53 Forum Posts by "Damn-Retard"
To Monocrom:
Thx for the topic ;p!
Well, I'm not ready to teach anyways but about the confidence building thingy's.
Those things could work out real bad, but I don't think it's bad for a teacher to use this things.
A teacher shouldn't go and give those to any beginner and/or at the start of practising something, that requires confidence. In my opinion a teacher should carefully 'study' his students and see if any of those things are needed. Some students will probably build confidence themeselves and in fact, every student could bring enough confidence. But if a teacher gives such a thing to his student to practise with, he should tell him it doesn't work at all after the student has enough confidence himself.
At 6/15/07 06:27 PM, Monocrom wrote:At 6/15/07 10:45 AM, Damn-Retard wrote: Im out of topics guys! Do you guys have something to talk about?I'm working on something..... But I need more time to organize my thoughts.
Soon...... Promise! :)
Haha, I'm counting on you! :p
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To HadesKnight:
Welcome! Hope you enjoy it here.
At 6/13/07 03:34 PM, Twone wrote:At 6/13/07 12:29 AM, dsmking wrote: I want to try to get Tom to do a "martial arts day" on NG.Either it will be really good, or everyone will post stick flashes.
Probably much stick flashes, but there are people who would like to make a non-stick Martial Art flash. Let's hope so.
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Im out of topics guys! Do you guys have something to talk about?
At 6/12/07 01:37 PM, Monocrom wrote:At 6/12/07 01:25 PM, Damn-Retard wrote: To Monocrom:We have become nicer to each other, since then. :)
I'll definatly stick around, I'd like to talk some more about Martial Arts and hear story's of it from you people. Btw, I still remember you and Dsm from before. :p
That's good to hear. I remember lots of people leaving this thread because of people that weren't doing nice to each other. Some said goodbye, some didn't. It wasn't fun seeing people leave. After a while I left to, I just didn't had the time to post and I also thought the way that people were interacting with eachother sucked. But that isn't a problem anymore now, I see. :)
To Lagerkapo:
I tell you, getting injuries like that really sucks. You don't only have to wait to get on with your sport again, but you also can't do much at home to keep on training your muscles etc. There is perhaps not much chance of breaking anything in normal live or in Martial Arts (even if in Martial arts you've got some more chance) but it's still irritating IF it happens. Well... It happened to me and that sucked, but I'm can do Ninjutsu now and I enjoy it.
To Monocrom:
I'll definatly stick around, I'd like to talk some more about Martial Arts and hear story's of it from you people. Btw, I still remember you and Dsm from before. :p
To Dsmking:
It would definatly be a good idea to celebrate the third 'birthday' of this thread. We could make a tribute, where everyone posting in this thread could tell something about their sport or make a sort of storyline presenting his/ her sport. We could then give it to someone experienced in Flash so that he could make a flashmovie out of it. Just an idea. :)
Hi there,
Im new here, well.. kinda. I've started posting here when this topic had like 80 pages of posts but I stopped posting. I will introduce myself a little now.
I'm doing Ninjutsu, for... let's say, 3/4 year. If it weren't for my brother I would have practiced Ninjutsu for half a year longer but me and my brother were fighting for fun. Then he jumped right on my wrist that was in a position that if something that was rather heavy falled on it, it would go into a position it shouldn't go. I broke my wrist, making me wait after a first testlesson - that I found rather enjoyable - for more than half a year to start practicing again. Sinds then, my brother never thought of jumping on me again. Well... this is my story ;p.
Make 'ground' be only the top of the platform, not the whole platform.
Thank you very much!
Hello EveryBody,
I'm currently making this game:
http://img153.imageshack.us/my.php?image=umbr ellapanichfx9.swf
But I want to know, how can I get the score to be submitted to Internet on a highscoretable?
Thx!
Hello,
I've got a problem,
http://img246.imageshack.us/my.php?image=umbr ellapanichhy5.swf
If the man dies, I want the falling Object to go away.
How can I do that?
I already got:
onClipEvent (enterFrame) {
if (_this._y>450) {
this.removeMovieClip;
}
}
But they're still coming from down and such.
Go for the 1st one, it's better.
