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Author Search Results: 'Chainsawasaurus'

We found 148 matches.


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Viewing 1-30 of 148 matches. 1 | 2 | 3 | 4 | 5

1.

None

Topic: Dexter Finale

Posted: 12/14/09 12:01 PM

Forum: General

There will be no next season. Maybe you missed what happened in my head after the credits. Dexter succums to the guilt that he was teasing along arthur for no good reason other than the writers couldn't think up anything good to fill the gaps and it got rita killed. He takes a pistol and shoots himself. Baby goes to Deb. Series over. The End.


2.

None

Topic: Limit Velocity Math Prob

Posted: 12/04/09 02:36 PM

Forum: Flash

At 12/4/09 09:27 AM, GustTheASGuy wrote: *Of course* it will change direction if you cap the length and accelerate in a different direction. If you're going right at max speed and then accelerate up, what did you expect to happen? Does it just not move upwards? Or does it, and decelerates horizontally, as is obvious.

Delta said the prob wasn't from the cap and the direction would be unchanged. I think he misunderstood the problem but I pointed out what was happening. I was looking for another way to cap it that wouldn't cause that effect.


So obviously, if you don't want it to affect the other component, you cap the components separately.

Which would be the easiest solution however if you check out the links above you'll see I already tried it, and even linked to a swf with the problem that comes from doing it that way. Did you forsee that obvious problem as well?

Also may I point out the unthinkable wonders of using a proper vector object.

vel.add (Vec.polar (dir, thrust)).clip (maxspeed)

Just making a quick prototype here. And I think its easier for people to see the math going on when I show it directly instead of some vector functions.


3.

None

Topic: Limit Velocity Math Prob

Posted: 12/03/09 08:17 PM

Forum: Flash

At 12/3/09 07:26 PM, Toast wrote:
At 12/2/09 09:04 PM, Chainsawasaurus wrote: Heres what I want movement to behave like but put a cap on the velocity so you can't go into infinity.
How can it possibly go into infinity in the first place?

I was exaggerating sir.


4.

None

Topic: Limit Velocity Math Prob

Posted: 12/03/09 07:16 PM

Forum: Flash

I think I've wrapped my head around the problem. Everytime I add some acceleration in a new direction it takes away from the previous direction no matter what. Its just the nature of limiting the vector. If the vector is (-5,0), I add (-1,1), that equals (-6,1). Then I normalize that and scale it to 5, the vector would come out to like (-4.5,.5). So no matter what if the vector is at max length and I add something, its got to take away from somewhere. So the problem is pretty much insolvable with how i'm limiting the vector. I may just have to live with it or raise the cap and lower the acceleration to where it isn't noticeable.

Also I didn't want to add in friction because in space its a vacuum and there is very little if any friction. I have messed around with putting in friction once it goes over the cap and things like that but same problem exists.

Thanks for the input anyways guys.


5.

None

Topic: Playback of movieclip in flash IDE?

Posted: 12/02/09 11:39 PM

Forum: Flash

If i'm understanding you right... try changing your MC's to graphic symbols and they should play in the timeline of another movieclip. Might be completely misunderstanding you here...


6.

None

Topic: Limit Velocity Math Prob

Posted: 12/02/09 11:35 PM

Forum: Flash

ah I understand, never seen it done like that. I'm not sure entirely either on the exact physics of Asteroids. I'm just going for realistic movement in space really. And realistically there wouldn't be a velocity cap but gamewise it requires one.


7.

None

Topic: Limit Velocity Math Prob

Posted: 12/02/09 10:12 PM

Forum: Flash

At 12/2/09 09:45 PM, Nayhan wrote: As far as I can see what you had should work. I changed it so it makes the velocity vector into a unit vector so it should make the overall velocity exactly what maxVel is. Not sure if it will fix your problem.

maxVel = 5;
xvel += Math.cos(radians);
yvel += Math.sin(radians);
var len2 = xvel*xvel+yvel*yvel;
if(len2 > maxVel*maxVel) {
var len = maxVel;
var uNum = xvel/yvel
var unit = Math.sqrt(1/(uNum+1))
var nx = unit*uNum;
var ny = unit;
xvel = nx*maxVel;
yvel = ny*maxVel;
}

Well right now I'm actually already turning xvel and yvel into a unit vector; nx and ny; and multiplying them by the max velocity 5. Kinda confused on how you went about it above, and I tried messing around with your code but didn't get anywhere. Thanks for trying atleast.


