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Author Search Results: 'crazysalt'

We found 122 matches.


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Viewing 1-30 of 122 matches. 1 | 2 | 3 | 4 | 5

1.

None

Topic: Take a look at this!

Posted: 07/24/09 09:45 PM

Forum: Flash

thanks for the cool comments!


2.

Elated

Topic: Take a look at this!

Posted: 07/24/09 07:01 PM

Forum: Flash

I just randomly made this particle effect, tell me what you think of it!

btw, its not done, I'm going to find a way to somehow turn it into a preloader.

you can find it >here<


3.

None

Topic: Help with remove MC? (as2)

Posted: 07/24/09 05:16 PM

Forum: Flash

At 7/24/09 03:00 PM, Schmastalukas wrote: for (k = 0; k< array.length; k++)
{
array[k].removeMovieClip();
}

array is an array, not a number. array.length is a number.

i LOVE you, it worked thanks a TON!!!

-Sanford


4.

None

Topic: Help with remove MC? (as2)

Posted: 07/24/09 02:12 PM

Forum: Flash

Ok so I have a particle generator that generates 400 particles using a for() loop. Then I have the particles put into an eval:

array = [];
for (i = 0; i < _root.dotammount; i++)
{
	duplicateMovieClip(dot, "dot" + depth, depth);
	d = eval("dot" + depth);
        array.push(d);
}

the _root.dotammount is an input field that can be changed by the user, it starts out originally at 400. When the user hits a button called "remove particles" I need to be able to delete all the particles. Help would be appreciated!

Note:

I have already tried generating an array that would remove the particles, like so:

for (k = 0; k < array; k++)
		{
			array[k].removeMovieClip();
		}

thanks for any help!!!


5.

Happy

Topic: Flash interface, any comments?

Posted: 06/05/09 09:38 PM

Forum: Flash

Right now I'm getting the feeling that you all like the general design of it, but it is a little slow. I cant tell because I'm running a quad core that I OC'd so I have to do some betas. This is no problem though, I will definitely add an fps counter, reduce the amount of particals that spawn and re-code it all in OOP, then it should run fine. Oh the interface should be running at 60 fps, but I'm not positive on that, I'm in Colorado right now so I cant check.... Well thanks for the comments,

-Sanford


6.

None

Topic: Flash interface, any comments?

Posted: 06/05/09 09:33 PM

Forum: Flash

At 6/2/09 07:57 PM, doctormario wrote: First off, let me say that this looks great. For real accurate speed test feedback, you should create a table of variables at the top...things like fps, OS, and any other variables you'd like looked at. KaynSlamdyke knows a great deal about this sort of thing. You might wanna ask him. :D

Thanks for the name, I'll check him out.


7.

None

Topic: Flash interface, any comments?

Posted: 06/02/09 06:55 PM

Forum: Flash

could you guys please give me some feed back on weather or not this is straining your processor, or even you general appeal of it? At the least just please look at it....

http://crazysalt.deviantart.com/art/Menu -for-game-final-124574794

Thanks,

-Sanford


8.

None

Topic: Flash interface, any comments?

Posted: 06/02/09 06:30 PM

Forum: Flash

how'd you know?


9.

None

Topic: Flash interface, any comments?

Posted: 06/02/09 06:05 PM

Forum: Flash

Hey I have been working on this interface for a while now and it is pretty sweet, no I did not just make this b/c I could, it is for a game that is going to be released soon. the only thing that I am the least bit worried about is the load on the cpu because of the partical physics. If you could check it out

here

that would be cool. Just post a comment on DA or here about if the load was too much on your cpu or not. comments would be great! Thanks,

-Sanford

ps. Yes I know the mouse looks weird, that is basically the only thing on there that is not final.


10.

Questioning

Topic: Madness interactive - flecko

Posted: 05/31/09 10:04 PM

Forum: Flash

Ok so I was playing madness interactive and right after it loaded, I was amazed by the flecko animation/program. You can see it here. All I would like is if someone could help me understand how to make something similar to this that would be great. Right now all I understand is that he must be setting up a radius around the mouse, then using sin + cos to keep the pixels out of that circle, and yet the still want to ease back to their original point. So basically if they are within the radius, then they repel, but if they move out of that radius, then they snap back to their original position, Right? If anyone could help that would be great, Thanks

-Sanford


11.

Questioning

Topic: rotating objects

Posted: 05/03/09 02:30 PM

Forum: Flash

bump......


12.

