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 ViewsHi everyone!
Normally I only use to post Flashquestion, but now I got a little photoshop-question for you guys ;)
If you look at the picture below you can see that the area around the green becomes white when I try to fill it with the buckettool.
I think I have changed some settings but I dont know what I have changed :P
AHHH! So thats what _parent means? =P Have always wondered what it actually stands for, and now I know.
It works just perfect. Thank you so much for your great help =)
At 1/27/09 02:41 PM, zuperxtreme wrote: _parent
Or just do something like:
var myMC = _root.Hero
So then you'd just access it with "myMC"
Hello everyone!
I got this movieclip on the mainstage. It is an instance of another movieclip, like this...
_root.hero.herowalk
When I am writing scrpits inside the 'herowalk' Movieclip, is there a way yo access the hero movieclip in an easy way (whitout writing _root.hero)??
Very thankful for any answers =)
At 1/25/09 01:54 PM, Deathcon7 wrote: You have to limit the bullet names. For example, the For loop I gave you only loops through bullet0-bullet9. If you allow the engine to create bullet10, the For loop isn't going to test for it because to the loop it doesn't exist, so when you create the bullet, restrict the name. You're most likely not going to have more than 50 bullets on the stage, so when you generate bullet49, set the number back to 0 so the next bullet you generate is named bullet0.
Yea, you are absolutly right. Think I were to tired to think of it at first ;) Couse in my code I created endless number of bullets. From bullet0 - bullet9999999999. Now I create up til bullet10 and then it starts from 0 again =) Thank you for your help! It was wonderfull
Dethcon7, that is really a superb script I must say. Very logic, understands it fully :P
I tried it and it seems to work, expect one thing...
I set the _root.numBullets to 10 first - then I could fire 10 bullets and they dissapered perfect, but after that the bullets just passed throught the enemy.
I then set the _root.numBullets to 50. Then I could fire 50 bullets, but after that the same thing happened :S
know how I can fix this? Without setting the _root.numBullets to 100000000000000 ofc :D
Well, I did the bulletS movieClip so that I shouldnt need to add depth-levels to every bullet. Found it pretty good actually :))
Dethcon7. HIYA again! :P Yea! I am sure that there are a lot better ways to do it.
I found out that my for-loop deleted all the bullets (from bullet1 to bullet10). That is not the point of course. I want it to check which bullet is hitting the enemy, and then delete only that bullet :)
Got any tips what I can do? ;)
Well, now I got a little followup on this one, and if you could help me again I would be really thankfull =P
The code looks like this now:
if (bullets.hitTest(this._x, this._y, true))
{
for (var i = 0; i < 10; i++){
_root.bullets['bullet'+i].removeMovieCli p();
}
}
With this I want to check which bullet is hitting the target. Tho it seems that the line inside the for-loop deletes the whole 'bulletS' movieclip (I only want the 'bullets.bullet +i' to be deletet.
For example: I fire 3 bullets (bullet0, bullet1, bullet2) and when bullet0 hits the target, the other 2 bullets will get deleted as well :S Anyone who knows whats wrong?
At 1/25/09 10:56 AM, El-Presidente wrote: Firstly, just to make sure, it's bullet1 inside of the movieclip called bullets, and this is the instance name. The issue with your code though, is that it should be like this:
_root.bullets['bullet'+u]
Whoa, thanks! =) Very nice written code from your side. It works perfectly. Didnt have a clue that it needed to be that complex written. Hope I can remember it also =P Thanks again
Also thaks Dethcon7 for that advice. Didnt even know there were such a function =)
Hello guys!
Found a little problem of my own:
I got this object called - bullets.bullet1
this objekt is located on the mainstage so the path will be: _root.bullets.bullet1
Anyway, I want the '1' in 'bullet1' to be decided with a variable i.
I have tried to do like this: _root.bullets. bullet + i ... but I cant seem to find the object that way:S
Any ideas of what I should write?
I also tries: _root.bullets."bullet" + i - but it gave me an errormessage.
Thanks everyone for your wonderful posts =) They helped me a lot actually.
Think I understand a bit of the "degrees-system" in Flash now. Just dont know why they dont use the orginal circle with 360 degrees which I learnt in school ^^ Think it works better
Are you using AS2.o or AS 3.o?
Hi everyone!
I am doing a little platformish shooter by my own. Have done a lot of things already (pretty amased :P).
Tho I got a little problem with a ROTATION CHECK.
I want the HERO to turn to the left when the rotation is between (90 - 270 degrees) and have the hero to turn right when the rotation is between (270 - 90). Like all the other platformer shooters :P
Tried a lot of things.
Like:
if (this._rotation > 90)
{
_root.sam._xscale = -100;
}
But I cant get it to work proper :S
Thankfull to every help I can get =)
Hi everyone (long time no see)!
Got a little problem with my new "turret-game" which I will make.
Have a code which lets the turret fire bullets. Although, I want the bullets to have different instance names. Got this code:
cannonball_fired = attachMovie("cannonball", "cannonball"+_root.getNextHighestDepth()
, _root.getNextHighestDepth(), {_x:start_ball_x, _y:start_ball_y});
cannonball_fired.dirx = Math.cos(angle*Math.PI/180)*15;
cannonball_fired.diry = Math.sin(angle*Math.PI/180)*15;
cannonball_fired.onEnterFrame = function() {
this._x += this.dirx;
this._y += this.diry;
}
THIS WORKS PERFECT!
