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Response to: i cant find the NG tutorials Posted July 26th, 2005 in Game Development

At 7/26/05 01:28 AM, chaos713 wrote: link me

i cant find the NG tutorials

Response to: Stolen Flash! Posted July 26th, 2005 in Game Development

Similar gameplay, but that doesn't mean it's stolen. There are any number of frogger/ pong/ dodgeball clones on the net - that doesn't mean they should all be flagged.

If you're serious about this, then email one of the admins. There's little point complaining about it on the BBS

Response to: Make Movie Posted July 25th, 2005 in Game Development

At 7/25/05 10:02 PM, mlikecheese wrote: Aw thatd be so awesome if someone made a movie with this......oh well

Learn Flash and make it yourself.

Response to: Beta testers, please Posted July 25th, 2005 in Game Development

At 7/25/05 10:00 PM, icycomputer wrote: I mean like, alot of the times when I move my mouse, the little grey circle that's attatched to the cursor is choppy... when I move the mouse at a normal speed nothing happens for a sec, then it instantly moves to where my cursor is. It's kinda annoying a little harder to play.

What processor/RAM do you have?

Response to: Help me with my API please!! Posted July 25th, 2005 in Game Development

At 7/25/05 09:48 PM, jeremysfilms wrote: THANKS SO MUCH DENVISH/JOELASTICOT!!!! I got it to work. You guys ROCK!!!

Joe ROCKS, I just smell.

Response to: Automated Collections. Again. Sorry Posted July 25th, 2005 in General

At 7/25/05 09:46 PM, liljim wrote: But does any of that make sense?

You lost me at this bit:

Alright, if I'm
Response to: Help me with my API please!! Posted July 25th, 2005 in Game Development

At 7/25/05 09:31 PM, Joelasticot wrote: Jeremy, what I would to to reset the game is remove all movie clips, and make the whole initialisation in a function, like beginGame(). Then, when the player clicks, it removes everything, and runs beginGame().

Yup, that's what I do. I have a 'firstinit' function that runs things which only need to be run once the swf is loaded, and an 'init' function that is called whenever a level is finished. For my 'Reset' buttons, I just run both functions consecutively. Lags a bit for major drawing/duplicating, as just pointed out in my chalice thread, but works for me.

Response to: Beta testers, please Posted July 25th, 2005 in Game Development

At 7/25/05 08:56 PM, Rhete wrote: Everything seems to be fixed now. I was crashing by level 3 almost every time before, got to level 12 this time with no problems

Cool

At 7/25/05 09:08 PM, icycomputer wrote: It is a tad laggy here and there. You should have a quality change button.

I don't think changing swf quality will have any effect on dynamically created graphics. The game lags a little at the start of each level, because it's running several 'for' loops to create two layers of tiles + arrows, and drawing a fair amount of API, but the CPU usage should only rise for a second or so. Same applies to the tile removal/fireworks, and the title screen fade-in.

Response to: API script generator Posted July 25th, 2005 in Game Development

Heh. I need to finish of my API code generator, I made it before I saw this topic. It needs some polishing up, but it should be good once I get round to finishing it off.

Response to: op systems Posted July 25th, 2005 in Game Development

Operating System is the interface on your PC that allows you to run programs in a user-friendly environment, rather than DOS. The main operating systems are Windows, Mac, and Unix/Linux.

Which version of Windows are you running?

Response to: Beta testers, please Posted July 25th, 2005 in Game Development

At 7/25/05 08:37 PM, BlackmarketKraig wrote:
At 7/25/05 08:33 PM, BlackmarketKraig wrote: Great game, the only thing that I noticed is that you can continue to click random tiles after finding the chalace, while the board is clearing, and lower your score.
Ooops, never mind, that's not an issue anymore.
<_<

Well, it is if you enable animations on the start screen. It should be fixed now, though, all tiles should be unclickable as soon as the chalice is found.... I hope...

Response to: AS: Bars (Health/etc) Posted July 25th, 2005 in Game Development

Good topic. Often asked, and well-explained, with nice use of reference to other topics.

I was playing with this a few months ago, since it seems to be quite a popular question, and worked out this thing (swf). I can't be bothered digging into it, or creating an explanation, but feel free to download and dissect the .fla file from here (MX version).

Response to: Beta testers, please Posted July 25th, 2005 in Game Development

Anyone still getting the freeze bug on finding the chalice, or is it working ok now?

Response to: Beta testers, please Posted July 25th, 2005 in Game Development

At 7/25/05 07:39 PM, Denvish wrote:
At 7/25/05 07:27 PM, Inglor wrote: highscores don't work :S keeps saying "wait"
I dunno what's going on with that, I didn't touch the highscore code... :S

Heh, something got changed by accident when using the 'Replace' command. Scoeboard should work now, CTRL+F5 on the page to refresh/reload.

