The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.36 / 5.00 33,851 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.09 / 5.00 12,195 ViewsIn 11th grade you should blow off school and focus on getting bitches.
This will be one of your last years to get underaged pussy and not be considered a pedophile.
Hmm..surprised to see that some of you old timers are still here after all these years.
Zrb! <3 lol
Not sure if THIS is what your looking for but I remember using this tutorial for a password in a game a long time ago..
Its hard to say what the problem is without seeing how the movieclip is set up
You should try changing to nextFrame() to _parent.nextFrame()
Can you post a .fla so I can see the problem? You gave a terrible description..
Just have the character face the same way for both moving right and left and use _xscale to determine which direction you face.
onClipEvent (enterFrame) {
if (Key.isDown(Key.RIGHT)) {
this._x += speed;
this._xscale=100
this.gotoAndStop(3);
}
if (Key.isDown(Key.LEFT)) {
this._x -= speed;
this._xscale=-100
this.gotoAndStop(3);
}
}
It doesn't much clearer then the above responses but in a movieclip the code is:
onClipEvent(enterFrame)
{
if(Key.isDown(Key.SHIFT))
{
this._xscale = -100
}
At 3/19/10 09:57 PM, Farza wrote: But you would think a guys with 700+ posts realizes how NG works.
Really? with a username like that you can immediately tell he is an immature dumbass.
I should add that for your particular problem you should incorporate a for loop to account for multiple songs.
Just give each song and identifier of "song1","song2" etc..
for(i=0;i<10;i++)
{
newSound=new Sound(this);
newSound.attachSound(["song"+i]);
}
You also must specify which song actually playing at which time with:
newSound.attachSound("song1");
You have the right idea but after importing the sound to library you want to right-click your sound in the library and select linkage.
Click "Export for Actionscript" and "Export in First Frame" and then in the identifier box put "song1".
Then in the frames action panel put:
level=100;
clicked=false
newSound=new Sound(this);
newSound.attachSound("song1");
newSound.start(0,99);
onEnterFrame=function()
{
newSound.setVolume(level);
if(clicked==true&&level>=0)
{
level-=3;
}
}
button.onRelease=function()
{
clicked=true;
}
You might have adjust this code a little since you used nested movieclips.
Except his "racing" game is just clicking a button..200 times..
At 3/3/10 11:28 PM, kizza0 wrote: Using hitTest point on a fairly large movieclip
or
Using BitmapData.hitTest to a point on the same movieclip.
Should I just hitTestPoint the movieclip or convert it to a bitmap and check collisions?
Obvious a bitmap hitTest would take longer since you would be doing many point to point collisions whereas a regular hittest would just check a collision with either the bounding box or a single point.
Its basically a tradeoff for either efficiency or accuracy.
I agree this engine is way too simple. You need to add more to the gameplay such as ducking and shooting. Also you should make your enemy AI more complex.
As the other person mentioned chances are your scope are all fucked up this is the completly correct code
Code on the main timeline
var sheise=0;
stop();
Code in the Uncomplete/Complete Movieclip
onClipEvent(enterFrame)
{
if(_root.sheise==1)
{
this.gotoAndStop(2)
}
else
{
this.gotoAndStop(1);
}
}
Code for button
on(release)
{
_root.sheise=1;
}
My code works fine its just needs to adjusted to work with your movieclips and variables.
Without posting a .fla noone will be able to help with such specifics such as the scope of the variable and movieclips.
At 2/25/10 06:35 PM, Makakaov wrote: On first one is Movie clip textbox saying: "Uncompleted".
On the second one is textbox saying: "Completed".
The Movie clip with textbox "Uncompleted" is scripted:
onClipEvent(enterFrame){
if(sheise = 1){
this.gotoAndStop(2);
}
}
I also made a button on root which has:
on(release){
var sheise = 1;
}
So i wanted to make thingy:
Clicking on button sets varaiable sheise value of 1.
And if sheise is valued 1, textbox changes from "uncompleted" to "completed".
Could you guys help me with the script?
Also: Can i ust make commands to set some var true, or false, and then check it? Tell me how to do it, please.
Make sure that when comparing a variable in an 'if statement' to use "==" instead of "=".
It should work now.
onClipEvent(enterFrame){
if(sheise == 1){
this.gotoAndStop(2);
}
}
on(release){
var sheise = 1;
}
At 2/23/10 10:56 AM, magumanu wrote:At 2/23/10 10:46 AM, Treerung wrote: I tested my code on a similar crappy box I made and it works fine.Thats wierd...
Look at it here
Can you send me your fla so i can see what is did wrong?
Sure.
Btw I change one of your variables to make the balls slower because if it goes to fast it will skip right over the hittest(also increasing the fps to 30 helps too)
I tested my code on a similar crappy box I made and it works fine.
Look at it here
Took me a grand total of 2 mins to do..
onClipEvent (enterFrame) {
myRadians = Math.atan2(_root._ymouse-this._y, _root._xmouse-this._x);
myDegrees = Math.round((myRadians*180/Math.PI));
_root.yChange = Math.round(_root._ymouse-this._y);
_root.xChange = Math.round(_root._xmouse-this._x);
_root.yMove = Math.round(_root.yChange/10);
_root.xMove = Math.round(_root.xChange/10);
this._y += _root.yMove;
this._x += _root.xMove;
if(_root.wall.hitTest(_root.ball._x,_root.ball._y,true))
{
trace("hit")
this._y -=_root.yMove
this._x -=_root.xMove
}
this._rotation = myDegrees+90;
}
hmm..I wouldn't be surprised if a couple "Nagas Belong N Slave Pens" parts were made.
i think i just died a little ^^
It depends on how you set it up but you should put this code in the timeline of the menu frame.
argentinaButton.OnRelease=function()
{
gotoAndPlay("Scene Argentina", 1);
}
Also for a side scroller you would want to take a look at an attachMovie() tutorial for the enemy spawning.
Programming is an extension of basic logic..
If you can't understand how and why enemy AI works then you have no business coding it.
Some simple AI code would be along the lines of checking variables of the player ex(x and y) and having the enemy respond accordingly.
Yeah Yambanshee is right..scenes aren't really necessary and just cause more confusion and problems..
I'm not sure if this is the correct place for this thread but:
Can someone explain the differences between a program and a process?
From what I picked up a program is a set of instructions and a process is part of the program being executed.
A major difference seems to be that a process is active whereas a program is passive. Can someone verify that the above is correct?
Also there seems to be a difference between where a program and a process is stored..can someone explain that to me?
Thanks
Ideas/storylines are worth nothing if they can't be brought to life.
Also, your lack of understanding on the limits of AS3 is concerning.
Happy New Years Everyone!