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Author Search Results: 'deadlock32'

We found 2,502 matches.


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1.

None

Topic: As3 Code Collab! Line By Line.

Posted: 09/15/08 06:10 PM

Forum: Flash

Jaye19 wrote:

Please a me makey a preloader and find good backround music and SFX

Well I don't think we are at a point where we should be thinking much about BGmusic and SFX. While they are important parts of a game, we shouldn't burden our selves with the tasks prematurely. We are not maintaining an *.FLA file yet, part of the goal was that this project would be able to copy and paste the code on the first frame.

Made a new one
SWf Protection Code

This may seem similar to the one in AS3 Main but I made this he just got to post it before me and I haven't tested it yet well I acnt upload another flash at another website without redeeming qualities

import flash.display.*;
//Just imports importants stuff

(just for your reference, if you are coding in the Flash CS3 IDE, importing display objects (as well as the majority of the flash classes) is not nessary. Only when you are working out of the external classes. just saving your potential lines of code)


var Good_url:String = "http://www.blah.org/crapSWf"
//Put the website where the swf is embedened in

var this_url:String = this.loaderInfo.url;

if(this_url.indexOf(good_url) ==0)

{

play();

}else{

gotoAndStop("stolen");
//Change stolen to the frame label you have there in the project :3

}

Finally, I don't think we need to worry too much about this getting stolen... it is open source. A better idea would be to have maybe a text box in the corner linking to this page OR when ever this makes it to the portal a link there.

BUT I'll let the rest of the authors chime in. The big reason why I am no liking this code its it requires more than one key frame. If you could build it to not start the game and display a graphic (using the DisplayObject.graphics / textfield classes) then I'd be less hesitant ^_^


2.

None

Topic: As3 Code Collab! Line By Line.

Posted: 09/15/08 01:37 AM

Forum: Flash

At 9/14/08 06:45 PM, PrettyMuchBryce wrote:
At 9/14/08 06:09 PM, eyerecon wrote: 3.0

what now
Creatively we seem to be in a bit of a pickle. I think we should expand it so its something more than just this cliche 'see how many you can pop' game. Anyone have any ideas?

I can think of a few roads to go down. Remember the whole 10 lines.

One thing to do is to set up the particles in its own array, which leaves open the usage for the random object getter function.

maybe the particles become attracted to the mouse.

maybe the explosions are proportionate to the original size of the circle.

maybe create a 2nd object. (which could lead to it falling down the screen which could lead to a different action happening)

maybe have the mouse cursor (flash drawn) get larger as time goes on so its harder to avoid the circles.

maybe instead of mouse over you have to throw the circle at another circle to get it to pop.

maybe if you pop one of one color, they others need to be similar colors to work.

(these are all just examples, maybe it'll help you think of something)

I'm holding back from adding more, until i get a few more from others ^_^

maybe Mike would like to add something? = D


3.

None

Topic: As3 Code Collab! Line By Line.

Posted: 09/14/08 06:04 PM

Forum: Flash

At 9/14/08 02:16 AM, Jaye19 wrote: I made this this is just a right-click menu code I posted but it seems that know one cared might as well try to post it again :'(

Ahh! really sorry buddy, i've added your code to the repository!

this allows you to see the difference between before and after your code has been added
http://code.google.com/p/as3collab/sourc e/diff?spec=svn7&r=7&format=side&path=/t runk/src/com/newgrounds/as3/as3_collab_1 /as3_collab_1.as&old_path=/trunk/src/com /newgrounds/as3/as3_collab_1/as3_collab_
1.as&old=5

the latest version of the source can be found here:
http://code.google.com/p/as3collab/sourc e/browse/trunk/src/com/newgrounds/as3/as 3_collab_1/as3_collab_1.as


4.

None

Topic: As3 Code Collab! Line By Line.

Posted: 09/13/08 03:07 PM

Forum: Flash

At 9/13/08 02:01 PM, PrettyMuchBryce wrote: I think it's also important we continue to enforce the 10 line limit.
Otherwise it gets a little too out of control. We are in no hurry, so lets stick to the original intent of the post and see where it takes us.

