many things that we can do for this. We could put in an if(){} afterward that checks to see if diff is negative, then redefine the date and diff, or just compare now and later, like so:

if (now > later) {
later = new Date(now.getFullYear() + 1 , 8 , 1);
}

So there we have it, now you can have see how much longer you have to get me a good birthday gift in a convenient flash engine. So get cracking.

Here is the whole code for the first frame:

now = new Date();
later = new Date(now.getFullYear() , 8 , 1);
if (now > later) {
later = new Date(now.getFullYear() + 1 , 8 , 1);
}
diff = int((later - now) / 1000);
secs = diff % 60;
mins = int((diff % 3600)/ 60);
hours = int((diff % 86400) / 3600);
days = int(diff / (86400));
left = days + " days, " + hours + " hours, " + mins + " minutes, " + secs + ", seconds until my birthday, so go out and get me a good gift now.";
play();

-Septy.


15.

None

Topic: key down

Posted: 08/03/02 04:28 PM

Forum: Flash

At 8/3/02 01:17 PM, Bibung wrote:
onClipEvent (keyDown) {
if (Key.isDown(49) && Key.isDown(50)) {
this._parent.nextFrame();
}
}
does && = and/or?

&& is and, || is or.


16.

None

Topic: key down

Posted: 08/03/02 12:51 AM

Forum: Flash

At 8/2/02 06:00 PM, reveille66 wrote: when i put this on my movie clip it doesnt seem to work. whats wrong with it???

onClipEvent (keyDown) {
if (Key.isDown(49)) {
if (Key.isDown(50)) {
nextFrame ();
}
}
}

Are you trying to go to the next frame of the movieclip that the code is attached to, or the parent of the movie clip? (Such as the root.) Try this:

onClipEvent (keyDown) {
if (Key.isDown(49) && Key.isDown(50)) {
this._parent.nextFrame();
}
}

Is that the desired effect?

-Septy.


17.

None

Topic: rpg monster drops?

Posted: 08/03/02 12:43 AM

Forum: Flash

At 8/2/02 07:32 PM, dirtymonkey wrote: i am using this code as a tester for monsters dropping items in an rpg i am trying to make, but when i pick up the items, they dont dissappear....can someone see what the problem is? (snip)

I think the problem lies in this part of the code...

tellTarget(_root["cloak"+i]){
_root["cloak"+i].removeMovieClip();
if(this.hitTest(_root.hero)){
this.liftItem("cloak");
sendMessage("you picked up a cloak");
}
}

I would use the following syntax:

with (eval("_root.cloak" + i)) {
if (this.hitTest(_root.hero)) {
this.liftItem("cloak");
sendMessage("you picked up a cloak");
removeMovieClip(this);
}
}

Give this a shot and see if it works. The problem might be the tellTarget, flash seems to like with(){} a little more. Also, your sendMessage() function, is it set in the root? If so, you will have to put a _root. in front of it.

Good luck,
Septy.


18.

Happy

Topic: porn/hentai portal entries

Posted: 08/01/02 01:04 PM

Forum: General

At 8/1/02 02:01 AM, EFUBICH wrote: This is pissing me off.
(snip)
The portal is for TALENTED flash artists to show their work. How much talent does it take to copy and past pictures onto a layer of flash animation and throw buttons in???

Woah woah! Slow down the buckaroo. Where did you get the impression that the portal is for talented flash artists? You are suffering from a horrible misconception. :)

The problem is that the portal is based off of popular vote, and the majority of users are randy 13 year olds who aren't clever enough to get their porn elsewhere, so they vote up anything that remotely resembles porn. This is the reason that the portal has become a vortex of porn, stick figures, and general suckiness.

Angrily yours,
Septy.


19.

Happy

Topic: Concerning Newgrounds.com

Posted: 07/29/02 10:55 AM

Forum: General

At 7/29/02 01:59 AM, STEPHENHAWKING wrote: Quantum theory introduces a new idea, that of imaginary time. (snip)

I think the term poly-dimensional time would be easier for people to accept and visualize. This is long and the short of poly-dimensional time- it is where alternate universes would live if such things exist. Really, it makes sense, why would time be bound to one direction, why not 2, 3, 4, even 32 dimensions like space?

But the real question is, the title of this thread is "Concerning Newgrounds.com" what does imaginary time have to do with Newgrounds.com? :)

-Septy.


20.

Happy

Topic: The War That Will Destroy NG

Posted: 07/25/02 08:10 PM

Forum: General

Clock and anti-clock is not going to destroy NewGrounds.

No, it is good taste and shit that is making this place go to Hell in a hand basket. (Guess who is winning.)

-Septy.


21.

