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 ViewsBest verse TVJohnny ever did was his 2nd verse against Scuare... the one where he just talked over the beat.. Funny as fuck.
CLABTRAP Competition 2012 - tvJohnny vs Scuare
At 5/9/12 09:22 PM, Teqneek wrote: Such insight and wisdom... As with almost any fucking tournament ever, OF COURSE the early rounds are generally going to be bad. You should have left it with that first link, as it sums up everything you just said.
Hey, I said the most recent rounds have been good... I've enjoyed this competition, for the most part.
The whole thing is about dissing people, anyway, so yeah.... Don't take it all so serious... It's a damn joke.
Damn... where's TVJohnny when you need him?
Damn.. I posted the wrong link. Here it is
https://www.youtube.com/watch?v=Yu_DqndLwk0
16 year old vs 14 year old battle rap... Dis shit stupid as hell. Still better than most of Clabtrap though... lol... Round 2 and onwards has been good, though.
Reading this thread makes me feel like I'm watching this rap battle
Don't let those faggots get into your mind.
Just hit em with more lines like
"You the only rapper I know
Got a thousand dollar mic
That sounds like it's underwater and broke
Two guitars in your studio and can't play a daaaaaaaam thing"
For what it's worth, I like this Senator John Dean guy. Been listening to the dubhop mixtape and I like it.
Maybe I'll enter this competition next year. Fuck it.
At 5/4/12 09:54 AM, TomFulp wrote: Round 2 of the ClabTrap rap battle is over. Here are the results!
http://www.newgrounds.com/audio/listen/481470
Winner: SenatorJohnDean
SenatorJohnDean... legend in the making
Tom, I think you're over-estimating the influence of the so-called "loyalist" fans.
You should take the damn money.
There's nothing cowardly about suicide....
We're all going to die anyway....
Frankly, I'm too pussy to commit suicide.... so from that, I would say, it's cowardly NOT to commit suicide... I can't think of anything that takes more courage.
Android can be very easily hacked.
I don't recommend downloading any Android apps whatsoever.
Frankly, I don't recommend using an Internet-enabled phone at all. Go back to an old Nokia or something.
At 2 hours ago, nconde25 wrote: I'm afraid you'll have re make the projects. Or ask tom.
Tom said, about a month ago, that once Newgrounds was redesigned, they would show up as "Unpublished Projects", but now they haven't.... I will try and get an update on this.
I was a real dumbass for deleting these. I was making a decent amount each month, and so, I really wasn't thinking this through at all.
When I removed my Flash games back on October 22 2011, I didn't realise that it would disable the Newgrounds Ad API. Is it possible to restore the games, as in, Mario Movie Maker 4, and Mario Movie Maker 5?
(I was told to post this in Flash instead of General)
When I removed my Flash games back on October 22 2011, I didn't realise that it would disable the Newgrounds Ad API. Is it possible to restore the games, as in, Mario Movie Maker 4, and Mario Movie Maker 5?
I thought Jon's post was good up until he said braindead people are happy. If he had any experience of the world, he'd know that most regular people are stressed a lot of the time, and only have a small amount of time for partying.
At 9/15/10 11:55 AM, YoinK wrote: you don't need to upload your flash anywhere to get an approval for the API ads. I think as long as you test it on your own computer and you have internet access... then they approve it. When you test your flash locally on your own computer the ad tries to access the internet to show the ads.
It appears so. I think with the older API (the one where you had a .as file), Newgrounds manually approved/denied the ads based on the quality of your Flash. I may be wrong. Regardless, it was Adblock Plus that was deceiving me.
For the record, my ads were approved before I even uploaded the game. So, yeah. I'm not even sure the approval process works. Maybe it's because I've uploaded games on Newgrounds before, that passed. Or maybe all movies get auto approved first, and then un-approved later on if they are found to have inappropriate content.
I just realised something really retarded. I was using Adblock Plus. I turned it off, and now the ads show!
At 9/15/10 11:15 AM, YoinK wrote: i don't think there's a difference between the dump area and the test area. Maybe you need to set up your ads correctly. I'm not sure which AS you used... but I use AS2. Did you add your API ID and encryption key to your API connector?
Yes. As I said, the ads show up when I test them locally, just not on Newgrounds. It gives me exactly the right output when I export, which is:
[Newgrounds API] :: Connecting to the Newgrounds API Gateway...
[Newgrounds API] :: You have successfully connected to the Newgrounds API Gateway
[Newgrounds API] :: Movie identified as [name]
[Newgrounds API] :: This movie has been approved to run Flash Ads!
I am using the following settings, aside from the ID and encryption key:
Simulate session: No
Use Debug Mode: Yes
Use Default Error Screens: Yes
Use Default Medal Popups: Yes
Also, uploading to the test area for admin approval.... it makes no sense. It might not even be the finished game, so why would they approve ads from the test area?
At 9/15/10 10:44 AM, funkycaveman wrote: You need to upload to the test area. An admin will then approve it. Make sure it is correctly placed. Then it will show with the correct adverts.
Alright then. I'll leave it in the test area until ads start showing.
Plus, will it get approved while it's in the dump area, or do I have to release it to the portal first?
At 9/15/10 10:03 AM, funkycaveman wrote: you cannot see the api work if you upload to the dump, upload to your game/movie test area to see the ad api work, if it has been approved. You cannot tell if the ads have been approved or not, just be patient, they should be soon.
I uploaded to the test area, and it shows no ad.
So what you're saying is... even though it says ad approved in my api settings, it hasn't actually been approved, and I just have to wait until it shows.. or doesn't. I get no notice.
If I go to the NG API flashads page for a game I am about to release, it says "Ad status: approved" at the bottom. I test my Flash and the ads work fine locally. However, if I upload a test file to the NG Dump with this connector, it doesn't show any ads. Is there a separate approval process to actually get the ads shown, and if so, how long does that take and when does it happen, and WHERE will I see the status?
Thanks.
Although that fails, because it gets horribly pixelated when you increase or decrease the size, and I'm on AS2, so I apparently can't use PNG encoding.
So, this brings me back to the original question. Hmm
I'm not sure there is a way, so I'm just going to use BitmapData to take a screenshot.
It's a multiline MC, obviously.
I have dynamic text inside a Movieclip. The text can be changed at runtime, to anything the user types.
The Movieclip can also be changed at runtime, in size.
Thus, when the MC is changed, the text sometimes will not all fit on the visible screen, and sometimes it will, but parts of the text will roll onto the next line.
I need the text to show consistently regardless of the Movieclip size.
So:
hello, i am typing something
right now.
.. might sometimes show as
hello, i am typing
something right now
or....
hello, i am typing
something right
...
I need it to always show up how it was originally typed.
At 9/8/10 07:25 AM, dELtaluca wrote:At 9/8/10 07:09 AM, Mr-Money wrote: Well, it is a bug, but I just set the rotation to 0 first, then set the width and height, then set the rotation to what it should be. That fixes it well enough.it is not a bug. the width and height of a display object are defined in the documentation as the width and height of the display object bounds. aka it's bounding box which changes as a display object rotates except for the special case of a circle who's bounds remain the same as it rotates.
Yes, I know that the width and height are of the bounding box, but the point is... when I set the bounding box, it doesn't go to what it's supposed to. See the first post.
Well, it is a bug, but I just set the rotation to 0 first, then set the width and height, then set the rotation to what it should be. That fixes it well enough.
By the way, the box is not rotated 90 degrees, 180 degrees, 270 degrees or anything nice like that. It's at a tilted angle.