Agreed. ^_^


5.

None

Topic: As3 Code Collab! Line By Line.

Posted: 09/13/08 01:55 PM

Forum: Flash

At 9/12/08 07:55 PM, Calipe wrote: Ok I was thinking of how to set it up so it is manageable. What if we assign a committee that will review the submissions and add the ones that are worthy to the project? It will be kind of like what other open-source organizations do. In that way there is an official file.
What do you think?

it may come to that. Though I'd like to try and see if we can worry less about if its worthy. As long as its code that works. I'm sure some filtering will occur but, but hopefully we can keep it to a minimum.

New users can continue adding code here in the forum, but to see the current code make sure you go here:
http://code.google.com/p/as3collab/sourc e/browse/trunk/src/com/newgrounds/as3/as 3_collab_1/as3_collab_1.as
(as well as take considerations on new additions that may be in the forum that haven't gotten added to the google repository)

and then project members will add it to the repository. Users will have the option to become members, which at that point you can add code to it directly (though if you don't want to you don't need to be a member)

And anyone who changes the current code should write a comment here about what you added to the project.


6.

None

Topic: As3 Code Collab! Line By Line.

Posted: 09/12/08 06:38 PM

Forum: Flash

At 9/12/08 06:18 AM, Ben-Fox wrote: Since the project is getting long enough that running into char count limits per post is imminent, I broke the code into discrete sections. Perhaps the full code should be posted once per page, and only the appropriate section be posted when you update?

Ok. So I just created a google code repository for this project.
http://code.google.com/p/as3collab/

you can view the source by clicking:
Source -> Browse -> trunk -> src -> com -> newgrounds -> as3 -> as3_collab_1 -> as3_collab_1.as

For this first run at this project, ironing out how to manage all of this will work its self out. I will need to add super users to the project so hopefully the next round we go, a multi-class as3 project can be started as well as as2 projects.

I am going to need the current authors of this current project to create a gmail account so I can add you as project members, PM me please.

This also introduces version control access. If you are unfamilar with this, this is a way for you to edit the file, and then be able to upload it and comment your changes, as well as see changes as it changes.

If you are using windows, you can http://tortoisesvn.tigris.org/ and install it on your machine.

once it is installed check out this walk though on how to set it up and use it.
https://www.projects.dev2dev.bea.com/Sub version%20Clients/TortoiseSVN.html

login user name and password is handled by google (and your password may not be your gmail account password, find it in google.code settings tab)

Any of you who do not have SVN experience will benifit from this because its a big part of working on a development team.

If this seems like too much let me know, we could continue to manage the way we are right now. Any question ask them here, I'll do my best to answer them. ^_^


7.

None

Topic: As3 Code Collab! Line By Line.

Posted: 09/12/08 12:04 PM

Forum: Flash

At 9/12/08 09:14 AM, hesselbom wrote:
At 9/12/08 06:18 AM, Ben-Fox wrote: Since the project is getting long enough that running into char count limits per post is imminent, I broke the code into discrete sections. Perhaps the full code should be posted once per page, and only the appropriate section be posted when you update?
This is why most people use classes.

Who still codes on frames in ActionScript 3? :s

yeah I started thinking about this yesterday, I wrote about it here:

http://asftw.typepad.com/actionscript_fo r_the_win/2008/09/no-as3-classes.html


8.

None

Topic: As3 Code Collab! Line By Line.

Posted: 09/12/08 02:23 AM

Forum: Flash

I added a chain reaction system to the circles popping. With all these new display objects on the screen, Ben-Fox (or anyone) could pull a another nifty effect using the get random object from array or stage.

Good job so far.
^_^

/* AS3 Code Collab! <http://www.newgrounds.com/bbs/topic/966360>
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.

 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.