None

Topic: rotating objects

Posted: 05/03/09 12:13 AM

Forum: Flash

does anyone even have an idea? really it shouldent be too hard..... anything you know would be very helpful, thanks

-Sanford


13.

None

Topic: rotating objects

Posted: 05/02/09 10:42 PM

Forum: Flash

thats funny you mentioned that I tried doing that and it didnt work.... If anyone has any other suggestions that would be extremely appreciated. Thanks,

-Sanford


14.

None

Topic: rotating objects

Posted: 05/02/09 10:10 PM

Forum: Flash

right now I have a code that rotates an object based on the position of it and the mouse. Thats all great but it sucks for a game, It is way too responsive. What I tried doing is making to rotation var:

rot
rot2

after that I made rot2 the direct rotation between the object and the mouse:

rot2 = Math.atan2(Ydiff, Xdiff) * 180/Math.PI; //(forgive me if this has spelling errors, as I am writing it //by hand right now)

then I make rot effect the object:

object.rotation = rot;

now that the basics are set up I just need to make a code that compares rot2 and rot, if rot is less than rot2 it adds on to rot, if it is greater, then it will subtract. (source at bottom) this all works well until you hit the most annoying part, the one i cant figure out how to fix.... basically there is a gap where the numbers go from 180 to -180, so the code flips out, reads this as it is supposed to, but this makes the object rotate a full 360 degrees around instead of just like 2 degrees to bridge the gap. If anyone has insight on this or thinks they might know what to do, please help

rot2 = Math.atan2(Ydiff,Xdiff) * 180 / Math.PI;
		if (rot > rot2)
		{
			rot -= 3;
		}
		if (rot<rot2)
		{
			rot+=3;

		}
object.rotation=rot;

thanks,

-Sanford


15.

None

Topic: Feedback on engine I made

Posted: 04/29/09 05:57 PM

Forum: Flash

Thanks all for the feedback, as far as was intended, you weren't supposed to hit the rocks, They were there to just kind of form a visual paradox. Basically I wanted to see if the perspective was right and if it looked good, Thanks for all the comments again, you saved me a ton of time. I changed the speed so now it definitely would work better with a hit test setting. Ill try to keep updates on the game posted in my account so if anyones interested thats where to look, there most likely wont be anything up there for a while as this was just to make sure the game was headed in the right direction. Now ill get into hardcore mode and code for a few weeks, hire an artist and start fine tuning the game. Thanks

-Sanford


16.

None

Topic: Feedback on engine I made

Posted: 04/28/09 07:38 PM

Forum: Flash

At 4/28/09 07:36 PM, L30n64 wrote: interesting controls. thought they worked well and can't wait to see the full game they'll be implemented in. can't really comment on much else since the graphics are there so we aren't staring at white. still, gj :]

thanks for the feedback also, as far as I've seen people seem to like to controls, thanks ill get to adding on stuff now.
-Sanford


17.

None

Topic: Feedback on engine I made

Posted: 04/28/09 07:32 PM

Forum: Flash

At 4/28/09 07:29 PM, Zuggz wrote: Well its a good start.

But with not much to do, there's not much to comment on.
I'm assuming most of the graphics are just place holders so I'll ignore them.

I enjoyed the movement style, and there's not much else to say since that'ls all it really is.
I look forward to more updates on this game and with more add-ons I'll be able to pick it apart better.

Next step, Collisions.

Hey man thanks for the feedback, the graphics are just place holders for now, I'm just really seeing how people grasp the controlls, if it's too hard, or maybe I need to explain it better. Thanks for the feedback

-Sanford


18.

None

Topic: Feedback on engine I made

Posted: 04/28/09 07:10 PM

Forum: Flash

This is an engine that i've been coding for the past two days, I'm not sure where I'm going to take it but all I know is that I better get some feed back before I move on. Tell me anything you want about it, I don't care if you think its stupid, I want to hear it. Does the game run slow? Is the resolution too big? Does it move to fast? those are the types of questions i'm wondering. Spam will not be tolerated. I really just need constructive criticism, trollers, go start your own thread if your bored, don't ruin others.
Controlls:
W-increase speed
Mouse-control direction

Game Notes:
The rotation of the ship is not based on the rotation between it and the mouse, you see the little compass type thing in the center of the screen? That shows you what direction your headed. Hope you guys like it,
ps. I know the graphics are sucky, and I also know that you can see the edge of the screen and you can fly forever, I know all of that, that will all be fixed during development, everything else feel free to mention.

LINK

Thanks

-Sanford


19.