None

Topic: Enemy Generator

Posted: 07/21/02 07:04 PM

Forum: Flash

At 7/21/02 04:19 PM, KnightThorin wrote: Hey thanx again, just another quick q, how would I make them slide onto the screen from say left er right, so I dont have just static pop ups?

-Thorin

That's easy enough, just change the enemy's _x or _y properties. Loop something like:

setProperty("Clip" + i, _x, eval("Clip" + i)._x - 5);

Where you define i as the number of the enemy movie clip. It's pretty simple.

-Septy.


22.

None

Topic: FPS ammo help

Posted: 07/21/02 04:29 AM

Forum: Flash

At 7/20/02 05:16 AM, killer_D_hawk wrote: Ok here's the problem. I'm making a first-person shooter nad right now I'm just trying to get the ammo system set up. I've got an if statement set up that determines if you have enough ammo and then executes the specific action. However I have this one gun that has autofire so it can bypass the if statement. THe actually code is: on (press) {
if (Number(_root.ammo)>=1) {
with (weapon.weap.fire) {
play ();
}
} else {
with (weapon.weap.fire) {
gotoAndPlay ("lowammo");
}
}
}
I uploaded the .swf to a geocities page if you want to see it. http://www.geocities.com/killerdhawk/
Any ideas

It is probably bypassing the if statement because you have it on the on(press) command. (Flash only checks the press condition when you initially press the button, it doesn't bother if you are holding it.)

Your best bet would be to put the if condition on the first frame of the rapid fire animation also. That way when it cycles back, it will test to see if you have enough ammo.

Your other option would to change the button to a movie clip and make an enter frame commad for mouse down. Throw in a hitTest to see if you are connecting with the button, and that will work too.

-Septy.


23.

None

Topic: Steven Seagal Show needs help!

Posted: 07/21/02 03:29 AM

Forum: General

At 7/21/02 02:54 AM, M60 wrote: Yeah, so the BC votes low on movies they decide suck. What's wrong with another group doing the same thing? More favoritism, I say. It must be a communist plot.

Well, it would be the same, unless it is a small group of people who have a large number of accounts with which to vote. Then it becomes treachery. :)


24.

None

Topic: Demonic Goat and cheating

Posted: 07/21/02 03:25 AM

Forum: Network News

At 7/21/02 02:14 AM, RandomHeroDunn wrote: I know that NG and SH both have similar vote tracking. If you are logged in your vote is worth more, so the IP and username are recorded. To cheat they would need to log out, then change their IP, but would be left with a weaker vote. This works fine until someone has a lot of time to keep faking their IP and re-voting, if thats whats really going on.

All you have to remember is the more restrictions you place, the less likley you are to get new users. I used to personally validate every account, and i think a lot of people got sick of waiting for me to send the confirmation email. Its a tough call.

Either way, we've come a long way from cookie voting, eh?
;)

Yeah, but if someone is cleaver enough, he/she could create a simple auto voter program. Then it is just a matter of switching or spoofing another IP and using the auto voter to build up exp. Then again, we're not talking about people with better things to do.

And you don't really have to make people jump through hoops to validate an account, just make sure the e-mail address is unique against all other e-mail addresses on the site, and auto-mail them the initial password to access the site. A little PHP/mySQL magic can do the trick.

But on the general topic- I don't think that making people log in to vote is a bad idea. But I'm sure that the people doing this have multiple accounts to increase their voting power- so it wouldn't help anyway. It is a shame that some people have such boring lives that this seems like a good idea.

-Septy.


25.

None

Topic: FLASH HELP

Posted: 07/21/02 03:04 AM

Forum: Flash

At 7/21/02 02:58 AM, jjb2004 wrote:
At 7/20/02 11:21 PM, Crash_Overide00 wrote: What is the flash program used in the Newgrounds FLash Help Basics?
ummmm....duh? macromedia flash....ur not too bright are you?

I think he means what version, since he said flash. I think it was flash 4. It was when I checked them a long time ago, and I doubt they have been changed, since it is generally the same stuff.


26.

None

Topic: Steven Seagal Show needs help!

Posted: 07/21/02 12:18 AM

Forum: General

At 7/20/02 10:34 PM, ShadowLancer wrote: Seriously, we shouldn't need something like the Blam Club to clean up the portal... if the voters weren't all little shit 5-year olds then the crap movies wouldn't make it past their first check point.
On the other hand, it would be nice if people didn't submit movies that were total shit... but that's not going to happen and we simply have to rely on the voters...
To answer the question about if Simgirl didn't have nudity, would it be Number 1... No it wouldn't. Plain and Simply, no way in hell.

But we do have people who submit movies that aren't just not shit but really good, (such as Steven Seagal 3) and as a reward they get voted down, and this chases away the legit artists. Why should people line up for abuse?

-Septy.