 * A copy of the GNU General Public License is available at:
 * <http://www.gnu.org/licenses/>.
 */

stage.frameRate = 30;
const CIRCLE_RADIUS_MIN:int = 25;
const CIRCLE_RADIUS_MAX:int = 50;
const CIRCLE_SPD:int = 7;
const CIRCLE_CREATION_DELAY:int = 500;
const GRAVITY:int = 5; //Gravity applied to particles ***Added by Calipe***
var maxParticles:int = 10; //Max number of particles 
var maxCircles:int = 50;
var circles:Array = new Array(); //lets make a container so we can easily access the circles?


var circleCreationTimer:Timer = new Timer(CIRCLE_CREATION_DELAY, 0);
circleCreationTimer.addEventListener(TimerEvent.TIMER, createCircleEvent, false, 10, false);
circleCreationTimer.start();

function createCircleEvent(timerEvent:TimerEvent):void
{
	var newCircle:Sprite = createCircleSprite();
	newCircle.x = Math.random()*(stage.stageWidth - newCircle.width);
	newCircle.y = - newCircle.height;
	circles.push(newCircle); //Here we add the circles to the array
	
	newCircle.addEventListener(Event.ENTER_FRAME, onCircleEnterFrame, false, 5, true);
	newCircle.addEventListener(MouseEvent.MOUSE_OVER, mouseOverListener, false, 0, true); //Registers the circle for the mouse over event ***Added by Calipe***
	
	addChild(circles[circles.length - 1]);
	
}

// original content **PrettyMuchBryce** ( modified )
function onCircleEnterFrame(event:Event):void
{
	var currentCircle:Sprite = event.currentTarget as Sprite;
	currentCircle.y += CIRCLE_SPD;
	
	if ((currentCircle.y - currentCircle.height) > stage.stageHeight)
	{
		currentCircle.removeEventListener(Event.ENTER_FRAME, onCircleEnterFrame); // EXTREMELY IMPORTANT FOR GARBAGE COLLECTION
		removeChild(currentCircle);
		circles.splice(circles.indexOf(currentCircle), 1);
	}
}

function createCircleSprite():Sprite
{
	var radius:int = CIRCLE_RADIUS_MIN + Math.random()*(CIRCLE_RADIUS_MAX - CIRCLE_RADIUS_MIN);
	var tempCircle:Sprite = new Sprite();

	tempCircle.graphics.lineStyle();
	tempCircle.graphics.beginFill(Math.random()*0xFFFFFF);
	tempCircle.graphics.drawCircle(radius, radius, radius);
	tempCircle.graphics.endFill();

	return tempCircle;
}
// ** Ben-Fox ** random display object getter
function getRandomSprite(sourceArray:Array = null):Sprite {
     if (sourceArray == null) { //If no array reference is passed to the function...
          //Choose any child on the stage to return.
          return getChildAt(Math.floor(Math.random() * numChildren)) as Sprite;
     } else {
          //Return a reference from the specified array
          return sourceArray[Math.floor(Math.random() * sourceArray.length)] as Sprite; //Just in case
      }
}


//The event listener function that is triggered when the mouse over event is dipatched ***Added by Calipe***

function mouseOverListener(event:MouseEvent):void
{
	
	popCircle(Sprite(event.target), mouseX, mouseY);
}

// updated the circle pop, so mouse overs were not the only method for triggering them.  ** deadlock32 **
function popCircle(targetCircle:DisplayObject, centerX:Number, centerY:Number):void
{
	removeChild(targetCircle);
	circles.splice(circles.indexOf(targetCircle), 1);
	targetCircle.removeEventListener(Event.ENTER_FRAME, onCircleEnterFrame);
	createParticles(centerX, centerY);
}

//Creates the particles ***Added by Calipe***

function createParticles(centerX:Number, centerY:Number):void
{
	for (var i:int = 0; i < maxParticles; i++)
	{
		var particle:MovieClip = new MovieClip();
		particle.graphics.beginFill(Math.random() * 0xFFFFFF);
		particle.graphics.drawCircle(0, 0, Math.random() * 10 + 5);
		particle.vx = Math.random() * 30 - 15;
		particle.vy = Math.random() * -50;
		particle.x = centerX;
		particle.y = centerY;
		particle.addEventListener(Event.ENTER_FRAME, particleEnterFrame, false, 0, true);
		addChild(particle);
	}
}

