The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.39 / 5.00 38,635 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.09 / 5.00 15,161 ViewsHey,
In my game, the user uses the mouse to aim their gun and when they click it spawns a movie clip (from the library) onto the stage <<this all works
My problem is - my enemies also get spawned automatically and will have diff. instance names.
Eg, i can't do the basic if(this.HitTest(this(_root.bullet)); because the bullet would have a name like _root.bullet2918 and the enemy would have an instance name like _root.enemy4
Is there any workaround for this? How do other games get around this?
thanks (:
but im confused - is it only for bg devs or is there an api i can download somewhere?
At 3/16/09 09:29 PM, Steven-Polley wrote: So... is this where that idea originated from?
yeah so wtf? I come back to ng after a few months break from it and what do i see on my profile.... ACHIEVEMENTS!!!
or "medals" to be precise - so what the hell is that all about? I though this was a shitty idea..?
im so confused right now
Hey,
Im making a Flash website and i've noticed that when you embed the swf to 100% (so that it fills the whole page) it seems to scale the content
anyone know how to stop this from happening?
heres the page
CLICKY CLICKY
load it up then resize your browser window
thanks!
Hey,
Is there a way to get what version of the flash player a user is using through actionscript?
I have been getting reports of my game not working on certain versions of the player but there is no way to ask the user to update or anything like that without asking EVERYONE who plays the game to update. (see my point?)
Or even a way to force the 'Adobe auto-updater thing'?
Anyway, thanks!
only use Key.<something> if you want to use the predefined keys like Key.UP or Key.SPACE etc
Hey,
I'm using a basic vcam with the following code on the first frame of the vcam mc:
function camControl():Void {
parentColor.setTransform(camColor.getTransform());
var scaleX:Number = sX/this._width;
var scaleY:Number = sY/this._height;
_parent._x = cX-(this._x*scaleX);
_parent._y = cY-(this._y*scaleY);
_parent._xscale = 100*scaleX;
_parent._yscale = 100*scaleY;
}
function resetStage():Void {
var resetTrans:Object = {ra:100, rb:0, ga:100, gb:0, ba:100, bb:0, aa:100, ab:0};
parentColor.setTransform(resetTrans);
_parent._xscale = 100;
_parent._yscale = 100;
_parent._x = 0;
_parent._y = 0;
}
// make frame invisible
this._visible = false;
// Capture stage parameters
var oldMode:String = Stage.scaleMode;
Stage.scaleMode = "exactFit";
var cX:Number = Stage.width/2;
var cY:Number = Stage.height/2;
var sX:Number = Stage.width;
var sY:Number = Stage.height;
Stage.scaleMode = oldMode;
// create color instances for color
// transforms (if any).
var camColor:Color = new Color(this);
var parentColor:Color = new Color(_parent);
// Make the stage move so that the
// v-cam is centered on the
// viewport every frame
this.onEnterFrame = camControl;
// Make an explicit call to the camControl
// function to make sure it also runs on the
// first frame.
camControl();
// If the v-cam is ever removed (unloaded)
// the stage, return the stage to the default
// settings.
this.onUnload = resetStage;
This all works perfectly until I try to move onto a new frame (eg, the next level of the game).
I use the basic
_root.gotoAndStop("lvl2");
to get to the next frame, and that works but the vcam seems to get the contents of the 2 frames and merge them togeather. (it shows frame 2 OVER the top of frame 1 and I can see the other frame's MCs)
Anybody got a fix for this?
Thanks in advance
(PS. pic of my timeline below if that helps)
Hey,
I'm trying to make an 'Adobe AIR' app but I really hate AS3 (dont bother convincing, i have my reasons) so does anyone know how (in as3) I would import a swf that is using as2 code?
So it would be an AIR app with all the window events and stuff setup in as3 but in the center there is a loaded in swf that has the real 'interactive' stuff, and is written in AS2.
thanks if you can help!
(PS. if you still dont get me I just want to know how to import swfs' programmaticly with as3)
that would be a cool preloader!
allot of Nokia phones come with flash lite installed - but that can't do much stuff
okeedokee then.........
WAAAA?
Hey,
Does anyone know what is the simplest way of having the same movement style as the classic 'Snake' game?