If we, humans, don't stop the global warming, there will come an ice age by some reasons I dont know, but we wil be safe in the southern half of the world... :3
thx man!
I do really appreciate your help!
Does really nobody know this?
I really need to know beacause I'm making a game with The-Romero and I really need this in the game.
They're still overwriting each others. :'(
I put this in the frame the banana is in ( the banana itself folows an object) :
onLoad = function () {
var i:Number = 1000;
};
onEnterFrame = function () {
if (random(10) == 0) {
i++;
if (i>1100) {
i = 1000;
}
duplicateMovieClip(_root.banana, "banaan"+i, i++);
}
};
But if it is duplicated for the second time, the first banana will still be removed,
What am i doing wrong?
No, I added a code to them so they will start on a random place out of the part you can see, then I let them search where the Umbrellaman is and let them go to him.
Hmmm... okay,
I'll try it out.
Thx!
I'm working on a game with The-Romero called Umbrella Panic.
http://img83.imagesh..mbrellapanichdu7.swf
I want the enemies to come more then once. :s
What As should I use?
At 7/15/06 06:20 PM, lexus727 wrote: well, if u didnt rip ur codes, and wrote ur own, maybe theyd work... im not botherd 2 brows through it, good luck
Yeah, U may be right, I may try that but I'm still a n00b in AS, and I still would like to solve this problem.
Ok, here's a working link... hopefully:
http://img114.images..=beginseltestep4.swf
I am making a game about Dr Mario, its a platformer-madness style, but there's an error in the actionscript wich don't let him shoot! I can't find out what it is!
OK heres a little preview, in wich Dr mario should have the ability to shoot pills, but he can't! :(
http://img291.images..=beginseltestxc2.swf
OK so here the AS:
In D.r Mario (instance=player):
onClipEvent (load) {
gravity = 10;
maxJump = 8;
scale = _xscale;
walkSpeed = 8;
}
onClipEvent (enterFrame) {
if (Key.isDown(65)) {
_xscale = -scale;
_x -= walkSpeed;
this.gotoAndStop(2);
}
if (Key.isDown(68)) {
_xscale = +scale;
_x += walkSpeed;
this.gotoAndStop(2);
}
}
onClipEvent (enterFrame) {
if (air == true) {
this._y += gravity;
}
if (_root.platforms.hitTest(_x, _y, true)) {
air = false;
} else {
air = true;
}
if (air == false) {
jump = false;
}
if (air == false) {
jump = true;
jumpcount = 0;
jumpSpeed = 22;
}
if (Key.isDown(87)) {
jumpcount += 1;
}
if (Key.isDown(87) && jump == true) {
_y -= jumpSpeed;
this.gotoAndStop(3);
}
if (jumpcount>maxJump && jumpSpeed>-2) {
jumpSpeed -= 8;
}
if (this._x>550) {
this._x = 550;
}
if (this._x<10) {
this._x = 10;
}
}
onClipEvent (keyUp) {
this.gotoAndStop(1);
}
In the pill (instance=bullet):
onClipEvent (load) {
spd = 24;
_x = _root.player.gun._x;
_y = _root.player.gun._y;
_rotation = _root.player.gun._rotation;
}
onClipEvent (enterFrame) {
if (_name == "bullet") {
_x = -1000;
} else {
if (_rotation>180) {
_y += (spd*Math.cos(Math.PI/180*_rotation));
_x -= (spd*Math.sin(Math.PI/180*_rotation));
} else {
_y -= (spd*Math.cos(Math.PI/180*_rotation));
_x += (spd*Math.sin(Math.PI/180*_rotation));
}
}
if (_x>Stage.width || _x<0 || _y<0 || _y>Stage.height) {
this.removeMovieClip();
}
}
In the arm that shoots the pills (located in the same Movieclip as Dr mario)(instance=gun)
onClipEvent (mouseMove) {
Xd = _parent._xmouse-_x;
Yd = _parent._ymouse-_y;
radAngle = Math.atan2(Yd, Xd);
_rotation = int((radAngle*360/(2*Math.PI))+90);
updateAfterEvent();
}
In the main timeline:
var bc = 1000;
_root.onMouseDown = function() {
bc++;
if (bc>1100) {
bc = 1000;
}
duplicateMovieClip("bullet", "b"+bc, bc);
};
Anyone knows how to solve my problem?