//Particles enter frame listener ***Added by Calipe***

function particleEnterFrame(event:Event):void
{

	
	var tempParticle:MovieClip = MovieClip(event.target);
	if ( tempParticle.y < stage.stageHeight)
	{
		checkIfParticlePopsCircle(tempParticle);
		
		tempParticle.vy += GRAVITY;
		tempParticle.x += tempParticle.vx;
		tempParticle.y += tempParticle.vy;
		
		
	}
	else
	{
		removeChild(tempParticle);
		tempParticle.removeEventListener(Event.ENTER_FRAME, particleEnterFrame, false);
	}
}


// added a function to check if a particle is touching another circle  
// by deadlock32
function checkIfParticlePopsCircle(targetParticle:DisplayObject):void
{
	var targetParticleRadius:Number = targetParticle.width * 0.5;
	for each(var tempCircle:DisplayObject in circles)
	{
		var circleRadius:Number = tempCircle.width * 0.5;
		var collisionDistanceMax:Number = targetParticleRadius + circleRadius;
		
		var distanceApart:Number = Point.distance(new Point(targetParticle.x, targetParticle.y), new Point(tempCircle.x, tempCircle.y));
		
		if(distanceApart <= collisionDistanceMax)
		{
			popCircle(tempCircle, tempCircle.x, tempCircle.y);
			break;
		}
		// the above was 100%... for some reason if you wanna figure out why go for it
		// I added the below to help compensate
		if(tempCircle.hitTestPoint(targetParticle.x, targetParticle.y, true))
		{
			popCircle(tempCircle, tempCircle.x, tempCircle.y);
			break;
		}
	}
}

9.

None

Topic: As3 Code Collab! Line By Line.

Posted: 09/11/08 06:13 PM

Forum: Flash

forgot the code tags T_T

stage.frameRate = 30;
const CIRCLE_RADIUS_MIN:int = 25;
const CIRCLE_RADIUS_MAX:int = 50;
const CIRCLE_SPD:int = 7;
const CIRCLE_CREATION_DELAY:int = 500;
var maxCircles:int = 50;
var circles:Array = new Array(); //lets make a container so we can easily access the circles?

var circleCreationTimer:Timer = new Timer(CIRCLE_CREATION_DELAY, 0);
circleCreationTimer.addEventListener(TimerEvent.TIMER, createCircleEvent);
circleCreationTimer.start();

function createCircleEvent(timerEvent:TimerEvent):void
{
	var newCircle:Sprite = createCircleSprite();
	newCircle.x = Math.random()*(stage.stageWidth - newCircle.width);
	newCircle.y = - newCircle.height;
	circles.push(newCircle); //Here we add the circles to the array
	
	newCircle.addEventListener(Event.ENTER_FRAME, onCircleEnterFrame);
	
	addChild(circles[circles.length - 1]);
	
}

// this is a method for not polling though an array.
// there is a trade off for this method, using a var for current cirlce 
// increases amount of garbage to collect, but this is a light enough app where you dont 
// need to worry about that yet.  I am going to write an article about local variable and garbage collection.
function onCircleEnterFrame(event:Event):void
{
	var currentCircle:Sprite = event.currentTarget as Sprite;
	currentCircle.y += CIRCLE_SPD;
	
	if ((currentCircle.y - currentCircle.height) > stage.stageHeight)
	{
		currentCircle.removeEventListener(Event.ENTER_FRAME, onCircleEnterFrame); // EXTREMELY IMPORTANT FOR GARBAGE COLLECTION
		removeChild(currentCircle);
		circles.splice(circles.indexOf(currentCircle), 1);
	}
}

function createCircleSprite():Sprite
{
	var radius:int = CIRCLE_RADIUS_MIN + Math.random()*(CIRCLE_RADIUS_MAX - CIRCLE_RADIUS_MIN);
	var tempCircle:Sprite = new Sprite();

	tempCircle.graphics.lineStyle();
	tempCircle.graphics.beginFill(Math.random()*0xFFFFFF);
	tempCircle.graphics.drawCircle(radius, radius, radius);
	tempCircle.graphics.endFill();

	return tempCircle;
}
function getRandomChild():DisplayObject { //DisplayObject class chosen for maximum compatibility
  var ind:uint = Math.floor(Math.random() * numChildren);
  return getChildAt(ind);
  //Remember to cast the return value of this function to the appropriate type!
}

10.

