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 Viewsagree with the post over this one. Also make sure that you have written the script right where you actually are creating your bullets. Otherwise its obvious it won't work ;)
At 9/17/08 03:38 PM, PrettyMuchBryce wrote: Like I need to try harder next time.
I agree with this a little bit at least =) You know, what would happen if you had gotten 5.0 in score? I mean...then you can't say: WOW next time I will do something that is even more popular. You cant always be satisfied...remember that young one ;)
At 9/17/08 06:07 AM, Nyska wrote: is there any 10 second evil dead music I can get my hands on? otherwise I finished a little battle scene. I'll probably make a better part with actual people and an actual plot, but for now here you go:
SWF
FLA
Wonderful Nyska. Thats some huge blood effects =P
Don't know any examples myself, but the Rooms-game was surely nice!
Nice one! You should have so that if you hold the mousebutton it will fire automaticly :P Think it is rather hard to do tho
At 9/16/08 08:35 AM, dragonjet wrote: wait what do you mean by vertical shooter? like platformer? platformer is horizontal,
if its top-down approach, then formula for distance is different from what he said
Sorry, it was I who told him about the vertical shooter thing =) I am from SWEDEN and the english language is not a perfect teammate to me just yet ;) Anyways. He is trying to do a game like Stick SAM (or whatever it is called) :P
if (talk == 2) {
talk1.removeMovieClip();
talk2 = _root.attachMovie("part_1_story_2", "part_1_story_2"+_root.getNextHighestDep th(), _root.getNextHighestDepth(), {_x:494.9, _y:672.8});
}
if (talk == 3) {
talk2.removeMovieClip();
talk3 = _root.attachMovie("part_1_story_3", "part_1_story_3"+_root.getNextHighestDep th(), _root.getNextHighestDepth(), {_x:494.9, _y:672.8});
}
if (talk == 4) {
talk3.removeMovieClip();
talk4 = _root.attachMovie("part_1_story_4", "part_1_story_4"+_root.getNextHighestDep th(), _root.getNextHighestDepth(), {_x:494.9, _y:672.8});
}
if (talk == 5) {
talk4.removeMovieClip();
talk5 = _root.attachMovie("part_1_story_5", "part_1_story_5"+_root.getNextHighestDep th(),
}
trace (talk)
}
Ohh my fuck! Just chill man. Just create a MovieClip (named talkwindow) which follows your character all the time. When you talk to somebody this movieclip will gotoAndStop different frames. Thats how I did my Konga Game. Check it out
LOL! WRONG WRONG WROOOOOONG, YOU ARE SOOO WRONG MISTER!!!
...you forgot the dynamic textfield with the score ^^
if (_root.cliff.hitTest(_root,player._x, _root.player._y, true)) {
trace ("now it is working for sure");
dothestuffs();
}
At 9/15/08 11:01 AM, Dark-Ninja9 wrote: its an old account and i forgot the email to it? so it makes the recovery useless..
fuck fuck...fuck it its fucking...FUCK!
you need to remove the ' whitin ('2'), or do like this:
gotoAndStop("2") - but then you must have a frame labled 2
Ok, actually I have not written a tutorial before (just pieces of it), so I will do it this time too. Anyways, I just did a game to move a vertical turret and fire down some enemies flying in the sky. You just need to change the turret to an arm (or as in the SAM-game; the whole upper body).