I didn't work!
At 7/15/06 01:30 PM, GuyWithHisComp wrote:
Lol, copied from a tutorial and you can't even add some scripts without making another won't work? xD
Yeah... Well, I had some more problems and fixed them, but this one... I just can't solve it!
I know, See it like this topic is closed, I came a bit further but still have a problem.
I made a new topic with a workin link
I am making a game about Dr Mario, its a platformer-madness style, but there's an error in the actionscript wich don't let him shoot! I can't find out what it is!
OK heres a little preview, in wich Dr mario should have the ability to shoot pills, but he can't! :(
http://img291.images..=beginseltestxc2.swf
OK so here the AS:
In D.r Mario (instance=player):
onClipEvent (load) {
gravity = 10;
maxJump = 8;
scale = _xscale;
walkSpeed = 8;
}
onClipEvent (enterFrame) {
if (Key.isDown(65)) {
_xscale = -scale;
_x -= walkSpeed;
this.gotoAndStop(2);
}
if (Key.isDown(68)) {
_xscale = +scale;
_x += walkSpeed;
this.gotoAndStop(2);
}
}
onClipEvent (enterFrame) {
if (air == true) {
this._y += gravity;
}
if (_root.platforms.hitTest(_x, _y, true)) {
air = false;
} else {
air = true;
}
if (air == false) {
jump = false;
}
if (air == false) {
jump = true;
jumpcount = 0;
jumpSpeed = 22;
}
if (Key.isDown(87)) {
jumpcount += 1;
}
if (Key.isDown(87) && jump == true) {
_y -= jumpSpeed;
this.gotoAndStop(3);
}
if (jumpcount>maxJump && jumpSpeed>-2) {
jumpSpeed -= 8;
}
if (this._x>550) {
this._x = 550;
}
if (this._x<10) {
this._x = 10;
}
}
onClipEvent (keyUp) {
this.gotoAndStop(1);
}
In the pill (instance=bullet):
onClipEvent (load) {
spd = 24;
//bullet speed
_x = _root.player.gun._x;
//Move to gun _x
_y = _root.player.gun._y;
//Move to gun _y
_rotation = _root.player.gun._rotation;
//Point in same direction as gun
}
onClipEvent (enterFrame) {
if (_name == "bullet") {
_x = -1000;
//Move the original bullet MC offstage
} else {
//Run this movement code on all dupes
if (_rotation>180) {
_y += (spd*Math.cos(Math.PI/180*_rotation));
_x -= (spd*Math.sin(Math.PI/180*_rotation));
} else {
_y -= (spd*Math.cos(Math.PI/180*_rotation));
_x += (spd*Math.sin(Math.PI/180*_rotation));
}
//if(hitTest(_root.enemy)){ blahh; } Not going to address this here, check AS: Main for hitTest threads.
}
if (_x>Stage.width || _x<0 || _y<0 || _y>Stage.height) {
//If off-stage, delete the dupe to save CPU
this.removeMovieClip();
}
}
In the arm that shoots the pills (located in the same Movieclip as Dr mario)(instance=gun)
onClipEvent (mouseMove) {
Xd = _parent._xmouse-_x;
//Get _x distance from gun to mouse
Yd = _parent._ymouse-_y;
//Get _y distance from gun to mouse
radAngle = Math.atan2(Yd, Xd);
//Use atan2 to calculate the angle from gun to mouse
_rotation = int((radAngle*360/(2*Math.PI))+90);
//Use PI to calculate and set gun rotation
updateAfterEvent();
}
In the main timeline:
var bc = 1000;
//bulletcount
_root.onMouseDown = function() {
bc++;
if (bc>1100) {
bc = 1000;
}
//Reset bulletcount
duplicateMovieClip("bullet", "b"+bc, bc);
//Create dupe bullet
};
I'm making a platformer with dr.mario madness style.
