Monster Racer Rush
Select between 5 monster racers, upgrade your monster skill and win the competition!
4.18 / 5.00 3,534 ViewsBuild and Base
Build most powerful forces, unleash hordes of monster and control your soldiers!
3.80 / 5.00 4,200 Viewsanother usefull thread denvish, i find using the style mentioned last (that you use) is a slightly better method then what i was using, so thanks for helping my improve my techniques.
Hey i've been working on a flash game for the last 22 weeks and am nearing completion, wasn't going to use voices for npc's but seeing this thread tonight makes me think it could be worthwhile if the right people are out there. Now its a military style vampiric rpg and i need around 50-150 words read by two different people. So please send me a personal message or email me @ asp1988@gmail.com if you think you fit the criteria (im not going to go overboard, so i dont mind if you guys just feel like giving it a shot, even if you have yet to try something like this.
character 1: 400 year old (who knows the real age), vampire bookkeeper. -He's a wise old vampire with a kind hard, im thinking something similar to dekard kaine (d2). Slow moving voice, dry, clear etc.
Character 2: The youthful saergant (100 years old? doesnt really matter, he sounds around 25-30). He's kind of a hard ass, and he looks like he could rip a healthy sum of enemies apart. Slick sounding voice, once again vampiric, malevolent and at the same time very cool. Just imagine the stealthiest assassin, and thats pretty much how i'd like it.
Anyway if anyway gets back to me i can e-mail them through a script of their preffered character, and a short animation to help you get the feel of it.
Cheers guys, and if nothing comes out of this thats perfectly fine as i didn't read through 43 pages and e-mail anyone personally :p
i've just recorded all the sounds for my game and plan on importing them tonight, thanks for your information im glad i read up a little before i begin
cheers mate
a = int(Math.random()*5)
if(a==4){
cheers for that man, thats what i was missing in my enemy code ^^
game still doesn't working, coding-wise. It can too easily get to the stage where the ball bounces around in an endless cycle going far too fast for the mouse's gravitational pull to stop it. I waited till the mouse pull got to over 35,000 and it did nothing visible to hinder the balls movement.
At 8/13/07 11:28 PM, raspberry-pie wrote:
i just wanna get sum feedback
Wasn't really much, take the fps up a notch, spend a little more time on cleaning up the graphics, the main character is too thick and that makes it hard to fully understand everything he's doing.
These ideas need to be fleshed out thoroughly, everyone gets ideas like these for games, but you need to prove you've done some groundwork or decent artwork in other projects before people are going to help out.
looks cool, you could stylize the orange button bars alot more though, its a little overwhelming.... even for halloween :O
unless you're doing some sarcastic boring animation, you need to make him more INTERESTING! i could only watch that character for a very short time before becoming extremely bored. Ps this is a waste of a thread
wish i had the available time to help atm, how long do you expect production to take? If theres a month or two give me a PM so we can disscuss enemy look/style of animation etc. I much prefer character design to coding but i'm in the middle of a solo game as we speak and its chewing up alot of time. Hope to hear from you
ok im not going to attempt to pretend i know the first thing about the level of AI you're disscussing, however if you want a little head start (not everything, it'll stick better if you have to work to find the answer) on directing enemy movements.
onClipEvent (enterFrame) {
moveSpeed = 10;
if (this._x > x._hero_mc) {
[From right to Left]
}
else if (this._x < x._hero_mc {
[From left to right]
}
else if (this._y < y._hero_mc {
[From Down to Up]
}
else if (this._y > y._hero_mc {
[From Up to Down]
}
if ((this), hitTest, (hero_mc)) {
gotoAndPlay (6);
ATTACK
}
onClipEvent(enterFrame){
if(_root.mouse.hitTest(_root.mc)){
gotoAndStop(3);
}
}
Please dont tell you me copy pasted it without changing 'this' lol..
i think i know what you're trying to say about the first one but not entirely sure how to do the second. Basically when duplicating a movie clip you can either use the attachMovieClip, or duplicateMovieClip function. If you've already got an instance of what you want to duplicate on stage then you'd use duplicateMC, if you're using linkage and duplicating it from your library you'd use attachMC.
No idea which one you're using so i'll give you a little demo of how attach can work.
onClipEvent (enterframe) {
if (SOMETHING HAPPENS (hittest, button press etc)) {
_root.[WHICH MOVIE CLIP TO SEND IT TO].attachMovie("[LINKAGE NAME]", "[NEW NAME]",
_root.[MOVIE CLIP YOU CHOSE TO SEND IT TO].getNextHighestDepth());
}
}
Too hard to understand? ask me if you need further explaination, good luck
the work area can expand indefinately, all you have to do is move a clip or something to the very edge and it will automatically extend, though i dont see for what reason you'd want to do that
just like all scripting languages you can either get a proper education to learn it (im currently studying multimedia and optionally learning advanced actionscript etc). Otherwise you'll be using tutorials like the ones in found in as:main, you just need to get stuck into it and try to teach yourself through help from others, but dont try to dive into a game. Simple flash tutes are all over the net, if you've got the time i dont see how following these, and asking for help on forums such as these should be too much of a problem.
cheers mate, great demo. Im just 'attempting' to learn to control gravity and basic AS math atm so this was a great help.
At 7/22/07 11:55 PM, johnfn wrote: if (_root.craentus_mc, hitTest (this._parent.barracks_mc.general_hit_mc )){
Um, normally hitTests go like this
if(_root.creantus_mc.hitTest(blabla))
havn't heard of that way for setting out a hit test, but its not the hit test that's the problem (mine works fine aswell) its that the code re-duplicates the same movie clip twice, instead of duplicating the second after T is pressed.
Hey im making a side scrolling rpg and i've got two npc's which deliver a pop-up providing quest info etc, when the user is inside their hit area, and have pressed 'T'. Though for some reason the pop-up is not duplicating when all of these factors are compliant.
Heres the main body of code related to this problem (on character) :
onClipEvent(enterFrame){
if (_root.craentus_mc, hitTest (this._parent.barracks_mc.general_hit_mc )){
var newclip1:MovieClip = _root.general_talk_mc.duplicateMovieClip ("general_talk", _root.getNextHighestDepth());
newclip1._x = 385
newclip1._y = 380
if(Key.isDown(84)){
var newclip2:MovieClip = _root.general_talk_1.duplicateMovieClip ("general_talk_1", _root.getNextHighestDepth());
newclip1._x = 50
newclip1._y = 50
}
}
I was hoping someone might be able to spot a flaw in the code layout (explaining all my variable and instance names would take too long) otherwise.... psh
At 11/23/05 03:23 PM, cherries wrote: the stop;
stop;
really useful for menus :D
I'm not being sarcastic
you mean stop(); ?
=\
At 7/17/07 10:49 PM, Sinvader wrote:At 7/24/04 02:17 PM, Rystic wrote: ANYONE WHO HAS PROBLEMS GIVE ME YOUR E-MAILS AND I WILL SEND YOU THE WORKING FILE
That should do it...
cheers
hey i've got my movieclip character (generic walkcycle movieclip). I'm just trying out your code and the movieclip doesnt play, it remains looking like the first frame of it. Though i can move it all around and jump with no problems.