Tho, I want different names on them as I said so I tried to do a variable in order to let the names be "cannonball_fired1", "cannonball_fired2", "cannonball_fired3" etc etc
I changed the code to this one:
var nmm = 1;
cannonball_fired[nmm] = attachMovie("cannonball", "cannonball"+_root.getNextHighestDepth()
, _root.getNextHighestDepth(), {_x:start_ball_x, _y:start_ball_y});
cannonball_fired[nmm].dirx = Math.cos(angle*Math.PI/180)*15;
cannonball_fired[nmm].diry = Math.sin(angle*Math.PI/180)*15;
cannonball_fired[nmm].onEnterFrame = function() {
this._x += this.dirx;
this._y += this.diry;
}
this wont work tho :S The bullets apeare, but they wont fly as they did before. Anyone who got a clue?
Hugs :P
Hehe I once did the same misstake that you, really drove me nuts :P
Anyways, you will have to use 2x "="
So that will be something like:
if(i == 4){
doyourstuffs;
}
Tried that but it still doesnt work it seems.
Hmm, the player can shoot stuffs and the objects which he shoots are named like this:
_root.shot.duplicateMovieClip( "shot"+_root.shotcount, _root.shotcount+7000);
I tried to call the shots from a different place like so:
if(this.hitTest(_root[ "shot"+_root.shotcount]){
}
...but it still doesnt work. I cant seem to reach the object that way
hello everyone =)
(I am using AS2.0)
Came by a little problem:
got an object on the mainstage called: enemies.zombie1 + [_root.nm] (where nm is incresed for every zombiespawned.
I have some other code inside another object, and I would like to see if it hits the zombieobject. So I did something like this:
if(this.hitTest(_root.enemies.zombie1 + _root.nm)){
do my stuff
}
...but nothing seems to happen,
Think I got this part worng:
_root.enemies.zombie1 + _root.nm
I would like it to check if it is hitting
enemies.zombie10, enemies.zombie11, enemies.zombie12, enemies.zombie13, enemies.zombie14 and so on =)
Anyone who got something about this problem?
At 11/19/08 05:17 AM, Xeptic wrote: With ActionScript. Look for tutorials here. Making games isn't easy by the way, you are going to need to invest a lot of time (months) to get the hang of it before you able to make proper games. So don't get your hopes up.
Agree to this one :) Myself I spent two years of learning flash (from time to time) and even I cant create supercool epic-physic games. Check out my games and you can see what I have accomplished so far :)
I think it looks really nice :D Keep up the good work =)
hmm, at that time I didnt have a newgrounds account, I were just here scouting for games to play I remember =) Tho I could remember seeing some really awefull games on the portal at that time ;D
Heya!
And thanks for the repost =) The music was just what I searched for, it is perfect! :P Got anything more in that style?
It should be a function to change music =)
Hello!
I have been working on my third game latley. It has taken a while to make, but now I can see some nice progress.
The only problem now is that I don't know which music I should choose. =)
It is a MotoCross game in 2D. It has high speed and amazing physics. Don't got any clue which music I should pick, so all advices are warmthly welcome.
Very cool =) would like to learn those frane per frame animations actually. ^^ But it takes a hell lot of time
Really nice is my opinion =)
Cool 3d effects. The matrix stuff was also good-looking. Didnt understand it actually, but it was nice anyways ;)
At 10/21/08 05:00 AM, Night-Mare wrote: You need to name them different instance names, then make a hitTest for each of the names.
Or make lots of spikes in the spike MC then make the hitTest a shapeFlag.
Flash doesn't like multiple instance's.
Ahh now I see. It is pretty self explaining actually. Thanks for the fast answer =))
Anyways, I did this:
I placed 3 different spikes on the stage: instancenames: spike0, spike1, spike2.
then I added this code instead.
var nm = "spike" + bCount;
if(_root.player.hitTest(_root.ground.nm)
){
//DO MY STUFFS
}
bCount ++;
But it doesnt work :S Any chances I did the code wrong?
Hi everyone!
Got a bery strange HitTest error just right now.
You see. I have this platform game. When the player touches a spike (with instancename "spike") he will respawn at the beginning location. It works just fine, I use this:
if(_root.spike.hitTest(_root.player)){
do my stuffs
}
however... when I try to copy-paste the spike in order to make more of them (CTRL-c CTRL-v) it will work on the first one but not on the second third etc etc. I have checked and they got exactly the same instancename :S Very strand.
Hiya, and thanks for the fast answer :P
You must be pretty clever to understand what I meant, couse it was not hard to explain ;)
I thought so. Well, it is a great Idéa. I will try it out and see if I can manage to do something. But it is hard to place objects if you cant see where they are :P
Hello everyone.
I am doing a kind of platform game of my own (type like my konga RPG).
Was wondering is there is a way to change the size of the workspace? I Dont mean the size of the wite workspace, which you change via Property -> Screensize. I mean the space outside that one.
You see. I got a rather big world with scrolling.
hmm, it will be very interesting to see if someone understands this :P But any help would be perfect =)
Hello there everyone!
Yesterday I submitted a flashgame of my own. Today I realised that it wasn't what I realised after that I read all the reviews.
The question is: is there a way to delete it from the portal?
Many thanks for the answers =))
Well, it took me sooo many weeks to get it finished, and when I finally posted it, it got lower then 3 in score. I mean, even my Donkey Kong shitty game got more score. Cant imagine what I am doing wrong.
Maybe I posted it on a bad time or something? :S
Now I don't feel in a mood to begin with a new game, I don't feel in a mood to do anything actually :S
Hiya.
Just copyPasta it if you already have it downloaded (Mark everything, CTRL +c). Change the graphics if you want :)