Response to: Beta testers, please Posted July 25th, 2005 in Game Development

At 7/25/05 07:27 PM, Inglor wrote: highscores don't work :S keeps saying "wait"

I dunno what's going on with that, I didn't touch the highscore code... :S

Response to: As: Main Posted July 25th, 2005 in Game Development

GENERAL CODE:

BASIC
AS: Basic A.I. by Dancing-Thunder
AS: Drag & Drop by Spamburger
AS: Duplicated Movie Clips
AS: Inventory 1 by Inglor
AS: Loops & Conditions by BleeBlap
AS: Loops - For... In by Inglor
AS: Loops - While by Ninja-Chicken
AS: Maths - Basic by T-H
AS: Movement - Basic
AS: Movement - Scrolling background by DrDeath2k3
AS: Password by Dancing-Thunder
AS: Performance & Optimisation Tips by T-H
AS: Quality Toggling
AS: Replay Button by Inglor
AS: Sound
AS: Stop & Play Buttons by Inglor
AS: Symbols by Joelasticot
AS: Variables by Dark_Toaster

INTERMEDIATE
AS: Arrays
AS: Camera Control by Inglor
AS: Collisions by Glaiel_Gamer
AS: Collision Detection by BleeBlap
AS: Creating Boundaries by Spamburger
AS: Debugging Syntax by Inglor
AS: Elasticity by Joelasticot
AS: Functions - Basic by Inglor
AS: Intervals by Inglor
AS: Linear Increasement by Inglor
AS: Load External Data/Cross-Domain
AS: Maths - Intermediate by Inglor
AS: Mouse Wheel by Inglor
AS: Movement - On slopes by Joelasticot
AS: Output Panel Manipulation by Inglor
AS: Platform Game Basics by Atomic_Sponge
AS: Save and Load
AS: SWF Right-Click Menu

ADVANCED
AS: API by -liam-
AS: API Curves by Glaiel_Gamer
AS: API 3-Gradient Fills by Inglor
AS: Binary Increasement by Inglor
AS: Syntax Checking Stack by Inglor
AS: Modular Programming by Inglor
AS: Tile-based Pathfinding by dELta_Luca
AS: Tile-based Game Development Map by Inglor
AS: Movement - Random by Begoner
AS: OOP (Object Oriented Programming) by Inglor
AS: System Capabilities (Flash-PC Communication) by Inglor
AS: Trigonometry by BleeBlap
AS: XML by Inglor

SPECIFIC EFFECTS/PROJECTS:

BEGINNER
AS: Clock by Glaiel_Gamer
AS: Preloader

INTERMEDIATE
AS: Fireworks (API) by Inglor
AS: Maze by Begoner
AS: Flash Registration Form by bigftballjock
AS: Pong Physics & Gravity by Dark_Toaster
AS: Rain Effect (API) by Inglor
AS: Starfield (API)
AS: Typewriter Effect by Atomic_Sponge
AS: Volume Slider by Star_Cleaver

Total: 59

At 7/25/05 07:20 PM, bigftballjock wrote: I dont know if this qualifies for the job but eh...
http://newgrounds.co../topic.php?id=313359

its just a simple registration form, so you can register a user in flash in a mysql database, there arnt a lot of features but ya..

Yep, integration with outside media is always good.

Response to: Beta testers, please Posted July 25th, 2005 in Game Development

At 7/25/05 07:09 PM, D_to_da_P wrote: i went and purposally found the bug. it right when you click ont he tile chalice. and then repeatily press it. everyt hing stops and the sounds keeps playing over and over.

good luck fixxing it

For those that have found this bug, please press CTRL+F5 on the page to force a reload of the swf, and try the bug again. I've put a 5 second timer on the click which should clear the fireworks and go to the end level screen. I've also disallowed clicking of the upper chalice tile more than once by removing it.

Response to: Beta testers, please Posted July 25th, 2005 in Game Development

At 7/25/05 06:40 PM, Inglor wrote: Cookies? are you crazy? (what about a shared object?)

That's what I meant by Flash cookie

Response to: Beta testers, please Posted July 25th, 2005 in Game Development

At 7/25/05 06:39 PM, jeremysfilms wrote: Ahh, GLITCH!!!

I got the trophy, but once I got it, it just FROZE, and the sound froze too, continuously repeating itself.

OK, this never happened to me, but obviously it's a fairly major bug, since you're the third person to report it - thanks - I'm going to head back in and see if I can isolate the problem.

Response to: Beta testers, please Posted July 25th, 2005 in Game Development

At 7/25/05 06:13 PM, Rantzien wrote: Lol! Well, I have one more question only: Are the highscores personal?

'Your Best' is held in a Flash cookie, so yeah, it's your personal best, and will still be there if you reload the game. 'Online Best' is pulled from a database on one of my domains.

At 7/25/05 06:15 PM, 23450 wrote: And have you fixed problem you had with throw it?

I sincerely hope so. Both password and ASP location are 'manipulated' by arrays so they're not obvious at a casual glance, by decompilers. Doesn't mean that a committed coder won't be able to break that protection, though.

At 7/25/05 06:17 PM, Rhete wrote: Seems to crash if you click the goal multiple times really fast. It dings a few times, then gets stuck in an infinite loop on the first frame of the fireworks

Thank you. that's exactly the kind of thing I was hoping to spot & eliminate before submitting.

