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Response to: Ng Shirt Contest Winners Posted October 25th, 2007 in NG News

Congrats winners!

I knew my shirt design could've used some more work... :(
Response to: Tattoo idea Posted October 24th, 2007 in Art

if you're looking for ideas to close up the design, my suggestion is to turn the empty back part of his mane into fire so it looks like his fur becomes flames.

even the way it is, real nice work. smooth and very sharp looking at the same time

Response to: Ng Shirt Design - Art Thread Posted October 6th, 2007 in Art

tankmen win the war!
=)

Ng Shirt Design - Art Thread

Response to: When we die... Posted August 8th, 2007 in General

the only plot hole is the assholes out there that don't give a sh*t about happiness and would still try to push their religion onto you even after reading this... i hate those ppl

Response to: Coder Lfw... Posted June 2nd, 2007 in Game Development

hey hansolx, I sent you a private message. you are exactly what I am looking for. I was gonna post a topic saying "artist looking for coder", but i decided to wait until I have more artwork to show as examples of what I can do. well seeing you post here, I decided to just say im looking for a coder right now. I do have a lot of examples of work I did in collabs and such on the art forums, so I could post some of those, and I'm also currently working on some art for the game you could help me design, so I could post some of that too. read my private message and reply if you're interested,

thanks.

Response to: 2d sprites faking 3d? Posted June 1st, 2007 in Game Development

been a few days since anyone posted in this, can anyone help me? where exactly do i get started learning how to do this project?

Response to: 2d sprites faking 3d? Posted May 28th, 2007 in Game Development

At 5/28/07 05:40 AM, Newsdee wrote: you have to feel comfortable with trigonometry, vectors, and projections to say the least.

-I know some trig, but i dont know enough to know how to use it in simulating 3D with AS3. if you have any links that i could read over to learn the above topics that'd be awesome. btw i played your semi-3d babeball game thing and i like where its going.

AS2 or AS3 shouldn't make much difference, except maybe that AS3 is faster.

-i'm leaning more to AS3 because i want as much speed as possible for this game.

At 5/28/07 08:16 AM, shazwoogle wrote: Simulating 3d ay? Well what is would do it create some MC's in the center of the stage (stage.width/2, stage.height/2) then set the _xscale and _yscale to 10 then make them fly off towards the edge of the screen and as they fly they get bigger _xscale += 3 _yscale += 3.

Hope that helps, As:Main will help though.

i know how to do that, and i've been to As:Main before, but it doesnt come out looking very dynamic as they all fly at you from the same point and they dont part to the sides in realistic 3D motion. also, im looking to do this in AS3, and AS3:Main isn't as helpful yet.

i wonder if theres a program out there that knows both languages and can translate one into the other?

2d sprites faking 3d? Posted May 27th, 2007 in Game Development

Hey, I'm working on my first full game project, and I'm trying to learn AS3 on the way. I was starting to learn AS2.0, but then CS3 came out and there are a lack of tutorials for this new script.

now my question is: Does anyone know how to make a script that takes 2d sprites and has them start off small randomly in the middle and fly toward the camera imitating a 3D effect. maybe even making it so that they can tilt diagonally right or left when the corresponding arrow key is pressed to simulate turning (or mouse movement for control). and their speed can change in order to reflect the speed you are traveling at.

If anyone understands what I mean and knows how to do this in either AS2 or AS3, please post. even a link to a tutorial that will help me in the right direction would be appreciated.

Once again, I am looking to use 2D sprites to simulate 3D movement at high speeds, a good example of a game using this is Nimian Flyer Legends bye Robert Kabwe.

-Thanks

Response to: realistic cloud bitmaps in flash??? Posted May 23rd, 2007 in Game Development

thanks for the help everyone, it turns out all i needed to do was import my photoshop cloud in as png rather than jpeg for the faded edges to work as intended. i may post a link to the finished thing uploaded to denvish on this thread later tonight if i can get the actionscript working by then.

Response to: realistic cloud bitmaps in flash??? Posted May 23rd, 2007 in Game Development

png with transparancy

omg i forgot png's could do transparency. thanks, i already have a good looking cloud done in photoshop, ill just use the png of that...