None

Topic: As3 Code Collab! Line By Line.

Posted: 09/11/08 06:11 PM

Forum: Flash

At 9/11/08 04:57 PM, PrettyMuchBryce wrote: I made it so the circles descend and are created above the stage. However, I think I voided the previous posters function by putting the circles in an array. I kept it in there anyways though. If there is a way to make this more efficient please tell me. This is a learning exercise for me.

Ok sir here is another way to accomplish what you coded. (please feel free to post back your existing work over mine. I am posting this up because you asked. (i also got rid of the dividing on the circle creation ^_^ )

stage.frameRate = 30;
const CIRCLE_RADIUS_MIN:int = 25;
const CIRCLE_RADIUS_MAX:int = 50;
const CIRCLE_SPD:int = 7;
const CIRCLE_CREATION_DELAY:int = 500;
var maxCircles:int = 50;
var circles:Array = new Array(); //lets make a container so we can easily access the circles?

var circleCreationTimer:Timer = new Timer(CIRCLE_CREATION_DELAY, 0);
circleCreationTimer.addEventListener(Tim erEvent.TIMER, createCircleEvent);
circleCreationTimer.start();

function createCircleEvent(timerEvent:TimerEvent)
:void
{
var newCircle:Sprite = createCircleSprite();
newCircle.x = Math.random()*(stage.stageWidth - newCircle.width);
newCircle.y = - newCircle.height;
circles.push(newCircle); //Here we add the circles to the array

newCircle.addEventListener(Event.ENTER_F RAME, onCircleEnterFrame);

addChild(circles[circles.length - 1]);

}

// this is a method for not polling though an array.
// there is a trade off for this method, using a var for current cirlce
// increases amount of garbage to collect, but this is a light enough app where you dont
// need to worry about that yet. I am going to write an article about local variable and garbage collection.
function onCircleEnterFrame(event:Event):void
{
var currentCircle:Sprite = event.currentTarget as Sprite;
currentCircle.y += CIRCLE_SPD;

if ((currentCircle.y - currentCircle.height) > stage.stageHeight)
{
currentCircle.removeEventListener(Event.
ENTER_FRAME, onCircleEnterFrame); // EXTREMELY IMPORTANT FOR GARBAGE COLLECTION
removeChild(currentCircle);
circles.splice(circles.indexOf(currentCi rcle), 1);
}
}

function createCircleSprite():Sprite
{
var radius:int = CIRCLE_RADIUS_MIN + Math.random()*(CIRCLE_RADIUS_MAX - CIRCLE_RADIUS_MIN);
var tempCircle:Sprite = new Sprite();

tempCircle.graphics.lineStyle();
tempCircle.graphics.beginFill(Math.rando m()*0xFFFFFF);
tempCircle.graphics.drawCircle(radius, radius, radius);
tempCircle.graphics.endFill();

return tempCircle;
}
function getRandomChild():DisplayObject { //DisplayObject class chosen for maximum compatibility
var ind:uint = Math.floor(Math.random() * numChildren);
return getChildAt(ind);
//Remember to cast the return value of this function to the appropriate type!
}


11.

None

Topic: London, MGS, Trophies, News

Posted: 09/11/08 05:43 PM

Forum: NG News

Thanks a bunch Tom ^_^

London, MGS, Trophies, News


12.

None

Topic: Change font via button.

Posted: 09/10/08 06:38 PM

Forum: Flash

when ever you are going to change a font (or any thing in a textFormat) you need to set the format then the text.

var someTextField:TextField
//////////

changeFontOfText(someTextField, "verdana");
someTextField.text = "some text";

// // // // or if you want the same text
// someTextField.text = someTextfield.text;

function changeFontOfTextField(targetTextField:TextField, someFontString:String):void
{
    var tempFormat:TextFormat = targetTextField.getTextFormat();
    tempFormat.font = someFontString;
    targetTextField.setTextFormat(tempFormat);
}

AS3 textfields are a bit wonky,


13.