8.

None

Topic: can someone test my flash

Posted: 12/02/09 09:51 PM

Forum: Flash

else if (speed<1 && speed>-1 && !attacking)

alright ^, there is where your character would would go to the idle animation. The problem looks like once you set attacking to true. You never set it to false again. So either at the end of the attacking animation you'll have to set attacking = false or put in an else after the check for if Key.CONTROL is down. Though that Key.CONTROL shouldn't be an else if in the first place, change it to if.

to stop your character where he hits the ground, add..

while(_root.ground.hitTest(this._x, this._y, true) && falling) {
this._y--;}

...inside of the..

if (_root.ground.hitTest(this._x, this._y, true) && falling)

..brackets.


9.

None

Topic: What's your motivation?

Posted: 12/02/09 09:31 PM

Forum: Flash

I don't have an answer really, I struggle with motivation. The goal is always to make something great, but along the way I may lose interest in the project for any number of reasons. I find if I'm working on a project with someone else I'm much more motivated to work on it and get it finished. But if its just me... I procrastinate alot.


10.

None

Topic: can someone test my flash

Posted: 12/02/09 09:24 PM

Forum: Flash

You'd have to post some code. Like where the walking animation is played and stopped. To display images with transparency save the image as a png. If you're using sprites from the internet you'll have to edit them to remove the white.


11.

None

Topic: Limit Velocity Math Prob

Posted: 12/02/09 09:04 PM

Forum: Flash

Made some examples to better get whats happening across.

Heres what I want movement to behave like but put a cap on the velocity so you can't go into infinity.

Here is my cap, as you can see if you're going straight up and then try going full throttle to the left, the upward velocity is overwritten.

If you try limiting the x and y velocity separately such as,

xvel = Math.max(Math.min(xvel,5),-5);
yvel = Math.max(Math.min(yvel,5),-5);

As expected, this is what happens. Once x or y is maxed the opposite is continually added untill you're moving in a 5x5 diagonal

Any insight by someone smarter than me would be cool.


12.

None

Topic: for...attachMovie () issue

Posted: 12/02/09 08:22 PM

Forum: Flash

Well your instance name is 'button' and if the linkage id is 'button' that might be causing the issue or part of it. Also you're adding your buttons on top of eachother so you'll only be seeing 1 button. And if your button instanced 'button' is x:50 y:150 it'd stack so you wouldn't see anything happening at all.


13.

None

Topic: Limit Velocity Math Prob

Posted: 12/02/09 05:36 PM

Forum: Flash

Hey so I haven't touched flash in a while but just started prototyping movement for this new game and I'm sorta stuck. I'm trying to make movement alot like the game asteroids. Where you have a ship you can turn to rotate and propel it in the direction its facing. My problem is limiting the speed of the ship.

xvel += Math.cos(radians);
yvel += Math.sin(radians);

var len2 = xvel*xvel+yvel*yvel;
if(len2 > 5*5)  //5 is the maximum velocity
{
var len = Math.sqrt(len2);
var nx = xvel/len;
var ny = yvel/len;
xvel = nx*5;
yvel = ny*5;
}

This is how i'm doing it now. And it works but say you're moving fullspeed directly left and then turn to thrust directly up. It cancels out all the leftward movement and the ship is now moving straight up instead of in a left-up diagonal direction. I hope that makes sense, best way I could explain it.

Thanks in advance for any help.


14.

None

Topic: Angled shots in AS2?

Posted: 10/27/09 02:27 PM

Forum: Flash

At 10/27/09 12:12 PM, havegum wrote: Look at the picture below.

