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 ViewsThey didn't code it from scratch again.
Line Flyer is a hacked version of Line Rider made without permission. I doubt the author would let you have his source, but you could ask him on deviantART.
Good.
You forgot about Functional programming and Logic programming though. ;) Of course, those aren't possible with ActionScript anyway.
There's a free program called Game Maker that some people like. Google it.
Resolved. I'm programming!
To zoom in during the actual movie, I think you could just make the whole thing a movie clip and then resize it bigger in another keyframe and tween it. I'm not an animator though, so I may be wrong. :p
Skritch has the answer.
Basically, you'll need an empty frame in the beginning for the preloader to live in, so as long as you leave space for that, you can insert the preloader whenever you feel like it.
At 11/10/06 11:35 PM, Miked21 wrote: stop the violence
Yeah, no need to insult each other.
Cozmo131, could you give us some more information? For example, by "second level" are you talking about the second battle in your game, or the experience level of the character?
Also, I am unclear whether the situation you describe is what is happening now, or what you want to have happen. So you're trying to set the monster's health to 750, but the game says it is -250? Or is it the other way around?
Have you written any code? If you have, please post it here so we can figure out what's going on and how to fix the problem.
On the "onClipEvent (load)" part, you should really put "var" in front of the variable declarations. It's more efficient, I think.
Like "var jumping = false;" instead of just "jumping = false"
Also, in the comments, don't say stuff like "// Y positon moves up 6" to explain "this._y += 6;" That's obvious. Say something like "// apply gravity of 6 pixels per frame"
This was even worse:
_root.mvsp = _xscale/20;
// _root.mvsp is set to the chars xscale divided by 20
I can tell that it's being divided by twenty! :D But I have no idea what "mvsp" means or why you are dividing it. Is it speed? Friction? What is the purpose of this line of code? Write that instead.
I'm glad to see that you are making an effort to put so many comments in though. :) But try to go through and redo them to explain the purpose of the code, not just a translation.
This:
if (speed>0) {
//if speed is smaller than 0
and this:
} else if (speed<0) {
//if speed is greater than 0
seem switched around. I don't know if you meant to do that or not.
Anyway, about the attacking problem, there's no need to go to frame 1 or whatever. Get rid of this part at the end:
onClipEvent (keyUp) {
// on Key Up
if (Key.getCode() == Key.CONTROL) {
// if the release is control
attacking = false;
// attacking is false
}
}
The attack is only supposed to be one frame right? (though now that I think about it that seems pretty short, but oh well) You can just put an "attacking = false;" in the beginning of the "enterFrame" event, like near where it says "Ammendment 2". That should have the same result as that "keyUp" event.
You also might want to change this:
this.gotoAndStop("attack");
to a "gotoAndPlay" so it won't stay frozen there. I'm not sure what the movie clip's timeline looks like though, so I'm not sure if that will work.
If that still doesn't work, if you want to send me the FLA I could probably rewrite the whole thing to be way smaller and easier to understand... :p
Let me know. :)
If I have time, maybe I could do a physics-based game involving snow... :D
I'll post here if I end up needing an artist.
You should be able to edit the properties of the sound file in the Library. There are some compression settings you can change to trade off size for quality.
It really depends on what the rest of the game is like. What other elements are in the game? Moving enemies? Obstacles? Items? It would help if you gave a more detailed description.
It looks like it could be interesting...
So do you need AI too, or just the basic fighting engine?
Could you tell me more about the design and how the combos work exactly? Maybe send me a PM. Let me know if you want to see my work or have questions.
At first I was thinking that we should keep the individual scores, but now that I have read some responses here, I realize it might be better just to have an overall score. It is so rarely used and even when it is used, there is no consistent measurement to the ratings, that it would be easier just to have people write about it in their reviews if they want to show their opinion on the graphics or whatever.
However, if we are to keep the individual scores, replace them with these instead: Fun-ness (or whatever), Originality, and Style (instead of graphics and sound).
Java is also free. Flash is very expensive.
Java is much more powerful and runs faster than Flash.
But Java can take longer to develop for than Flash, at least for small games.
But the main reason I use Flash is because you can't submit Java games to Newgrounds!
I think I'll be making some more games first - to get some more experience with the different applications of ragdoll physics.
I guess I am kind of stalling, but not because I'm afraid I can't do it, but because I'm afraid I can't afford to spend the necessary amount of time on it with school and everything.
It doesn't look like a game I'd be interested in... Sorry. :/
Ummm, it doesn't seem to work. Am I supposed to be able to damage those guys with my head or something?
At 10/6/06 12:57 AM, Penboy wrote: There is a time, and a place for eveything. . .
People have absolutely no right to put down other people for their animations if they themselves haven't made any contributions to NG.
Penboy
Being an author myself, I definitely know how important positive feedback and encouragement is. I'd agree that it's never nice to put someone down for their work, but sometimes when you have just spent a lot of time and effort into a piece, you can get offended by what should be seen as constructive criticism. I try not to get upset by people's reactions, and try to see them as pointing out ways to improve.
But yeah, that first time seeing how bad my game was doing, without understanding why people didn't like it, that was awful. :( At least I didn't get any insulting reviews.