None

Topic: math help :(

Posted: 04/27/09 01:25 PM

Forum: General

At 4/27/09 01:20 PM, lawlmaster wrote: It would be wise to not give this shitball an answer, but instead leave this thread so he will have to do it himself.

i allready got my answer from a person vastly smarter than you.....

shitbrain........


20.

None

Topic: math help :(

Posted: 04/27/09 12:45 PM

Forum: General

At 4/27/09 12:31 PM, Warrickneff wrote: Look in the denominator and find where the function will either equal 0, or infinity. Those are points, where if you were to graph the functions, a limit approaching infinity or a discontinuity will occur.

IE: for the first one, it is simply x = 0. For the second one, x+4 = 0 when x = -4.

mayoarm is not lying, but thanks for not being a jackass and saying that the answer was 42.....


21.

None

Topic: math help :(

Posted: 04/27/09 12:09 PM

Forum: General

At 4/27/09 11:54 AM, mayoarm11 wrote: I already gave him an answer, so suck it, bitch.

lol thanks


22.

Expressionless

Topic: math help :(

Posted: 04/27/09 11:37 AM

Forum: General

could anyone help me to understand how to find the excluded value of rational functions? I seem to have forgotten

examples:

y=4/x
y=2/(x+4)

any help would be appreciated, and I do not need answers, I need to know how you got them.
Thanks,

-Sanford


23.

None

Topic: x-rays?

Posted: 04/20/09 10:18 PM

Forum: General

At 4/19/09 09:09 PM, C-Hawk wrote:
At 4/19/09 09:00 PM, Steven-Polley wrote: I hear tin foil is good enough.
You're thinking about different types of radiation. Some radiation can be interrupted by a sheet of paper, others need a thick layer of lead or - and this might work for reflecting x-rays, so i hope you're still paying attention, OP - a sheet of gold.
Gold manages to reflect most types of radiation, which is why it's still an expensive commodity in modern days. It's used extensively in applications where weight and radiation are issues, such as submarines and spacecraft\satellites\stations.

sorry I haven't been able to look at my post for a few days, I have been preparing a speech on nanotechnology, but I do see your logic in using gold to reflect the rays, I'll have to do some in-depth research, this may even require me to set up a lab OH-BOY :P.


24.

None

Topic: x-rays?

Posted: 04/19/09 08:05 PM

Forum: General

At 4/19/09 07:36 PM, Greenskullkid wrote:
At 4/19/09 07:29 PM, crazysalt wrote:
I'm asking if I can suck your balls buddy.
so you are gay???? :O
READ MY SIG THEN TELL ME.. sound good? buddy

exactly hence the fact that i was asking it like a question b/c your sig said otherwise, btw funny ass song :P


25.

None

Topic: x-rays?

Posted: 04/19/09 07:32 PM

Forum: General

At 4/19/09 07:25 PM, C-Hawk wrote: Crystalline forms tend to scatter x-rays in all directions. Calcium is a crystal lattice, hence it appearing on x-ray immagery. Other body parts have none or very few crystals in their compositions and are simply run through by the x-rays.
So, crystals.

so you are saying that it could be done with crystal-like forms?


26.

None

Topic: x-rays?

Posted: 04/19/09 07:29 PM

Forum: General

At 4/19/09 07:25 PM, Greenskullkid wrote:
At 4/19/09 07:24 PM, crazysalt wrote:
At 4/19/09 07:21 PM, Nintendavin wrote: Dare I ask the question Why?
No.

on other topics, there must be, how else would you get it concentrated enough to get a clear image..??
I'm asking if I can suck your balls buddy.

so you are gay???? :O


27.

None

Topic: x-rays?

Posted: 04/19/09 07:24 PM

Forum: General

At 4/19/09 07:21 PM, Nintendavin wrote: Dare I ask the question Why?

No.

on other topics, there must be, how else would you get it concentrated enough to get a clear image..??


28.

None

Topic: x-rays?

Posted: 04/19/09 07:21 PM

Forum: General

does anyone have a clue what object, or substance can be used to REFLECT x-rays, not absorb them.

thanks
-Sanford


29.

None

Topic: why wont this code work??

Posted: 04/17/09 04:32 PM

Forum: Flash

well i figured it out, it was just me being stupid, I never needed to transfer the points to the global time line.... the mc's are allready on the time line, so i fixed it thanks for the help : P


30.

None

Topic: why wont this code work??

Posted: 04/16/09 10:11 PM

Forum: Flash

but it still dosent work.....


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Viewing 1-30 of 122 matches. 1 | 2 | 3 | 4 | 5