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Author Search Results: 'atomoxic'

We found 226 matches.


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Viewing 1-30 of 226 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8

1.

None

Topic: Flash As2 Guide For Ai?

Posted: 07/04/09 12:07 AM

Forum: Flash

The thing about AI is that there cant be a set guide made for it as its different for most games. The main thing to think about when making it is how would you want something to respond to a certain situation. Such as a fighting game, you would think about how a computer would use its attacks. If you think about everything thats needed you can prety much do it from there and its not all that difficult to do.


2.

None

Topic: 2 swf's...

Posted: 06/27/09 09:36 PM

Forum: Flash

As far as I know cookies are always accesses and written by the main swf doing all the loading and not by external files. I could be wrong - try it yourself and check your cookies folder for flash.


3.

None

Topic: As2: Sim Game. Help!!!

Posted: 06/27/09 09:34 PM

Forum: Flash

You obviously don't know how to script if you think Max Points = STR*10 as you can and never will be able to use spaces in variables.

It would be more like:

MaxPoints = STR*10;

He is right - you do need to learn the basics really.


4.

None

Topic: Game Programmer! Paying $1000+

Posted: 06/18/09 10:08 PM

Forum: Flash

I'm also tempted to apply for it as I now have a lot of free time for the next few months. I'm competant in using PHP with MySQL and can get them to do more or less anything together and this kind of thing would be no problem for me to do. On the flash side of things would you be wanting it programmed in AS2, AS3 or is there no preference? Also would you be taking the .fla file after someone has created the flash as the developer would be paid for it?


5.

None

Topic: Game Programmer! Paying $1000+

Posted: 06/18/09 02:51 PM

Forum: Flash

So basically flash is just a UI over the top of a PHP code that runs all the database type stuff? Also what other features will there be or is it just combat against other players like mybrute?


6.

None

Topic: Brute force this enigma.

Posted: 06/18/09 02:18 PM

Forum: Flash

I might just have beaten your to it if I didnt forget 1 little line which resets some variables :P but good job on it. I will see what I get out of mine and post that.


7.

None

Topic: Brute force this enigma.

Posted: 06/18/09 02:14 PM

Forum: Flash

Goto publish settings for your flash and change script time out to 999.


8.

None

Topic: Brute force this enigma.

Posted: 06/18/09 01:53 PM

Forum: Flash

No I thought that at first but then realised that. It takes a lot lot longer to execute checking for all the digits now instead.


9.

None

Topic: Brute force this enigma.

Posted: 06/18/09 01:48 PM

Forum: Flash

My script is considerably longer than that now - its approaching 200 lines but its a rushed job and messy :P


10.

None

Topic: Brute force this enigma.

Posted: 06/18/09 01:44 PM

Forum: Flash

Ah ok I see. Well I made a script in flash that does finds 3 numbers with only 4 different digits for them. It took about 10 minutes to run (hence brute force) and now all I need to do is make it check that each use different numbers of that digit.


11.

None

Topic: Brute force this enigma.

Posted: 06/18/09 12:54 PM

Forum: Flash

Im trying this challenge aswell.

I dont really get what it means by 4 digits between them. Does it mean like it could be:

33122 53311 32215

or does it mean each number needs 4 different digits like:

41234 56785 74567


12.

None

Topic: Skilled Flash Coder Wanted!

Posted: 06/18/09 11:31 AM

Forum: Flash

I am quite interested in this and would like to code it but I would like to see maybe a small animation loop of some kind first maybe a walk loop or something :)


13.

None

Topic: A bouncing script.

Posted: 06/18/09 11:29 AM

Forum: Flash

That would not work the way he wanted it to*


14.

None

Topic: A bouncing script.

Posted: 06/18/09 11:28 AM

Forum: Flash

That would in the way I think he wants as it would not "bounce" back from the wall it would just stop dead by replacing its coordinate with its origional one.


15.

None

Topic: # problem.

Posted: 06/18/09 11:26 AM

Forum: Flash

The fla is a mess to be honest. You are better off instead of using loads of frames just using one frame with a dynamic text box to display another number in it. Then it can be stored as a simple variable and use accordingly.


16.

None

Topic: A bouncing script.

Posted: 06/17/09 09:22 PM

Forum: Flash

Well if you use the script I gave you for the wall bounces you can just set the SpeedX = -SpeedX and SpeedY = -SpeedY to change the direction the player will go.

Something like:

if (_root.Wall.hitTest(this._x, this._y, true)) {
    SpeedX = -SpeedX;
}

That wouldnt work very well but you get the idea of how to use it.


17.

None

Topic: Holding off a script

Posted: 06/17/09 09:18 PM

Forum: Flash

A counter is something like:

var Counter = 0;
var Something = false;

if (Something == true) {  // Set Something to equal true when you want the counter to activate
    Counter += 1;
}

if (Counter == 10) {
   // Do the function you want.
}

A timer interval uses real time instead of flash time so you can accurately measure seconds, minutes, hours etc.

You can use this as a timer:

function TimeFunction() {
    // Do something
}
IntervalOfTimer = setInterval(TimeFunction, 1000); // 1000mili seconds = 1 second

All you would do is set the setInterval off when your event happends and then remove it within the TimeFunction so it will only run once.

Remove with:

clearInterval(IntervalOfTimer);

18.

None

Topic: Holding off a script

Posted: 06/17/09 09:09 PM

Forum: Flash

Nope it dosent. Go make a counter or a timer interval to do it :)


19.

