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Author Search Results: 'Woadraiders'

We found 561 matches.


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Viewing 271-300 of 561 matches. 147 | 8 | 9 | 10 | 11 | 12 | 131619

271.

None

Topic: Flash goes to frame if not at NG's

Posted: 06/02/08 11:22 PM

Forum: Flash


272.

Happy

Topic: Textboxes helpp?

Posted: 06/02/08 11:06 PM

Forum: Flash

=D Np and thx.


273.

None

Topic: Side-scroller problem

Posted: 06/02/08 11:05 PM

Forum: Flash

Pretty much the same thing as _root I think.


274.

None

Topic: Actionscript problems...

Posted: 06/02/08 11:03 PM

Forum: Flash

var nextDepth:Number = this.getNextHighestDepth();
_root.attachmovie("bullet", "bullet", nextDepth);

First off, you spelt attachMovie wrong, you need an uppercase 'M'.
And you need _root.getNextHighestDepth() not this.getNextHighestDepth(). Notice how I said _root instead of this.

attachMovie returns the movieclip it just made so..

var nextDepth:Number = _root..getNextHighestDepth();
var mc:Movieclip = _root.attachMovie("bullet", "bullet", nextDepth);
mc._x = Stage.width/2;
mc._y = Stage.height/2;

275.

None

Topic: Textboxes helpp?

Posted: 06/02/08 11:01 PM

Forum: Flash

For the button.
Input text box must have the instance name passBox.

on(release)
{
if(_root.passBox.text == _root.password)
{
_root.gotoAndStop("Youwin");
}
}

On main timeline:
_root.password = "scripters are better!";


276.

None

Topic: FlingNinja Studios

Posted: 06/02/08 10:16 PM

Forum: Flash

We're impossible assholes? Your the one being the asshole, we just want some proof you know what your doing and we won't have to pick up your slack.


277.

None

Topic: FlingNinja Studios

Posted: 06/02/08 09:55 PM

Forum: Flash

Wow that wasn't very good..


278.

None

Topic: removeMovieClip property problem

Posted: 06/02/08 09:29 PM

Forum: Flash

_root.blu needs have been attached or duplicated, couldn't have been dragged on.
And _root.blu's depth must be >= 0. (Greater than or equal to 0).


279.

None

Topic: Programming, time frame?

Posted: 06/02/08 09:23 PM

Forum: Flash

My starbound game took me and helios one weekend to make it. Then we took the week slowly adding whatever the sponsor wanted (it was by email, long waits to know), like a new jump combo or whatever, and a new main menu, different sound loop.

Caviar rush took a couple hours to code (shit game though).
Fried eggs took a couple hours to code too.

Christmas cat took 3 days straight (it was vacation) of waking up to going to sleep (12 AM - 12 PM i guess).

This game i'm working on now, is almost a level in, it's got one enemy, punch combo, cool hud, scrolling, pickups, death, spawning, falling into a pit, jumping (you can jump on enemies! Jump over bullets, it's cool), obstacles, depth, score, advancing to the next level, airballoons (tips), and some other stuff I forgot about probably.
It's been 4 days of hard work, but there's no bugs in it that me or soccerkingmike could find.


280.

None

Topic: AS Engine

Posted: 06/02/08 06:17 PM

Forum: Flash

Yeah, pretty much. You'll have a "ball bounce engine". Or whatever you want to call it.


281.

None

Topic: Wall Collision

Posted: 06/02/08 06:16 PM

Forum: Flash

Yeah, here's a couple tips that I found come in handy. Really really useful.
I'm assuming your walls are a rectangle, width the instance point (little crosshairs) in the exact center of it.
Also, for this to work, you're gonna need to seperate your walls into seperate MC's, just go into the mc and add _root.walls.push(this);
And then you just go through a for loop of the walls array and check each one ;).

If you don't want to, at least read through this, maybe something 'll be helpful.

Instead of just adding to the _y. Add to the yvel.

Make an xvel and yvel var (since your using onClipEvents do it onClipEvent(load) ).
Set em to 0.
And set them to 0 as the very first lines of your onClipEvent(enterFrame).

Now everytime you want to move the player when the user presses a key, just do something like this.xvel += this.RUN;
And then for the walls, you wouldn't just test this._x, you would do this._x+this.xvel .
This of course assumes you test AFTER you check for keys, otherwise xvel will always be 0.

And then if you hit, then xvel = 0; and this._x = Wall._x + Whatever# to put you on the side.
You could check if you're like going left or right, just have a dir variable that you set to 1 or -1 depending on if you press Key.LEFT or Key.RIGHT.
You also need to have a 'w' variable, it stands for width, so when your player is in it's idle frame, what it's width? If you take the width at the current frame, his running animation might make him wider and then skinnier through the animation, making it jittery. So keep that initial width and it'll make things smoother.
So

if(HitTest Code)
{
if(this.dir == 1)
{
this.xvel = 0;
this._x = _root.Wall._x-_root.Wall._width/2-this.w/2;
}
else
{
this.xvel = 0;
this._x = _root.Wall._x+_root.Wall._width/+-this.w/2;
}
}

It's not very complicated, very easy once you get the hang of it, and sooo useful. Makes things much smoother.