I alreade made it so that the shooter (canon thingy) will change angle depending on the mouses position on the scene.

Now all i need is for the bullet to "tween" from the shooter to the mouses position when the shot was fired (and out of the screen).

Thank you very much in advance!
var radians = Math.PI/180;
Depth = {Bullets:100};
BulletNum = 0;
BulletX = new Array();
function FireBullet()
{
var spd = 10;
var angle = Shooter._rotation*radians; // Sin and Cosine take angles in radians not degrees
var xv = spd*Math.cos(angle);
vay yv = spd*Math.sin(angle);
BulletX.push(attachMovie("Bullet","Bullet"+BulletNum,Depth.Bullets+BulletNum,{_x:Shooter._x,_y:Shooter._y,xv:xv,yv:yv}));
BulletNum++;
}
function HandleBullets()
{
for(var i = 0; i < BulletX.length; i++)
{
var B = BulletX[i];
B._x += B.xv;
B._y += B.yv;
if(B._x > Stage.width || B._x < 0 || B._y < 0 || B._y > Stage.height)
{
BulletX[i].removeMovieClip();
BulletX.splice(i,1);
i--;
}
}

cheers


15.

None

Topic: Pixar Interview: Andrew Stanton

Posted: 10/27/09 09:30 AM

Forum: Flash

Have you ever seen "A Pixar Story"? Its a documentary about Pixar and incredibly inspiring. They have it on Netflix on-demand I know but I hear its hard to find.

Thats awesome you got to see him talk.


16.

None

Topic: Save System Help Plz

Posted: 10/27/09 09:06 AM

Forum: Flash

var SavedData = SharedObject.getLocal("GameData");

//on load
Key1 = SavedData.data.Key1;

//on save
SavedData.data.Key1 = Key1;

Take the shared object in this case SavedData and use .data to access the ... data. Then make whatever variables you want and access them like so. Any more questions just google shared objects in flash, and you should find everything you'd want to know.


17.

None

Topic: AS3 Circular collision reactions

Posted: 10/27/09 08:55 AM

Forum: Flash

C1 and C2 represent 2 points with a radius. otherwise known as a circle.

dx = C1.x - C2.x;
dy = C1.y - C2.y;

dist = Math.sqrt(dx*dx+dy*dy); // distance formula
if(dist > C1.r+C2.r) // the circles are overlapping eachother
{
// now for collision response you get the normal of the collison
// in this case you take dx / dist(length of the vector) and the same for dy
nx = dx/dist;
ny = dy/dist;
//you now have a normal vector that has a length of 1. eg. Math.sqrt(nx*nx+ny*ny) == 1
//this means you can take a scalar and multiply it by the normal x & y and it will have 
//the length of that scalar
scalar = (C1.r+C2.r)-dist; // how far the circles are overlapping
//now project out
scalar /= 2; // Assuming both circles are not fixed and the same mass
C1.x += nx*scalar;
C1.y += ny*scalar;
C2.x -= nx*scalar;
C2.y -= ny*scalar;
}

Now you could optimize this by using the circles r squared when testing and do without the square root untill you have to use it for the collision response. eg. (dist = dx*dy+dy*dy; if(dist > C.r2+C.r2) ...)

hope this helps you out


18.

None

Topic: OOP: Worth it?

Posted: 10/01/09 06:04 PM

Forum: Flash

You can follow it as strictly as you want. I cut corners alot and don't follow it so religiously. Its just a set of guidlines really, nobodys forcing you to use it on everything you write up.


19.

None

Topic: Input text to go to nxt page?

Posted: 09/24/09 03:56 AM

Forum: Flash

At 9/24/09 02:51 AM, djbdr248 wrote: How can I make a button only go to the next page if the user inputs something into a input text block?

As2?

if(TextBox_txt.text == "wuteva")
NextPage();


20.

Questioning

Topic: FX help

Posted: 09/24/09 01:04 AM

Forum: Flash

Would anyone like to have a go at animating this enemy dieing? Like him squishing together and popping purple blood outward or something?

it wouldn't let me upload the png here.