None

Topic: AS3.0: Adding sound has added lag??

Posted: 09/09/08 05:27 PM

Forum: Flash

have you tested out of the IDE? some times the IDE uses more resources than stand alone or in html


14.

None

Topic: More AS3 Problems...

Posted: 09/09/08 12:13 PM

Forum: Flash

At 9/8/08 07:02 PM, Wurmy1029 wrote:
I already have all of my listeners set to be weak referenced. And I also remove all of my listeners..
Although I think I solved my problem.. I just wish there was a way to check that it really is removed..

There is a way for you to know if garbage collection has happened.

first get a flash memory viewer:
http://www.gskinner.com/blog/archives/20 08/04/simple_componen.html

second, where ever you are removing listeners and want to know if garbage collection happened... create a bunch of garbage. Then do a net connection 'hack' to start the garbage collector.

private const GARBAGE_TOTAL:int = 250;
////////////
someObject.removeEventListener(Foo.BAR, foobar);

for(var garbageIndex:int = 0; garbageIndex < GARBAGE_TOTAL; garbageIndex++)
{
   var trashClip:MovieClip = new MovieClip();
   trashClip.graphics.lineStyle();  
   trashClip.graphics.beginFill(0xF0CC12, 1);
   trashClip.graphics.drawRect(0,0,500,500);
   trashClip.graphics.endFill();
}

/// trigger garbage collection
try
{
    var lc:LocalConnection = new LocalConnection();
   lc.connect("FOO");
   lc.connect("BAR");
}
catch(e:Error)
{

}

using the memory viewer, you will see memory increase, then if it decreases that means garbage collection has happened. Adding some garbage helps see if the 'hack' triggered garbage collection.

of couse this doen't mean your event listener has garbage collected... you are just sure that a GC sweep happened. ^_^

also don't keep that code in your program when it is released

15.

None

Topic: As3 Code Collab! Line By Line.

Posted: 09/08/08 07:33 PM

Forum: Flash

I just got an idea though I am unsure of how well this will work. Might as well try.

So how bout a thread that just creates some large scale program. something that could be copied into the first frame of a flash cs3 time line and compiled. Assume no library graphics.

I think 10 lines max per post:
Use the rules from 25Lines.com on what a line is.

Try not to significantly alter existing code, but you can add to others functions and such. Please either use good coding practices or comments for WHY instead of HOW

finally, copy and paste the total commented project in your post, so its easy to for the next person to add to the IDE.

Maybe by the end we'll have something submitable to the portal... keep an eye out for people who submit it early ^_^

Here is the starting block.

const CIRCLE_RADIUS_MIN:int = 25;
const CIRCLE_RADIUS_MAX:int = 50;
const CIRCLE_CREATION_DELAY:int = 500;

var circleCreationTimer:Timer = new Timer(CIRCLE_CREATION_DELAY, 0);
circleCreationTimer.addEventListener(TimerEvent.TIMER, createCircleEvent);
circleCreationTimer.start();

function createCircleEvent(timerEvent:TimerEvent):void
{
	var newCircle:Sprite = createCircleSprite();
	
	newCircle.x = Math.random()*(stage.stageWidth - newCircle.width);
	newCircle.y = Math.random()*(stage.stageHeight - newCircle.height);
	addChild(newCircle);
}

function createCircleSprite():Sprite
{
	var radius:int = CIRCLE_RADIUS_MIN + Math.random()*(CIRCLE_RADIUS_MAX - CIRCLE_RADIUS_MIN);
	var tempCircle:Sprite = new Sprite();

	tempCircle.graphics.lineStyle();
	tempCircle.graphics.beginFill(Math.random()*0xFFFFFF);
	tempCircle.graphics.drawCircle(radius/2, radius/2, radius);
	tempCircle.graphics.endFill();

	return tempCircle;
}
if this doesnt work out well... the rules may need tweeking then. ^_~

As3 Code Collab! Line By Line.


16.

None

Topic: Question!!