282.

None

Topic: well... scripting help...

Posted: 06/02/08 06:07 PM

Forum: Flash

Oh, I didn't see that you wanted to put it on layer 2, I thought you just wanted like, the lowest depth..
I don't really think you can, the best place to look though might be the Timline object (flash f1 help), that probably won't help at all though, but maybe there's something in there Idk.


283.

None

Topic: Mc's on previous frames dont delete

Posted: 06/02/08 05:24 PM

Forum: Flash

Alright, yeah I guess so, thx, I'll be sure to grab a redbull.


284.

None

Topic: well... scripting help...

Posted: 06/02/08 05:22 PM

Forum: Flash

Instead of _root.getNextHighestDepth();
Do something like..
depth= -1000;
while(getInstanceAtDepth(depth) != undefined)
{
depth--;
}
And then swap out getNextHighestDepth() in the code for depth


285.

Goofy

Topic: Exporting as gif?

Posted: 06/02/08 04:56 PM

Forum: Flash

File->Export Movie->.gif
:-p


286.

None

Topic: Mc's on previous frames dont delete

Posted: 06/02/08 04:51 PM

Forum: Flash

No, they don't.


287.

None

Topic: Mc's on previous frames dont delete

Posted: 06/02/08 04:42 PM

Forum: Flash

Anyone? Have any idea at all? I tried deleting thier onEnterFrame scripts, but it didn't help.


288.

None

Topic: Mc's on previous frames dont delete

Posted: 06/02/08 04:09 AM

Forum: Flash

Bump..


289.

None

Topic: What? 4 Replies per topic per 30?

Posted: 06/02/08 01:05 AM

Forum: Where is / How to?

Oh, gotchya, thx.


290.

None

Topic: Help with random code

Posted: 06/02/08 12:49 AM

Forum: Flash

Show me the code


291.

None

Topic: What? 4 Replies per topic per 30?

Posted: 06/02/08 12:41 AM

Forum: Where is / How to?

What's up with this? Has this rule been here a while and I just never noticed or what?


292.

None

Topic: Mc's on previous frames dont delete

Posted: 06/02/08 12:39 AM

Forum: Flash

Oh hey, no it's not, the artist for that game (thedo12) is moving across canada, can't continue the game for a few months. I've got another game with soccerkingmike, it's really cool, I'll show you later in a pm.

Can anyone help me out with my prob?


293.

None

Topic: Mc's on previous frames dont delete

Posted: 06/02/08 12:36 AM

Forum: Flash

What code? There's no code, you can't removeMovieClip an MC that you didn't attach or duplicate. I simply dragged the items for the level onto the frame and wala, there's the level. But then for the next level, thats on the next frame and if I go to the next frame, it doesn't delete anything from the last frame.

And I can't put the items inside one big MC for each level because each mc needs to swapDepths for the sake of keeping depth in the game.


294.

None

Topic: Mc's on previous frames dont delete

Posted: 06/02/08 12:33 AM

Forum: Flash

No I wish, I wouldve just remoeMovieClip'd em.
And I really don't want to resort to attaching all the items so I can delete them, but that'd be my last option.


295.

None

Topic: Help with random code

Posted: 06/02/08 12:32 AM

Forum: Flash

totalframes = #;
gotoAndStop(Math.floor(Math.random()*(to talframes-1))+1;


296.

None

Topic: Game Help

Posted: 06/02/08 12:28 AM

Forum: Flash

That didn't really make sense.
But if it was what i sorta thought it was, just figure out your mc hierarchy and do mc.gotoAndPlay(1) ?


297.

None

Topic: Recommended Flash Games

Posted: 06/02/08 12:25 AM

Forum: Flash

Sidescroller, platformer, plat/side shooter, um, puzzle?


298.

None

Topic: Mc's on previous frames dont delete

Posted: 06/02/08 12:24 AM

Forum: Flash

Yeah, so I've got a level on each frame, and theres a lot of mc's on each frame for the level, but when I go to the next level in the game (the second frame). The mc's from the first frame don't disappear.

Anyone know a way to make them delete themselves?


299.

None

Topic: Recommended Flash Games

Posted: 06/02/08 12:23 AM

Forum: Flash

What kind of game to make?


300.

Elated

Topic: engine question for platformers

Posted: 05/29/08 02:18 AM

Forum: Flash

:)
Gl with it


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Viewing 271-300 of 561 matches. 147 | 8 | 9 | 10 | 11 | 12 | 131619