//attach this to whatever you would like to rotate
cannonEnterFrame = function()
{
var diffx = _root._xmouse - this._x;
var diffy = _root._ymouse - this._y;
this.ang = Math.atan2(diffy, diffx);
if (this.ang > 0) //this is couse I didnt want the turret to point down in the ground
{
diffy = 0;
this.ang = Math.atan2(diffy, diffx);
}
this._rotation = this.ang * (180 / Math.PI);
}
Wie, my:
:::: ::::::::: :::::::::::::
:::::::: :::: :::: :::: ::::
::::: :::: :::: :::: ::::
::::: :::: :::: :::: ::::
::::::::: :::::::: :::::::::::: ...post. EPIX :)
Very ver nice, not only couse I like superpower movies ;) I liked the drawing-syle to. I hope I can do something like this someday. Although, I am more into AS now, think the animation for me will be a later question :P
HAHA this was really nice made :D Just my humor. I did a game like this (find different ways to kill a person) but it was not like this ;D Also, if you hadnt added the screams it would be like - 5 :P
Ahh okey, Have tried stickman SAm now and I should say that it is more like a vertical shooter. Anyways, thats not your question so lets skip that part =) So, what part are you stuck at? What have you done? Have done a game like this before so I know the rules
HAHAHA! Awesome work there! =P
Yes I think you are right actually. If I remember corectly I have done a thing or two with a greater amout then 2000 frames, guess it was on one single scene tho
At 9/15/08 01:50 AM, Blakant wrote: Here's my example of cartoon drawing style! :D
10 POINTS to Blakant and his animations! : )
What Coaly said was in fact very nice explained. Take a taste of the _root .... what does it say to you? If it dosnt say enought I suggest you look it up and everything will be much clearer :P
Sorry for the Doublepost folks. But I forgot to mention the best tutorial ever *butter *butter: http://www.newgrounds.com/bbs/topic/2298 08/53
Hail to FION! ^^
I can help you, but first you need to declare what exactly you are going to do. I mean a third person shooter can look thousands of different ways. When I think of third person for example, I for example think at games like Hellgate London, RUNE, Mafia etc etc, and I dont think that you would like to do a game like those.
Well it wont get perfect, but I would just call some random calls so that the enemy ships fly away at random times.
For example
variable = random(100) +1;
if(variable <= 50 && fight(?) == true){
doavoid();
}
doavoid = function(){
this._x = dx;
this._y = dy;
{
on the ships enter frame:
dx ++;
dy++;
It is actually hard to write something for you when I cant see the whole code :S
Secondly, I'm not sure what you're saying exactly, but try putting all your hitTests in an if/else statement, rather than just three independent if statements.
Would do exactly as Kirk says :) Putting things in ifstatements is a great way to declare a logic order. Also you can have as many else if as you wont. There is no limit
Guess this is AS3.0? = ) I dont understand even a thing
OOOOOHH NOOO this is just toooo CUUUUUTEE!! ^^
well, that is a lot of help in only one thread.
I can help you with the Bulletquestion for your turret:
lets see...
do a variable:
_root.maxbullet = 2;
if(_root.maxbullet <= 2){
dofire();
}
I dont know how you did the firefunction for your game, so I cant tell you anymore about it sorry. But if you want you can PM me the code and I will write something for you
hmm I will try;
create a MovieClip and place it like at the bottom of the stage:
onClipEvent(load){
upwards = true;
}
onClipEvent(enterFrame){
if(upwards==true){
this._x ++;
}
else{
this._x --;
}
if(this._x > 550){
upwards= false;
}
if(this._x < 50){
upwards = true;
}
of course there will be easier way to do this. But this is my tec.
I cant tell much about AS 3 actually. But what I have seen this far, it seems completly different to AS2
if (dir == "right") {
_root.dirleft = false;
var diffx = _root._xmouse-this._x;
var diffy = _root._ymouse-this._y;
_root.player.arm.ang = Math.atan2(diffy, diffx);
_root.player.arm._rotation = _root.player.arm.ang*(180/Math.PI);
}
}
if (dir == "left") {
_root.dirleft = true;
var diffx = _root._xmouse-this._x;
var diffy = _root._ymouse-this._y;
_root.player.arm.ang = Math.atan2(diffy, diffx);
_root.player.arm._rotation = _root.player.arm.ang*(-180/Math.PI);
}
//rotation ends
Ok, that is what I have made based on a turretdefence tutorial. As I said, it doesnt work perfect, but it is still worth a try =)