Posted: 09/08/08 06:38 PM

Forum: Flash

just as murudai says:

// init
var totalThong = 1;
////

timer += 1;
if (timer == maxtime){

  for(var thongIndex = 0; thongIndex < totalThong; thongIndex++)
  {
     duplicateMovieClip(thing,"thong"+thongIndex, thongIndex)
  }

  totalThong++;
  timer =  0;
} 

17.

None

Topic: More AS3 Problems...

Posted: 09/08/08 06:33 PM

Forum: Flash

this really strange. I can only infer that the yellow line is when you hit tab and flash highlights buttons... so maybe flash is viewing your game class as a button. ( if you want to see an example goto homestarrunner.com and hit tab when you are on the main page.)

if you are having issues removing something from memory, make sure if its a movieclip, that it is stopped, and if any sounds are playing that they are also stopped. I noticed that if a movieclip with timeline sound is playing, it doesnt get unloaded.


18.

None

Topic: More AS3 Problems...

Posted: 09/07/08 09:14 PM

Forum: Flash

The key event listeners do not have to be on the stage my good man.

depending on child of the stage has the event listener you can do:

stage.focus = someDisplayObject;
someDisplayObject.addEventListener(keyboardEvent.KEY_DOWN, keyDownEvent);

/// now if this display object ALWAYS needs the keyboard listener you can do:
someDisplayObject.addEventListener(focusEvent.OUT, focusOutEvent); // might be FOCUS_OUT

/// or maybe you just need to disable stuff that intercepts keyboard events that you don't care about
/// such as a text field.  If the mouse clicks on a display object, the previously focus displayObject looses focus
anotherDisplayObject.mouseEnabled = false;
/// and if it has children
anotherDisplayObject.mouseChildren = false;

19.

Winking

Topic: iPhone Woes, $100. 14 of 20

Posted: 07/13/08 03:22 PM

Forum: NG News

here was the line at the Apple Store in OakBrook, IL around 5:30-6pm
http://qik.com/video/127592

I was toying with the idea of getting an iPhone to see how I would like it, but in the end I decided to stay with my Nokia N95. The lack of a nice camera is the only thing really hurting the iPhone in my eyes.

http://flickr.com/photos/gltovar/2351306 726/

I did goto an an AT&T store and ask if it would be possible to create a NEW account, then get the iPhone3G at the subsidized price then cancel my contract and pay the ETF which would still be cheaper than buying an official unlocked iPhone. And then I could use the pwnage tool and use my regular AT&T sim to try it out. Also get the programs i really would want on the iPhone like QIK.

So Tom what is swirling around you head for the iPhone? Game Dev? a mobile version of NG? Well you (vaguely) know me, i'd kill for some opportunity to work @ NG, so if an AS3 programmer
(fully understands OOP, Garbage Collection, Event Driven logic, pretty much all the ins and outs of Flash) could learn the Dev Syntax for iPhone lemmie know. (yeah, i know i didn't pm this ^_~)


20.

None

Topic: Full Time Flash Game Dev Positions!

Posted: 04/14/08 03:32 PM

Forum: Flash

At 4/14/08 02:40 PM, KaynSlamdyke wrote: Unless it pays $50k and comes with a green card, I'm going to have to pass

While still being vague... please apply if you are interested in the position ^_~ (applies to anyone anywhere, just realize relocation will be involved)


21.

None

Topic: Full Time Flash Game Dev Positions!

Posted: 04/14/08 01:51 PM

Forum: Flash

At 4/13/08 10:29 AM, Pixelwelder wrote:
At 4/12/08 03:15 PM, deadlock32 wrote: TY (the beanie babie guys) is looking for Flash game programmers (yes there is more than one spot open).
Hey, I know you- I didn't realize you were one of the Ty guys. So we meet again. Also, you could try the boards at Actionscript.org or Gamedev.

^_^ small world. We are working on some pretty major things right now... I wish you'd reapply for the position = P

But yeah i've got something up at actionscripters, flash kit, craigslist, but i'll totally throw something up on gamedev... man finding someone for this position(s) is way harder than it should be = D


22.

