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 Viewsdamn i have to try out zbrush ive heard such great things about it from alot of people, does anyone know if it works well with lightwave 9?
is it me or does Jim Band sound alot like James Bond? lol
well i mean if you post it in a public place and say this is the basis to what its going to be people are going to tell you what they think. Im sure it was alot of work for you to get done what you did, but it is what it is, and thats a dot touching a dot, im sure youd get lots more encouragement if you had some unique gameplay. best of luck.
i think its great the way it is, you accually probably get more people playing your game because if theyre looking to watch movies, they might see your game and decide to play it.
your saying that 11k is too big?
well theres different ways, but how i do it is with gimp, I add an alpha layer, use the magic select tool on the background, delete it and save as a png
post the code you used to duplicate the bullet
it will be really difficult to find someone to help you with makeing a game, your basically asking to be trained to do the whole thing, hopefully someone will help you out some, but alot of us just dont have the time to help you with everything, do tutorials, check out AS MAIN i mean, i learned a tonne from there, its really helpful, we cant do it all for you guys you gotta figure it out for yourselves too. and your learning needs to be done peice by peice, not this huge request, dont take offence many are here to help but this is too much at once.
this is an amazing demo, i dont think ive seen anything that quite matches this as far as the great control and combo moves, the only thing i can suggest now is getting a truely great artist to match the awsome code and style, but honestly even if it was just sticks it would be awsome. and i hate sticks.
sorry i just didnt want him to get confused... if it makes you feel any better ive made a million stupider ones then that, and seen a billion worse.
it all depends on what you want to do
if(rand = 1){
a+b
}
if(rand = 2){
a*b
}
watch out this has errors,
if(rand==2){
would be the correct code. even though one equal sign will run fine without any errors comeing up its wrong.
if(rand=2){
assigns the value of 2 to the variable rand where the double equal sign compares the value, a vary common typo.
ahh thats no problem, we all have to start somewhere. but if your smart enough to find that error then youll be able to figure this out no problem. and if you get really stuck for a while post here again, usually people are pretty nice if you put effort into figureing something out.
the most useful AS2 link you could ever find, covers all the basic info youd ever need, if you havnt been useing it, start today. I cant really walk you through doing this whole thing, but i assure you if you look for it in that topic youll find what you need.
you could do that or just make some dynamic text. you just put some text down, go into properties and change it to dynamic and give it a varible name. all under properties. then just use the variable to change what the text says, make sure to add _root. when refering to it in code.
At 4/19/09 03:52 PM, mysteryentry wrote: i put in
on (release) {
if (_root.input_txt.text == "12") {
trace("right")
} else {
trace("wrong")
}
}
Nothing came up on the page but when i clicked the button it came up with Wrong on the debugger thing, and when i put in 12 it came up with wrong but nothing on the visible page.
then that tells you something is wrong with your input_txt, like nameing etc,
since it comes up wrong when your obviously supposed to be right.
try putting in
trace(_root.input_txt.text);
put it above your if statement, this will tell you the exact value of your textbox at runtime.
oh sorry i see now, yeah thats a tough one....
since its on a diagonal you cant just rely on a normal hittest to determine whether hes infront or behind, your best bet is probably to use some kinda relationship between the x and y value to display it in the right order. like if the player is say 10 pixels down and 10 pixels right of the registration point then hes in front. this is pretty complicated and if your a beginner id just scrap the idea of a diagonal fence and go with only rectangle style objects since its far far easier.
my question is how do you want to to control whether the okayer goes up or the player goes straight across, because the only way i can think of is like if the player holds up and over at the same time, he goes up the stairs, if he just presses over by itself he goes straight across in front of it.
in order to have your character in front of the stairs the depth (etc 1) must be lower then the depth of
the chracter (etc 2).
ok thats simple use
_root.movieclipname.nextframe();
just make sure that movieclipname is the instance of your movieclip.
insted of just _root.
theres a tonne of problems with useing pre-rendered 3d graphics (rendering to a bitmap or png and throwing it in flash). But its completely possible to do, one of the biggest problems ppl tend not to think about is when you turn that 3d object into an image its not 3d anymore, and you cant like pan and look around at the back or whatever, the only way to do it is to take many pictures at many different angles.
btw if your thinking about doing that for just a walking animation imaged from all angles one walking frame could have like say 255+ images, and thats just one frame of a walking animation. lol. and that wouldnt be very smooth.
but keeping a static view of the character makes it very reasonable.
id be interested your art style looks very cool.
i hope i read this right, but I think you basically dont want scrolling, you want it to snap scroll. a simple way to do this is just to add or subtract from the x or y value of all objects in the level. the best way ive found to do this is to keep seperate variables for the players x and y values (dont just use the ._x property) this way you have an actual location of your player, then a display location.
as for hello world, i guess the program would be
onClipEvent(load){
trace("Hello World");
}
that being applied to a movieclip would work.
i loved the design of the ships very stylized, although I did find it a little slow too, I really liked the attention to detail like the correct thruster being fired etc, what was the render time on that?
worked perfect thanks a bunch.
hey thanks that seems to work all i need to figure out now is what command would allow me to play scene 1. very much appretiate you help with this, it looks like a way more organized way to put in a menu system thanks again.
heh ok im dumb how do I make a new scene and have my flash goto it before it plays frame 1?
well this is a large game... and as I said, it works bug free if everything is on frame 1. if i move all of it to frame 2 problems start. and yeah im sure everything is movieclips, and there shouldnt be a need to go through all my code to change 1s to 2s because theres no other gotoAndStop gotoAndPlay's in my code other then when I put it onto the first frame.