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Author Search Results: 'Woadraiders'

We found 561 matches.


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Viewing 451-480 of 561 matches. 1611 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19

451.

None

Topic: Programmer Wanted

Posted: 02/19/08 04:37 PM

Forum: Flash

I'll do it, and I can do a much better platformer than that.
Look at my examples, I can give you different platformer examples than the ones I have on there, and they are obviously not from tutorials.
My contact info:
Email/MSN - woadraiders@hotmail.com
AIM - moltobennecereal
Yahoo - woadraiders

I'll convince you over an IM if I have to :p


452.

None

Topic: using skills in my new game

Posted: 02/19/08 04:30 PM

Forum: Flash

Ok, so if you're thinking that by using the same depth as the first bullet will replace it, like it just switches out the movieclips and keeps all the properties, you're wrong. It should remove that first movieclip and make bullet2 at the origin ( 0,0 ) though, and then you'll just have to place it at the right spot.
Maybe you could make the second bullet at an unused depth, copy over some of the properties from bullet onto bullet2, and then remove bullet?

Also, you're using attachMovie, all you need is to make sure those movieclips have the linkage identifer, you don't need them on the scene to attach. If you were using duplicateMovieClip, then you'd need them on the scene.
I don't really understand what you're trying to do with the skills, because in you're example code, you were trying to swap out a bullet it seemed.

If you want to do skills something you could do is create some external classes for the skills, idk if that's outside of you're skill level or not, but you should at least look into it and think about it.
Otherwise, either
1. Have a bunch of variables that hold the amount of time the skill has been recharging and the time it takes for it to totally recharge
ex. :

sk1del++;
if(sk1del >= sk1max)
{
sk1del = 0;
sk1charged = true;
}

2. You could have an array of booleans for each skill if it's recharged or not.

skills = new Array();
for(i=0;i<9;i++) //Fill the skills array with 9 true's .
{
skills.push(true);
}
timers = new Array();
function useSkill1()
{  
if(skills[0]) //If we have the skill available for use...
{
       timers.push(setInterval(recharge,1000,timers[timers.length],0)); 
      //We tell it to call the recharge function in 1000 ms (1 second) 
      //given the parameters timers[timers.length] and 0
      //0 is the array index of the skill, so skill 1 is the first, which is 0
       skills[0] = false; //The skill has been used

//Put code for doing whatever the skill should do here, ex. increase player health.
}
}
//Gonna have to rewrite that function for each skill

function recharge(timer,skillNum)
{
skills[skillNum] = true;
}

That help at all?


453.

None

Topic: looking for animator.

Posted: 02/13/08 08:36 PM

Forum: Flash

Im the one doing the programming, As-Soul is doin the art already so we don't need another person (contact chik if you're/were interested though).


454.

None

Topic: 50 Frames collab 3

Posted: 02/12/08 08:46 PM

Forum: Flash


455.

Angry

Topic: Game help.

Posted: 02/12/08 07:35 PM

Forum: Flash

Damit, late post, too busy chatting


456.

None

Topic: Game help.

Posted: 02/12/08 07:33 PM

Forum: Flash

Do some V-Cam code tweaking.
Delete the line: this._visible = false;
then delete the extra stuff from the V-Cam movieclip that doesnt need to be seen, and put your HUD stuff in.

Or, make whats already in the V-Cam a movieclip, and then change the line this._visible to cam._visible, obv. make the new MC have an instance name of cam

For the wep switching, make the gun an MC inside the player with an instance name of something like 'gun'.
Then everyframe make the gun switch to the right frame
this.gun.gotoAndStop(this.curwep);
Then increment or decrement the variable curwep based on the key pressed..
To fire, do this.gun.realgun.play();
And the realgun (like the shotgun, or rifle, or whatever is in each frame) will play its muzzle animation.
And this.fire();
For a firing animation.


457.

None

Topic: hitTest with arrays.

Posted: 02/12/08 07:27 PM

Forum: Flash

Yeah, put the hit code on the bullets, and then the bullet should go through an array of enemies every frame to check for a hit.


458.

None

Topic: 50 Frames collab 3

Posted: 02/12/08 07:13 PM

Forum: Flash

More progress..
http://spamtheweb.com/ul/upload/120208/6 9174_Woads50Frames.php

Went back to things like the head to make that right.
FBF between facial changes.


459.

None

Topic: I need an experienced programer,

Posted: 02/12/08 06:27 PM

Forum: Flash

Aw, this would be pretty easy to make :P
IM me:
AIM - moltobennecereal
MSN - woadraiders@hotmail.com
Yahoo - woadraiders

If my profile doesnt convince you that I can make this, then IM me and ill prove it to you.


460.

None

Topic: 50 Frames collab 3

Posted: 02/12/08 05:47 PM

Forum: Flash

My progress on my part:
http://spamtheweb.com/ul/upload/120208/6 3766_Woads50Frames.php

Tell me what you think of the idea, and any tips?