None

Topic: Audio Desyncs At Export?

Posted: 06/17/09 09:09 PM

Forum: Flash

When setting the audio to Event instead of stream it works much better. I'm not sure how that effects the overall movie though as to how you want it to work.


20.

None

Topic: Weird Actionscript2 Problem

Posted: 06/17/09 09:00 PM

Forum: Flash

If you dont know how many will be on stage at once then use the array method. It allows you to remove entries dynamically aswell while also keeping track of what is on stage.

The eval() basically sets a variable to something else. You could use this instead of eval():

Clip = eval("_root.Clip"+i);

_root["Clip"+i];

All it does is make the temporary variable Clip equal to that of each of your Clips individually. Just makes it easier than typing _root["Clip"+i] each time.


21.

None

Topic: mouseX for mouse outside of Flash

Posted: 06/17/09 08:49 PM

Forum: Flash

You would not be able to do this because if you move your mouse to the edge of the screen its value will stay as 0 and not change less than that. I found the code to check mouse that moves outside of the flash window and it is:

addEventListener(MouseEvent.MOUSE_OUT, RunFunction);

22.

None

Topic: Weird Actionscript2 Problem

Posted: 06/17/09 08:42 PM

Forum: Flash

Well if they are all generically named such as Clip0, Clip1, Clip2 and so on then you can run a for() loop to remove them:

for (i=0; i<TotalClips; i++) {
    Clip = eval("_root.Clip"+i);
    Clip.removeMovieClip();
}

Just change the TotalClips to the total amount of that clip you have and _root.Clip to the instance name minus the number as the i variable deals with the numbers.

If however you have not named them like that you should pass each movieclip into an array just as you would with normal data and you can then run the same for loop but instead like this:

for (i=0; i<MovieClipArray.length; i++) {
    Clip = MovieClipArray[i];
    Clip.removeMovieClip();
}

23.

None

Topic: A bouncing script.

Posted: 06/17/09 08:30 PM

Forum: Flash

This would require acceleration to make it look smooth such as:

onClipEvent (load) {
    Accel = 0.1;
    SpeedX = 0;
    SpeedY = 0;
    MaxSpeed = 5;
}

onClipEvent (enterFrame) {
    if (Key.isDown(Key.LEFT)) {
        SpeedX -= Accel;
        if (Math.abs(SpeedX) >= MaxSpeed) {
            SpeedX = -MaxSpeed;
        }
    } else if (Key.isDown(Key.RIGHT)) {
        SpeedX += Accel;
        if (Math.abs(SpeedX) >= MaxSpeed) {
            SpeedX = MaxSpeed;
        }
    } else {
        if (SpeedX < 0) {
            SpeedX += Accel;
        } else if (SpeedX > 0) {
            SpeedX -=Accel;
        } else {
            SpeedX = 0;
        }
    }
    if (Key.isDown(Key.UP)) {
        SpeedY -= Accel;
        if (Math.abs(SpeedY) >= MaxSpeed) {
            SpeedY = -MaxSpeed;
        }
    } else if (Key.isDown(Key.DOWN)) {
        SpeedY += Accel;
        if (Math.abs(SpeedY) >= MaxSpeed) {
            SpeedY = MaxSpeed;
        }
    } else {
        if (SpeedY < 0) {
            SpeedY += Accel;
        } else if (SpeedY > 0) {
            SpeedY -=Accel;
        } else {
            SpeedY = 0;
        }
    }
    this._x += SpeedX;
    this._y += SpeedY;
}

That was typed off the top of my head so I dont know if it will work or not but it should.


24.

None

Topic: mouseX for mouse outside of Flash

Posted: 06/17/09 08:24 PM

Forum: Flash

Not it is not. But it is possible to detect when a mouse rolls outside of the flash window but i'm not sure what the code is for it.


25.

None

Topic: I need coding help!

Posted: 06/17/09 08:18 PM

Forum: Flash

Sorry forgot to say that should be within the onClipEvent (enterFrame) {} on the player movieclip.


26.

None

Topic: I need coding help!

Posted: 06/17/09 08:17 PM

Forum: Flash

This should work:

if (_root.door.hitTest(this) == true && Key.isDown(Key.DOWN) == true) {
     _root.nextFrame();
}

27.

None

Topic: Plattformer ground hitTest?

Posted: 06/17/09 08:14 PM

Forum: Flash

Dont forget that the x=0 and y=0 points need to be in the center of your movieclip otherwise the above code will not work as intended.


28.

None

Topic: Stop locking shapes togeather

Posted: 06/17/09 08:06 PM

Forum: Flash

Also when you click a tool you can click the little magnet icon on the toolbar to stop snapping and click it again to renable it.


29.

None

Topic: Plattformer ground hitTest?

Posted: 06/17/09 08:04 PM

Forum: Flash

It makes it output loads of "hits" because it dosent include the shapeflag. A regular hitTest just checks if the object is within the rectangle that can be drawn around the object whereas a shapeflag detects actual point to drawing collision.

Something such as this would be appropriate:

if (_root.Ground_MC.hitTest(this._x, this._y, true) {
         trace("hit"); // Do some function here to stop player passing through walls.
}

30.

None

Topic: Saving issue

Posted: 06/17/09 07:55 PM

Forum: Flash

The problem is because you are using spaces in your save global. You cant have spaces in a sharedobject file name. Replace them with underscores.


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Viewing 1-30 of 226 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8