Response to: realistic cloud bitmaps in flash??? Posted May 23rd, 2007 in Game Development

:could break the bitmap aprt in flash then earase the jaggy bits and convert to symbol.
I'll try that...

really bitmap images are bigger than flash images

this isn't an issue of size, its an issue of vector drawn images taking more processing power than flat bitmaps.
:yayz well i hope you understood that
i get what you mean, but im pretty sure a cloud drawn like that will cause the thing to lag more than if i just use a bitmap cloud image

click here, then choose the second one down (called "sky") , i know that is done in shockwave rather than flash, but those clouds are definitely bitmap, and i want my bitmap cloud to have smooth edges like that too.


hey i am working on a flash animation that involves a bunch of clouds moving by quickly with the blue sky in the back. now for flash to render these clouds as vector drawings is too laggy and i need to get a bitmap cloud picture in the movie so it doesnt lag as much. now my problem is that i can't figure out how to cut the cloud out from the background so that the clouds can overlap in my movie without a little blue outline showing up around the clouds, and still have the clouds have realistic looking edges.... what do i do? i tried fading off the edges in photoshop and then importing the cloud into flash, but the faded edges get messed up in the file conversion. anyone got any advice or even understand what i mean??

Response to: The Creative Inspiration Pool Posted May 22nd, 2007 in Game Development

Orb

amazingly, this is free to use. but it is still in beta i think

you download the orb software to your main computer. then log onto the orb account you created on their website on a different computer and browse and stream your main computer's media through the internet.

NOTE: you only need to install Orb software onto the computer with the files saved on it. the one you use to stream them through the internet only needs internet access, the streaming system is completely browser based! (this means you can stream your computer's songs onto video game systems with internet browsers and the ability to run flash!)

plus other features that i haven't figured out yet, visit their site for more info:

orb.com

The Creative Inspiration Pool

Response to: A Living Building Posted May 19th, 2007 in Art

thats a sweet drawing, for a flash drawing it has a ton of detail.

for his arm i was thinking some weapon made of sewage pipes, because it looks like his arm went down to the pavement as a ladder before he "popped up" alive.

Response to: Wanna test this game? Posted May 10th, 2007 in Game Development

im glad i could help, also my score on level one was 473

Response to: Wanna test this game? Posted May 10th, 2007 in Game Development

at first i thought left and right would rotate him but then i quickly realized that the reason he seemed to move in a direction on his own was that he was actually falling down and then launching himself back out from the dirt. very smooth graphics and acceleration engine. i'd suggest a better instruction so the player understands that this game involves gravity rather than that top-down view in the original snake game.

it also gets kinda boring and repetative after the first level, can i suggest some type of gravity boost that launches him upwards if you grab it in mid air. maybe add hazards too, although there might already be some, i just havent played through the rest of the second level so for all i know there could be some in the third.

for example maybe spikes on certain parts of the floor, or spikes on the sides or sticking down from above you. maybe an enemy that hovers around and has spikes under it, so if you hit it on the way up you take damage but if you hit it on the way back down it gets destroyed/eaten.

my final suggestion (sorry if these are totally clashing with the way you planned your game to be) is that if you did implement a health gauge, make it so that it's his length. so when you take damage a part of its tail that was added on falls back off as one of the yellow balls, which must then be re-eaten to gain back the tail length. and taking damage in the smallest form would kill him.

nice game, good solid bare bones idea for what seems to be a very original new gameplay type.

Response to: V-cam As3 Posted May 2nd, 2007 in Game Development

basically what it does is it lets you tween the scripted V-camera over the "stage" so that you can move the camera without actually tweening every single object on your stage individually to simulate camera motion.