I can let him shoot:
http://img150.images..ge=standshoot8db.swf
But if I want to make him walk + shoot it messes up:
http://img150.images..marioplatform0lv.swf
Shooting A.S:
In the pill:
onClipEvent(load){
spd=24; //bullet speed
_x=_root.gun._x; //Move to gun _x
_y=_root.gun._y; //Move to gun _y
_rotation= _root.gun._rotation; //Point in same direction as gun
}
onClipEvent(enterFrame){
if(_name == "bullet"){
_x = -1000; //Move the original bullet MC offstage
}else{
//Run this movement code on all dupes
if (_rotation>180) {
_y += (spd*Math.cos( Math.PI/180*_rotation));
_x -= (spd*Math.sin( Math.PI/180*_rotation));
} else {
_y -= (spd*Math.cos (Math.PI/180*_rotation));
_x += (spd*Math.sin( Math.PI/180*_rotation));
}
//if(hitTest(_root.enemy)){ blahh; } Not going to address this here, check AS: Main for hitTest threads.
}
if(_x>Stage.width || _x<0 || _y<0 || _y>Stage.height){
//If off-stage, delete the dupe to save CPU
this.removeMovieClip();
}
}
In his shooting arm:
onClipEvent (mouseMove) {
Xd = _root._xmouse-_x;
//Get _x distance from gun to mouse
Yd = _root._ymouse-_y;
//Get _y distance from gun to mouse
radAngle = Math.atan2(Yd, Xd);
//Use atan2 to calculate the angle from gun to mouse
_rotation = int((radAngle*360/(2*Math.PI))+90);
//Use PI to calculate and set gun rotation
updateAfterEvent();
}
In the main timeline:
var bc=1000; //bulletcount
_root.onMouseDown=function(){
bc++;
if(bc>1100){ bc=1000; } //Reset bulletcount
duplicateMovieClip("bullet", "b"+bc, bc); //Create dupe bullet
}
Walking/Jumping/shooting AS:
Same in the Pill, only changed _root.gun to _root.player.gun cause the shooting arm(gun) has been placed in the same Movieclip as Dr Mario (player)
Same in the main timeline
Same in the Shooting arm , but the shooting arm is in the same Movieclip as D.r Mario so he would move with him.
Can someone plz help me out?
Thx!
I'm making a platformer with dr.mario madness style.
I can let him shoot:
http://img150.images..ge=standshoot8db.swf
But if I want to make him walk + shoot it messes up:
http://img150.images..marioplatform0lv.swf
Shooting A.S:
In the pill:
onClipEvent(load){
spd=24; //bullet speed
_x=_root.gun._x; //Move to gun _x
_y=_root.gun._y; //Move to gun _y
_rotation= _root.gun._rotation; //Point in same direction as gun
}
onClipEvent(enterFrame){
if(_name == "bullet"){
_x = -1000; //Move the original bullet MC offstage
}else{
//Run this movement code on all dupes
if (_rotation>180) {
_y += (spd*Math.cos( Math.PI/180*_rotation));
_x -= (spd*Math.sin( Math.PI/180*_rotation));
} else {
_y -= (spd*Math.cos (Math.PI/180*_rotation));
_x += (spd*Math.sin( Math.PI/180*_rotation));
}
//if(hitTest(_root.enemy)){ blahh; } Not going to address this here, check AS: Main for hitTest threads.
}
if(_x>Stage.width || _x<0 || _y<0 || _y>Stage.height){
//If off-stage, delete the dupe to save CPU
this.removeMovieClip();
}
}
In his shooting arm:
onClipEvent (mouseMove) {
Xd = _root._xmouse-_x;
//Get _x distance from gun to mouse
Yd = _root._ymouse-_y;
//Get _y distance from gun to mouse
radAngle = Math.atan2(Yd, Xd);
//Use atan2 to calculate the angle from gun to mouse
_rotation = int((radAngle*360/(2*Math.PI))+90);
//Use PI to calculate and set gun rotation
updateAfterEvent();
}
In the main timeline:
var bc=1000; //bulletcount
_root.onMouseDown=function(){
bc++;
if(bc>1100){ bc=1000; } //Reset bulletcount
duplicateMovieClip("bullet", "b"+bc, bc); //Create dupe bullet
}
Walking/Jumping/shooting AS:
Same in the Pill
Same in the main timeline
Same in the Shooting arm, but the shooting arm is in the same Movieclip as D.r Mario so he would move with him.
Can someone plz help me out?
Thx!