None

Topic: Full Time Flash Game Dev Positions!

Posted: 04/12/08 03:15 PM

Forum: Flash

in relation to a previous front page post by Tom: http://www.newgrounds.com/bbs/topic/8823 18

TY (the beanie babie guys) is looking for Flash game programmers (yes there is more than one spot open). Applicants should be proficient in AS2 and/or AS3. If you have any object oriented programming and SVN experience that is also a plus. Benefits include health insurance, life insurance, vacation, paid holidays and 401k. If you're interested, resumes and portfolios can be sent to chicagogamedev AT gmail.com

feel free to ask questions at the above email as well = ]

Full Time Flash Game Dev Positions!


23.

None

Topic: Full Time Flash Game Dev Positions!

Posted: 04/12/08 03:10 PM

Forum: Programming

oh right... thanks man ( this is the second time i've done this !)

but if you are a good game programmer in another c++ like languages, feel free to apply as well ^_^

we are willing to be patient and allow you to learn (and help you out with) as3 syntax if you already are a good programmer.


24.

None

Topic: Full Time Flash Game Dev Positions!

Posted: 04/11/08 02:38 PM

Forum: Programming

in relation to a previous front page post by Tom: http://www.newgrounds.com/bbs/topic/8823 18

TY (the beanie babie guys) Flash game programmers (yes there is more than one spot open). Applicants should be proficient in AS2 and/or AS3. If you have any object oriented programming and SVN experience that is also a plus. Benefits include health insurance, life insurance, vacation, paid holidays and 401k. If you're interested, resumes and portfolios can be sent to chicagogamedev AT gmail.com

feel free to ask questions at the above email as well = ]

Full Time Flash Game Dev Positions!


25.

None

Topic: 1st Quarter 2008

Posted: 01/16/08 02:41 PM

Forum: NG News

At 1/15/08 07:40 PM, TomFulp wrote: But enough about us... What are YOUR goals for 2008?

The same thing I do every year, try to get a job at newgrounds. -narf-


26.

Elated

Topic: Flash Portal Live V0.8

Posted: 07/26/07 04:09 PM

Forum: General

I've updated Flash Portal Live.
its now includes:
-Highlighting
-Underjudgement entries
-and type icons

Read more about it/download it here:
http://deadlock32.newgrounds.com/news/po st/7869

Flash Portal Live V0.8


27.

None

Topic: Flash Portal Live

Posted: 07/22/07 01:46 PM

Forum: General

At 7/22/07 02:36 AM, scottmale24 wrote: This thread really brought out the retard crowd.

lol im glad i could make a difference = ]


28.

None

Topic: If The Internet Was Downloadable

Posted: 07/22/07 02:27 AM

Forum: General

The problem with downloading the internet is similar to a The dichotomy paradox That while you are downloading the internet... more content will be added. So you'll never reach the end. (though The dichotomy paradox deals with a static length)

So I would say the internet = infinity.


29.

Mad as Hell

Topic: User Pages - Some Ground Rules.

Posted: 07/22/07 01:40 AM

Forum: NG News

At 7/22/07 01:36 AM, Reaperyami wrote:
At 7/22/07 01:32 AM, TomFulp wrote:
Well you SHOULDN'T be... We aren't running any pop-up code, so if a pop-up is coming through NG then a third party ad company is doing it "illegally"... And that does happen sometimes, unfortunately. What country are you in?
Uh oh... Tom is going to hunt you down...

LOL Tom @ airport:
Attendant: Ok you trip is all set for San Diego...
TOM: ... I need to make a top at the country that BlackPlastic lives in
Attendant: uhhh wha?
TOM: NOW!!!!


30.

Elated

Topic: Flash Portal Live

Posted: 07/22/07 01:12 AM

Forum: General

After getting blammed from the portal due to Sandbox Restrictions, Adobe AIR has come to the rescue.

At its core its a small window that shows the last 20 passed judgment flashes. Perfect to have if you want to glance from time to time about whats new.

http://deadlock32.newgrounds.com/news/po st/5266 has more information about it and you can download it there = ]

Enjoy

Flash Portal Live


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