Response to: Looping attached sound with AS Posted April 26th, 2007 in Game Development

does that code only work on the main timeline? because i've been putting it on a keyframe of one of my movieclips and it doesn't play when i do it that way with the movieclip its inside of pasted on a keyframe of the main timeline. there's an important reason why i've gotta do it this way or else my game i'm working on won't run properly


hey I can't figure out actionscripted sound for my game.
now because its a game, the level im making is on one keyframe with movieclips containing actionscript placed in them. now i've put this script on a keyframe inside an otherwise blank layer in an important movie clip.:

var birdsSound1:Sound=new Sound();
birdsSound1.attachSound("31s daytime birds");
birdsSound1.start([0,999]);

this got no error message but it didnt play the sound when i ran the movie so i tried this:

var birdsSound1:Sound=new Sound(Birdseffect1);
//Birdseffect1 is the export name i put on the sound library item
birdsSound1.attachSound("31s daytime birds");
birdsSound1.start([0,999]);

same thing, no sound is playing. any idea where I'm going wrong? I tried reading an extensive tutorial on flashkit but it got me even more confused with attaching sounds to objects so you can stop certain sound while still playing others. needless to say, the tutorial didn't have the answer i was looking for...

any help will be greatly apreciated, thanks.

Response to: looping sound fade out. Posted April 23rd, 2007 in Game Development

well now i have this:

var mySound:Sound= new Sound("31s daytime birds")
mySound.attachSound("31s daytime birds");
mySound.start([0,true]);

and the error its giving me is this:
**Error** Symbol=1 sun+ 2 moons animated, layer=sound:birds, frame=1:Line 3: Type mismatch.
mySound.start([0,true]);

Total ActionScript Errors: 1 Reported Errors: 1

without "var mySound:Sound= new Sound("31s daytime birds")" added at the beginning i get no error...

Response to: looping sound fade out. Posted April 23rd, 2007 in Game Development

oops, didn't realize mySound was supposed to be a variable.

Response to: looping sound fade out. Posted April 23rd, 2007 in Game Development

ok, i tried the script to get sound to start but its not working.

i took this script:

mySound.attachSound("31s daytime birds");
mySound.start([0,true]);

and i stuck it on the keyframe of a new layer with nothing else on it within a movie clip thats on my main timeline . so why isn't the sound playing when i test the game?

Response to: looping sound fade out. Posted April 23rd, 2007 in Game Development

nvm i figured it out.

Response to: Camera zooming Posted April 23rd, 2007 in Game Development

do you know if theres a type of virtual camera out there that moves over different layers at different speeds? in other words, it would imitate 3d movement with layers you set to be further back to move more slowly than ones closer to the foreground. as of right now the only way i know to do this type of movement is to tween each layer individually.

Response to: looping sound fade out. Posted April 23rd, 2007 in Game Development

if I attach the sound with that script will it loop or play once?

Response to: Camera zooming Posted April 23rd, 2007 in Game Development

does anyone know if you can rotate v-cams? i read you couldn't.... only zoom, tween up-down/left-right, and tint.

looping sound fade out. Posted April 23rd, 2007 in Game Development

hey, I'm trying to figure out how to take a pretty short looping sound effect (birds chirping during the day in this case), and after a certain amount of frames add another keyframe with the same sound but have it only play once and fade out. I can't figure out how to do this flawlessly without some break in the loop before the fading out version plays and then stops. is there some actionscript for sound that could tell the loop to fade out and then stop looping?

thanks in advanced.

Response to: couple questions for my flash Posted April 22nd, 2007 in Game Development

http://denvish.net/ulf/220407/55990_look_arou nd_with_arrows_example.php
74.92kb

thats a super beta example of how a forest in my game will look.
notice how you can can keep scrolling once you get to the end of the layers. I'm trying to fix this without having the layers get off track from each other when you scroll all the way to one edge.

NOTE: this forest was drawn based off of the forest you are shown how to make in The Big Fat Tutorial . I was learning flash at the time and because I could use the examples as reference I feel that this area came out looking the best so far. although I beefed it up with super animated leaves and plants, I will definitely still give credit to all the artists that made that tutorial when my game's done.

Response to: Flash Portfolio Posted April 22nd, 2007 in Game Development

the intro is very well done and I really like the layout of the page. the only thing that's "bare bones" about it is the fact that the main page is not interactive yet. good luck on finishing it, it's coming along very nicely.

Response to: 3D Rotation Posted April 22nd, 2007 in Game Development

in that example it looks like they rendered the "B" in another program and then imported in it's rotation frame by frame. although I'm probably wrong because I'm quite new to flash myself.