21.

None

Topic: Old-school Platformer needs a coder

Posted: 09/23/09 02:02 AM

Forum: Flash

Yeah I really dig the style, If I wasn't so busy I'd help you out.

Good luck


22.

None

Topic: wierd transparency box image prob

Posted: 08/14/09 03:52 PM

Forum: Flash

Don't you love it when you hit the breaking point of a problem and have to ask for help you figure out the problem a few minutes later...

Apparently it was a problem with how he was scaling the images.


23.

Shouting

Topic: wierd transparency box image prob

Posted: 08/14/09 03:31 PM

Forum: Flash

So on my labtop it looks fine and there is no box, but my artist keeps seeing a box around all the imported images. Can't figure out why he's seeing it and not me. Heres a screen cap he sent me, anyone had this problem before?

wierd transparency box image prob


24.

None

Topic: Flash game microtransaction survey!

Posted: 07/17/09 09:27 PM

Forum: Flash

The word microtransaction just leaves a bad taste in my mouth. But thats just because microtransactions are usually for a bunch of bullshit. If they were used responsibly in a way where your not going to feel ripped off I'd be all for it. For something like extra levels at a reasonable cost. Or a feature like a level editor. Not an uber weapon that makes all the others meaningless or for an unlimited ammo cheat code or something. If microtransactions keep going down the path their on, with a bunch of mediocre games just charging for bullshit.... I don't think thats the future at all and consumers aren't gonna put up with that crap.

So while Mochicoins could conceivably be a very good idea, the problem is it will most likely be abused and noone will use it. I think I went offtopic a little... sorry


25.

None

Topic: AS2 compared to AS3

Posted: 06/26/09 04:11 AM

Forum: Flash

biggest turn off for me is the whole addChild to stage stuff. Makes me think of an xml tree.


26.

None

Topic: Cool Augmented Reality

Posted: 06/23/09 05:57 PM

Forum: Flash


27.

None

Topic: Scrolling loop of text w/ AS2?

Posted: 06/19/09 11:19 PM

Forum: Flash

hmmm just tried it out, sorry about the error. Stage._width should be Stage.width. This should work if you have your text field set to single line, and the text field as wide as the text needs to fit in it.

if your text is so long that making a ridiculously long text field is not gonna work then.... well I made something pretty hacky but it gets the job done.


28.

None

Topic: Requiem For A Dream

Posted: 06/19/09 03:21 PM

Forum: General

At 6/19/09 01:11 PM, Mechabloby wrote: For a complete film fan, I'm ashamed to say I've not seen it yet. I should pick it up sometime soon.

Yeah thats what I said until I watched it. I believe the only reason this movie got so much hype is the soundtrack, the orchestra is brilliant. Other than that its your run of the mill drugs are bad movie. I don't think I'd hate it so much if it wasn't for everyone saying how great it is.


29.

None

Topic: Scrolling loop of text w/ AS2?

Posted: 06/19/09 12:10 PM

Forum: Flash

var myTxt = "MY TEXT IS SCROLLINGGGGGGGGGGGGGG";
var txtw= scrollText._width;
onEnterFrame = function () {
scrollText._x -= 2;
if(scrollText._x+txtw<0){
scrollText._x = Stage._width;
}
}

try that


30.

None

Topic: Level designer

Posted: 06/19/09 11:57 AM

Forum: Flash

heres one I made that may be easier for you to understand in AS2.

Points = "]" + Points + "[";
		var strX =  Points.split("][");
		for(var i = 1; i < strX.length-1; i++)
		{
			var parseX = strX[i].split(",");
			var Newx = parseInt(parseX[0]);
			var Newy = parseInt(parseX[1]);
			var O = new Vertex(Newx,Newy,0);
			X.push(O);
		}

Points is a string like "[x,y][x,y]...." first it splits the string by the "][" brackets then it splits that output array by commas. Then I put the values into a class and push it into an array.


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Viewing 1-30 of 148 matches. 1 | 2 | 3 | 4 | 5