Im not making a snake game, I'm just trying to figure out how you do the one-after-the-other movement;
here is an example of the kind of thing im trying to achieve (youtube)
(im not trying to do the other formations shown in the vid, just the first one)
So yeah, anyone got any idea?
thanks allot.
(PS. my game has 4 MCs in a row just like in the vid)
At 8/2/08 09:21 AM, Xeptic wrote: Adobe is working on a Flash version for the iPhone to be released to the App Store, supposedly this year.
awesome!
And im ranting 'cos wouldn't it be sweet to play your favorite NG games on-the-go?
(PS. I wonder how they will do keypresses - or just not at all?)
onClipEvent(enterFrame) {
myScore++;
}
Put that into an MC and it will increase the value of
myScore
by 1 every frame.
Hope that helps.
so im guessing they just reprogram it with XNA or something and export the flash graphics.....
At 8/2/08 04:06 PM, DanielZ wrote: if you could do the actual programming in a text editor, you wouldn't get far without the Mac-only iPhone interface builder.
And Apple's super secret compiler recipe!
do we get paid?
I CAN'T BELIEVE IT!!
Apple and Adobe have announced that current versions of the Flash player run too slowly on the iPhone, while lite versions are too limited!
Well, thats sad - would have liked to be able to goto newgrounds portal on my imaginary iPhone.....
(PS. I GET AN iPHONE ON TUESDAY WOOOOOOOO!)
Or you could have something like
//made this up on the spot, may not work :P
if (Key.isDown(Key.RIGHT)) {
keyDown = true;
} else {
keyDown = false;
}
if (keyDown==false) {
//the code for if the button is not being pressed goes here
}
hope that helps
Hey,
Just wondering - does the 360 support flash? Or do Tom & co use some other programming language for rendering Alien Hominid and Castle Crashers onto the 360?
thanks.
iPhone SDK is a plugin for Xcode 3.1, Xcode is a Mac only app!
Sure you can make javascript/html apps for the iPhone but they only look nice if you make it in Dashcode (also mac only, comes with Xcode)
So, um, buy a mac!
But anyway, if you do have an iPhone and you want to play around with the SDK I really recommend you do, its loads of fun even if you dont plan on distributing your apps!
(PS. I get an iPhone on Tuesday WOOOHOOOO!!)
WOW
Your art style is amazing! I really really like 'Max' or whatever it's called!
I'm kinda stumped for ideas since im working on some other projects at the moment but if you ever want to make a game on the side of your 'hero' project that would be awesome - Im pretty good at Actionscript 2 (dont look at my profile, i have improved loads since then :P)
Sent a PM to you about some other stuff
Hope to see more of your work :)
forgot about that :P
I dont think MrRandomist is going to use it anyway tho :C
BUMP
anyone%Pr
um...
That doesn't sound good! What version of Flash are you using? Does it support Actionscript 2.0?
other than that I can't help, sorry.
Hey,
Im making a level editor type thing and Im trying to make it so players can click a button to spawn a kind of block and then the block mc will be copied (from ofscreen) into the center of the screen.
anyhoo, this is what I have so far:
onClipEvent (load) {
num_block = 1;
}
onClipEvent (enterFrame) {
if (createMC == "block") {
duplicateMovieClip(_root.orig_block, "block_"+num_block, 1);
newMCname = "block_"+num_block;
_root[newMCname]._x += 50;
num_block++;
createMC = null;
}
}
I think im going wrong with the _root[newMCname]._x += 50; bit
From what you have said im guessing that you want it to move to the next frame of the main timeline?
Anyway, to do that you need to have
_root.gotoAndPlay();
note the '_root.' that tells flash to go to the very top level of your flash (and in this case the main timeline)
hope that helps
hey,
I really like your art style! (the tree and person is awesome but the menu is bad)
Anyhoo,
Im a pretty good AS 2.0 guy and I enjoy working on games just as a hobby ($ is a plus tho :P)
So if you want me to help chuck me an email at captainhams (at) gmail (dot com)
integrate something like this into your level buttons (assuming that those are buttons on the level select)
//this is an example for the level 2 button
on(release) {
if(_root.levelsUnlocked<=2) {
//player seems to be up to level 1
//some code here
} else {
//player can play this level
//code here
}
}
but put this in the main frame or whatever (but only declare it once)
//only let the player play lvl 1
_root.levelsUnlocked = 1;
hope that helps