27.

Happy

Topic: Enemy Generator

Posted: 07/21/02 12:04 AM

Forum: Flash

At 7/20/02 09:55 PM, KnightThorin wrote: Hey thanx a mil Septy, Even though I am advanced in some areas of actionscript im gonna need you to break it down a bit. Thanx dude.

-Thorin

/*OK, here is the breakdown... You start off by declairing your variables...*/

enum = 0;
etotal = 0;

/* Then here is your if statement that checks to see how many active enemies are on the screen. */

if (enum < emax) {

/*Since there aren't the maximum number of enemies, you want to create a new one, so you increment your number of enemies, and the total number of enemies.*/

enum++;
etotal++;

/*Then you duplicate the base enemy movie clip. (You can also use attachMovieClip() if you are so inclined.) "originalclip" is the name of the movie clip to be duplicated. "clip" + enum is the name of the new movie clip. (It will turn out to be Clip1 if enum == 1.) Then we use etotal as the depth of the new movie clip. The higher the depth, the further in front it will be. There are drawbacks to this method, that I will mention below.*/

duplicateMovieClip("originalclip", "clip" + enum, etotal);

/*End the if statement*/
}

OK, so what is wrong with the depth method that I used above? No matter how far back an enemy is relative to others, it will always appear on top of everything else. So what can you do about it? Well, if it bothers you enough, you can compair how close the enemies are relative to the front of the screen and use swapDepth() to put them in the proper depths. How do you go about doing all of this? If you are serious about making the game shine, you'll figure it out. ;)

-Septy


28.

None

Topic: Enemy Generator

Posted: 07/20/02 04:24 PM

Forum: Flash

At 7/20/02 02:48 PM, KnightThorin wrote: Ok guys, Im currently working on a first person shooter, and to keep things less cluttered I will be using actionscripting over animation. But the one thing I need help with is an actionscript string that makes enimies appear. I know its some kind of Duplicate movie clip thing but as for the exact scripting i dont know, If anyone can help Id appreciate it.
-Thorin

It doesn't have to be complicated. Something like:

if (enum < emax) {
enum++;
etotal++;
duplicateMovieClip("originalclip", "clip" + enum, etotal);
}
will work. enum would be the number of enemies on the screen, emax would be the maximum number, etotal would be the total number of enemies that have appeared. Everytime you killed an enemy, you would set up a decrement for enum, but etotal should not decrement.

You could also set it up so that enemies appear over regular intervals, or when you get to certain parts of the stage. Or you could have a script generate all of the enemies on the stage, and just have them not active if they are not close to the screen.

-Septy.


29.

Angry

Topic: Steven Seagal Show needs help!

Posted: 07/20/02 04:15 PM

Forum: General

At 7/20/02 02:56 PM, Shrapnel wrote:
At 7/20/02 12:32 PM, ShadowLancer wrote:
I gave it a five as soon as I finished watching it. The movie should serve as a shining example of how All flash movies should be made. Seriously, I don't see how anyone can vote anything lower then a 3 or 4 on it anyhow...

People who don't watch it.


Don't forget people who are upset that it beat out their precious, precious pornography. Does anyone honestly think this is the first time a flash got bombed because it dared to take the number one spot from another movie? (Like anything that beat out Xiao Xiao 3 for the longest time.) Let's face it; the portal has been taken over by a roving band of 13 year old hoodlums. This is the sort of thing that voting power was supposed to eliminate...

-Septy.

PS. Is anyone still pretending that Hentai Sim Girl would be number 1 if it had no nudity in it? I’m just curious if that charade is going on.


30.

None

Topic: Steven Seagal or Simgirl...

Posted: 07/18/02 11:58 PM

Forum: General

At 7/18/02 05:49 PM, williamhclub wrote: Look, I could really care less about my score. The reviews have been about 98% positive, and that's all that really matters to me. I don't want to get mixed up in any of the childish politics on this site, because it's a futile effort. There are simply too many 12-year-olds out there who need to jerk-off to poorly drawn hentai pictures, and there's nothing I can do about that.

I made Episode 3 almost entirely for the fans here at Newgrounds, and somehow I've managed to piss off a large group of people in the process. I don't know how that happened, and I don't really care enough to find out. But if this is the way I'm going to be treated for my hard work, I'm simply not going to waste my time submitting to newgrounds anymore. That's all there really is to it.

You know what man, I understand completely. I know what it is like to put your blood, sweat, and tears into a project; working for months to make it as near perfect as possible- only to have a bunch of shiteaters piss all over your parade. I refuse to post anything else to NewGrounds for the same reason. Just don't let it put you off of doing any more movies. Focus on your website. Focus on putting out more quality work like Seagal 3. It kicked massive quantities of ass.

-Septy


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