I just started at these forums, but I think I know what you mean.
I come from a great forum which is a lot like what you wished this place were like. :D But it's only for calculator programming.
I think part of it has to do with the personalities of the people who do this stuff. The people who spend their time writing calculator programs are not the same type of people who visit sites like Newgrounds.
Also, I find that in huge sites like these, forums are way less mature and productive. At United-TI, I know pretty much all the users by name (or should I say, username), and there are only a handful of the more advanced programmers. I'm guessing that if you want good programming discussions, you will need a smaller site with fewer people.
Flash Kit is pretty good for programming discussions. But if you want something like that here on Newgrounds, I'm not sure what to tell you.
Hmmm, no physics section? Well I guess my potential ragdoll physics tutorial could fill that niche... :)
I did a little check and the code I linked to is less than 200 lines, including comments and white space. For the actual engine code, probably around 100 lines. Collision detection would probably double or triple that though. :)
Thanks for all the replies! I didn't expect this topic to come back. I guess there's a sort of cycle each day though.
At 10/4/06 08:40 PM, Pyromaniac wrote: Look, all of us said we wanted one. Now go out there and make it.
Personally I think your stalling because you dont know how to make one.
Heh. :) Stalling? I'm... well for some reason that really cracks me up. It's relieving, for some reason. Thanks. :D
I know how to make ragdolls, and I'm pretty good at teaching people stuff, and I have a lot of patience for working on projects, so as long as I'm convinced it's worthwhile, I'm pretty sure I could do it. Here's an example of a ragdoll thing I made in Flash.
At 10/5/06 08:51 AM, Claytron wrote: I say hurry and make it, or Ill make one..
I'm sure mine would be so much better than yours. ;) We'll have a battle of the ragdoll tutorials! That would be interesting.
Also, ragdoll physics only has to be as complicated as you want it to be... Or at least there are various levels of realism and application that are easier or harder than others.
I'm planning on covering several different applications, like a basic limp throwing ragdoll preloader 'game' to a more advanced Gish-like ragdoll physics platform game. Maybe I'll release it in several episodes... :p
Oh, and 600 lines is definitely way more than you need for a simple ragdoll. Take a look at this code. It's the first ragdoll prototype I made, no collision detection, but enough for a throw-the-dead-body-around type of thing.
No one else wants a ragdoll tutorial?
At 10/4/06 03:27 PM, fuzz wrote:You just make sure that you do it well and explain it fully so that people who want to learn can and the ones that want to copy code can do that too.
Yes, that's what I intend to do.
I'm thinking of making a ragdoll physics tutorial, which I posted about in the Flash forum. But I was wondering, why do people even like ragdoll physics?
It seems that for some people, it makes violence more realistic and gory. :/ Other people (like me) might like the fluid control of games like Gish and Ragdoll Masters.
What do you like (or not like) about ragdoll physics in games?
At 10/4/06 01:36 PM, Claytron wrote: Also, its good that you are getting the tutorial out, but the limited amount of people that can make one and the limited amout of ragdoll games makes it fun and unique.
We dont want every second entry a ragdoll game now that everyone knows how to do it?
Hmmm, well I think there is more potential to ragdoll physics than just a rare curiosity, you know? Have you played Gish? It uses the same physics as ragdolls, but in a way that is central to the gameplay - it's a platform game.
And even if every second entry is a ragdoll game, how is that any worse than the other kinds of Flash games that get entered? I bet before Flash came out people were debating whether it would be good if the web got flooded with low quality arcade games and animations. Well, without it, we wouldn't have the good stuff either.
But we'll see.
Kaonashi means "no face" or lack of a face. I don't think there is any connection to "Noh" which is a Chinese word, not Japanese, if I'm not mistaken.
I had found that site at least a year ago, but never really had the motivation to be successful at it. I always had more important things to focus on in my waking life. I just don't know what I'd do if I were lucid dreaming.
I did get a little better at remembering my dreams, but I haven't kept up with the training.
But it sounds really cool, and I'd love to have at least one really lucid dream to see what it is like. When I was little I had them a lot of course. :p
At 10/4/06 02:30 AM, skooj-lik-chaah wrote:At 10/4/06 02:13 AM, Toast wrote: Damn right, great example. That is exactly what I was talking about, it's not always rare when people review about that, and it's even A LOT less rare when people vote 0 because of things like that and don't review. What AITD said always helped to prove my point a bit, people here don't have a basis average voting. If you make a WoW game I'm sure a lot of people will 0 because 'they prefer WoW better', while others hate WoW but didn't even play the flash game and decided to vote 0... It could also depend on people's mood, let's say you just got a really terrible punishment, would you feel like voting 5 on everything? On the countary.Like I said earlier is that people also vote 0 because they don't know how to play the game. The problem isn't with the authour but with the user because they don't bother reading the directions and just complain. The only way to stop this is by making sure that they can't play the game without receiving instructions, a good example is Red which had a tutorial that was mandatory to go through if you wanted to play.
I have recently experienced that flavor of suffering. When I redo the game, I'll make sure there's a nice and painfully long mission structure, like the one in Stickman Sam or something. >:)
The sad thing is that people will probably love it because of that. :(