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Response to: Strange glitches Posted January 24th, 2009 in Game Development

if you want something you can basically load a 3d model with in your first 5 minutes get microsoft visual c++ express edition (free) and then get the dark gdk (free) and install that too, its fun and easy to play around with even if you dont know c yet and the fast results would probably keep someone interested.

if not then just learn some c visual basic is fine for crappy apps but not for games or graphics, but good to at least learn some stuff on at first i guess..

Response to: Grappling hook question Posted January 24th, 2009 in Game Development

i dont know how i could help you, maybe post your code

Response to: how to detect sequences Posted January 17th, 2009 in Game Development

ive never programmed a poker game but i would assume the best way would be to put the hand into an array, and use for loops to check for say X of a kind/straights easy cheesey

Response to: HELP! char's bump off each other Posted January 17th, 2009 in Game Development

some physics would do that,
all your have to do is calculate the vector for the one car, then the vector to the other, well you should get the idea, remember math class? lol hope you paid attention

Response to: I'm making a new game! Posted January 17th, 2009 in Game Development

At 1/16/09 05:52 PM, StaliN98 wrote: pfft, games are too simple. I'm going to perfectly model the universe, down to sub-atomic level, in flash. This obviously means simulating every particle that comprises my PC, which would run the same simulation, et cetera.
It will run at 4x speed, and can accurately predict the future. So I'll tell you how your game turns out.

sorry I already did that and this is one of the 100 billion simulated universes inside 100 billion other universes which are all held within one super universe which I call the shmooniverse. i win.

Response to: What Makes A Good Defense Game ? Posted January 15th, 2009 in Game Development

dont listen to him space ones are the best lol, meh i guess theyre both exactly the same thing with a difference of graphics, if your interested in any 3D art I could post something. maybe pull some of the workload off your upgrade graphic pics or something.

Im working on a similar game right now, except is more of a topdown shooter, your a ship that moves with different hulls, turrets etc collectables,

anyway all Id like to see is new stuff, like upgrades powers, lots of explosions, i really thought that new game um forget what it was called but you were an archer and you put together runes to make spells thought that was original.

Response to: multiple combo arrays Posted December 27th, 2008 in Game Development

I think you answered your own question in your previous post there. Im pretty sure I see it already coded in your first post...

I would go study your operators such as == or !=

Response to: problems with shot&hit Posted December 5th, 2008 in Game Development

its been a while for me, but I would change your variable ecounter, make the initial value like say 1000 or something.

Im pretty sure that will work, if I remember correctly when creating a mc the index is for all created mcs not just for each type you make.

someone correct me if im wrong, at least try it, hope it helps.

Response to: 3d Artists Over Here!!! Posted November 28th, 2008 in Art

some kinda turret for something I did this morning

3d Artists Over Here!!!

Response to: My stuff? Posted November 28th, 2008 in Art

phhhft, i think shes sexy

Response to: Getting rid of Trojans? Posted November 28th, 2008 in Programming

id update your crap, then unplug the net and let it scan

obviously if you got a trojan your wide open on the net and itd be best not to have it connected while infected.

Response to: ideas for a platformer Posted November 28th, 2008 in Game Development

a girlfriend with pms

Response to: design your own lightsaber Posted November 27th, 2008 in Art

lol at the saberchucks

Response to: design your own lightsaber Posted November 25th, 2008 in Art

sweet, it looks cooler then mine.

Response to: design your own lightsaber Posted November 24th, 2008 in Art

I cheated also, 3d...
i couldnt resist doing this one heh.

design your own lightsaber

Response to: First submission Posted June 16th, 2006 in Game Development

Your game has some bugs and stuff that annoys me. Your frame rate is very slow in the game and the ship always feels laggy, and the fireing seems slow too.

Its cool for the collision tests, but i think it would be sweet to see a rock or two smash off a shield or right off the ship. The design is sweet for the graphics involved except for the stars. Up your frame rate add a bunch of enemies or different missions and upgrades. a boss would be cool. Explosions can be sweet.

Response to: this new movie Posted June 16th, 2006 in Game Development

a hobo/priest/punk/amputee

Response to: Code Help Posted June 16th, 2006 in Game Development

a hand of unecissary fingers.

Response to: Code Help Posted June 16th, 2006 in Game Development

after a while, that code starts to look like a picture itself, like the whole thing. Not the individual parts. lol I can see it a mile away. Copy paste lol, learn it for real it will make your life so much easier.

Response to: mp3's dont work for me! Posted June 16th, 2006 in Game Development

try other mp3's, it might be your mp3 format, since they have variable bitrates etc

Response to: How to do Sunrises Posted June 16th, 2006 in Game Development

add white?

Update - Escape Velocity Posted June 16th, 2006 in Game Development

So I'm still looking for bugs and ideas, i've done some work on the engine, increased the amount of fuel you carry, also if you stray to far from the solar system you restart in the center. Also started the title screen.

controls again are
mouse - hold down move and release to throw your craft into orbit
pgup - accelerate in the currect direction of travel
pgdn - decelerate

now you can refuel around the green planet. To do this you must orbit around it very closely for a short period of time. the 4X point modifier will appear if you are close enough. You may leave orbit and return within the distance, the timer is cumulative, which means, any time you spend in low orbit of the green planet will bring you closer to refueling.

so in short you don't have to stay in low orbit, only get in and out a bunch of times if you want.

tips: use a planets movement as a "gravitational slingshot" to launch your craft farther and faster with less fuel.

if you are traveling in the same direction as a planet "comeing up from behind it" -- you will gain speed, since the planet is moveing away from you relative to everything else. This is a frame of referance. You will be drawn into it longer then if you were comeing at it "head on". Thus giving you "free" acceleration relative to everything else. saves fuel. heh.

if you have any comments suggestions bug reports please leave something.

Response to: RTS help Posted June 16th, 2006 in Game Development

wow 3000 units, thats amazing, you better finish this project then cuz I've never seen that in flash, truely incred.

Response to: 100 Teeth Posted June 16th, 2006 in Game Development

heres some ideas: H. P. Lovecraft, Edgar Allen Poe

Response to: RTS help Posted June 16th, 2006 in Game Development

wow thats nice, did you use the grid array idea? I never thought of doing that, in my head that seems like it would cut down incredibally on the cpu usage, but yet the "explosion area" would be like weird

say you fired into the very corner of a grid squre, units right next to the point of imact would be unaffected, no?

Response to: Rts (real Time Strategy) Game Tuts? Posted June 16th, 2006 in Game Development

you could make an rts as good as the original starcraft with AS as far as direct gameplay goes, i'm sure of it. or c&c.

the question is who will put in the extreme hours to accually do it. lol not likely.

I've seen RTS's coded entirely in basic, of course with 320-200 res. but they did it, and AS is alot more powerful then basic. It would just take forever to program and do graphics/sound for.

Response to: Platform game help Posted June 16th, 2006 in Game Development

hehe oops you forgot to mention the ground.

Response to: Escape Velocity - ideas/bug test Posted June 16th, 2006 in Game Development

some kinda switch? what do you mean?

yeah at some point I'll put in something that limits how far you go cuz thats boreing. But I just havn't decided how big a solar system could be yet.

Response to: Platform game help Posted June 16th, 2006 in Game Development

move the background.