461.

None

Topic: game help..

Posted: 02/12/08 03:39 PM

Forum: Flash

Stop being a lazy ass and do it yourself.


462.

None

Topic: need help

Posted: 02/12/08 03:36 PM

Forum: Flash

mcToRemove.removeMovieClip();
That will remove mcToRemove from the stage permanantly, it only works if mcToRemove was attached (attachMovie(identifier, newname, depth)) or duplicateMovie (idk the function cause I use attachMovie()).

You could make it a movieclip, and then do like

mc.onRelease = function()
{
this.gotoAndStop("explode");
}

Last frame of explode animation is blank with a stop();
That DOESNT go on the button, but on the main timeline.

You probably won't event attempt that, so idk another way :p


463.

None

Topic: rpgs with experience and stats

Posted: 02/12/08 03:28 PM

Forum: Flash

Yeah man, he is a noob, you can't get some step-by-step walkthrough on how to make an RPG, there's no RPG template you can look at and just tweak a few variables, put in your art and wala an RPG.
It's going to be way too complicated for someone thats never made a game before.
Start off with some simple things, learn how to actually make a game, what process to do, how to structure a game, etc.

Do a simpler game.


464.

None

Topic: Problems...

Posted: 02/12/08 12:54 AM

Forum: Flash

Store some bools, one for each mc in the first frame or whatever, and then the variables will be kept throughout the whole movie, so have each MC check against its respective bool to see if it should be hidden or not.


465.

None

Topic: Had a Bad Day Collab

Posted: 02/12/08 12:51 AM

Forum: Flash

Lol... Comon, they're totally different!
He changed a few words, took out a sentance or two, comon how can you call that copying?

Haha, maybe you could sue him for plagiarism?


466.

None

Topic: FPS Problem

Posted: 02/12/08 12:26 AM

Forum: Flash

Maybe its a very big swf, playing it in the browser alone will slow it down a frame (even a blak movie it will slow it down a bit).
Because the computer has to process everything going on in the flash, each time it processes something it takes up time, and that decreases the FPS by a little bit.


467.

None

Topic: FPS Problem

Posted: 02/12/08 12:19 AM

Forum: Flash

Lag, 30 is the maximum that flash will go to (as defined by you), and it will always try to be at 30 FPS, but things will lag that down.
Maybe you have a lot of things on the stage at once?


468.

None

Topic: 50 Frames collab 3

Posted: 02/12/08 12:08 AM

Forum: Flash

Can I still make a part for this?


469.

None

Topic: Advice

Posted: 02/11/08 10:50 PM

Forum: Flash

Hah, I thought I was looking at the wrong flash, ppl talkin about killing and acting, but all i saw was some rain.
Figured it out :p, that game you did coulda been better funny idea though.

Uh you're animation, how's that 40% done? its just some rain and thunder, change the gray background.


470.

None

Topic: Loop Collab

Posted: 02/11/08 10:02 PM

Forum: Flash

I might be interested in the collab, can we talk on MSN?
woadraiders@hotmail.com


471.

Sleeping

Topic: Loop Collab

Posted: 02/11/08 09:56 PM

Forum: Flash

Nope, he's got a couple over 3, I think at least 3 over 3.0, i know i saw 2 for sure, and he's got a 2.99.
So yeah, he's got a BA better than 3.0


472.

None

Topic: starting off

Posted: 02/11/08 08:49 PM

Forum: Flash

another bad link...


473.

None

Topic: Need suggestion for music

Posted: 02/11/08 03:12 PM

Forum: Flash

Mute doesn't work.


474.

None

Topic: Need suggestion for music

Posted: 02/11/08 02:30 PM

Forum: Flash

Nice, idk about the music, something ambient, nothing too fast, too heavy, don't be stupid and put rap or anything like that on there.


475.

None

Topic: Help

Posted: 02/11/08 01:56 PM

Forum: Flash

At 2/11/08 12:44 PM, alexrogahn95 wrote: I have a dilema I want to do a flash movie but can't draw but i'm pretty good at web design in flash and out what should I do?

Hah, well, there's no magic "make it look good button", you'd better practice. Practice makes perfect, just use flash as much as you can and animate all the time.


476.

None

Topic: Platformer problems

Posted: 02/11/08 01:52 PM

Forum: Flash

Yeah, you're lazy, and taking our time to get that code for you would be a waste because you're lazy and it wouldn't do any good.


478.

None

Topic: do u think this would do well?

Posted: 02/10/08 11:08 AM

Forum: Flash

Awesome style, very clean, yeah just add some structure to it like some sort of back story and itll do really good.


479.

None

Topic: Who has made a flash mmo

Posted: 02/10/08 11:06 AM

Forum: Flash

Club Penguin and Dofus.


480.

None

Topic: Preview for units in game

Posted: 02/09/08 11:05 PM

Forum: Flash

Could use some work, the tank sorta sucks.


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Viewing 451-480 of 561 matches. 1611 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19