At 7/25/05 06:18 PM, -Aztec- wrote: Unfortunately...I have found a bug...I have no idea what happened but all I can say is it froze about half a second after I found chalice and kept looping some sounds really fast.
Here's a screenshot I took of it when it froze.

Hmmm, seems like the same thing. I'll look into that. It's not a while loop, though.

At 7/25/05 06:23 PM, Inglor wrote: I also suggest that you improve the sound a bit... I really have no idea how on the other hand

Almost impossible for <10k... some of those sounds are 0.007 ms, looped to create a certain pitch.

At 7/25/05 06:24 PM, D_to_da_P wrote: good game though is aw no flaws except i found a tile that when i click it it change the color of some of the other tiles why did it do that?

It's a little bonus thing. One tile on each level will make a few other tiles transparent. In theory, it should help you; in practice, I find it a synapse overload...

At 7/25/05 06:29 PM, SHITTYFLASHMAN wrote: Ass, you made the highscores really secure. Don't worry, though, within time :)

Oh, it's certainly breakable. But please don't...

By the way, great game, very addicting, great API skill, and the idea was great, i wish i'd have thought of that. Damn you.
</3

=D

Response to: Beta testers, please Posted July 25th, 2005 in Game Development

At 7/25/05 05:58 PM, Rantzien wrote: The thing I miss the most is a real challenge, it was not like I did any real thinking...

No, it's not really that complex as a puzzle game.

At 7/25/05 05:59 PM, 23450 wrote: Not as addicting as throw it, but still really good. I still cant grasp API.

Yeah, I'm aware that it has more limited appeal than Throw It, and am preparing myself for the inevitable review trend ;)

At 7/25/05 06:04 PM, Rantzien wrote: What are the colors for, btw?

Decoration =D

Response to: Beta testers, please Posted July 25th, 2005 in Game Development

At 7/25/05 05:54 PM, 23450 wrote: Looks good. But there was a few times where i click and no arrow showed up. Where am i supposed to go after that?

The number of hidden arrows decreases as the levels increase. The value of each second (remaining) also increases with the levels.

Just keep clicking until you find an arrow...

Beta testers, please Posted July 25th, 2005 in Game Development

Hi guys, I'm planning on submitting this to NG tomorrow, but I was hoping that you'd help me out if you can spare a few minutes.
I just want it thoroughly checked for bugs, so abuse it in any way you see fit, and report back with faults. If anybody fancies attempting to hack the scoreboard, that would also be nice - I'm hoping my protection is better this time around...

The game is called Chalice, it's an another API job (<10 kb), and it's just here.

Thanks for your time.

Response to: As: Main Posted July 25th, 2005 in Game Development

At 7/24/05 06:03 PM, Ninja-Chicken wrote: What about AS: PROJECT : WHATEVER
Like... AS: PROJECT: Shooter

whereby you tell them what threads to go and read (ie: AttachMovie, loops etc...)
and then you basically make a little game or whatever out of it
Basically like your fireworks thing

It's not a bad idea, although the AS: list is getting large.
Comments on this idea, please: I've pulled out all the current 'specific project' section from the 'general code' list, and put them in their own section.

That last post (the current list) was 686 chars short of the post limit, so unless I remove the credits to the authors, I'm going to have to start thinking about splitting the list into two posts, which is a bit of a pain.

Eventually, it might even be worth creating a new thread for the Specific AS/AS Projects, but I think we'd need a more complete collection first.

Comment?

Response to: As: Main Posted July 25th, 2005 in Game Development

GENERAL CODE:

BASIC
AS: Basic A.I. by Dancing-Thunder
AS: Duplicated Movie Clips
AS: Inventory 1 by Inglor
AS: Loops & Conditions by BleeBlap
AS: Loops - For... In by Inglor
AS: Loops - While by Ninja-Chicken
AS: Maths - Basic by T-H
AS: Movement - Basic
AS: Movement - Scrolling background by DrDeath2k3
AS: Password by Dancing-Thunder
AS: Performance & Optimisation Tips by T-H
AS: Quality Toggling
AS: Replay Button by Inglor
AS: Sound
AS: Stop & Play Buttons by Inglor
AS: Symbols by Joelasticot
AS: Variables by Dark_Toaster

INTERMEDIATE
AS: Arrays
AS: Camera Control by Inglor
AS: Collisions by Glaiel_Gamer
AS: Collision Detection by BleeBlap
AS: Creating Boundaries by Spamburger
AS: Debugging Syntax by Inglor
AS: Elasticity by Joelasticot
AS: Functions - Basic by Inglor
AS: Intervals by Inglor
AS: Linear Increasement by Inglor
AS: Load External Data/Cross-Domain
AS: Maths - Intermediate by Inglor
AS: Mouse Wheel by Inglor
AS: Movement - On slopes by Joelasticot
AS: Output Panel Manipulation by Inglor
AS: Platform Game Basics by Atomic_Sponge
AS: Save and Load
AS: SWF Right-Click Menu

ADVANCED
AS: API by -liam-
AS: API Curves by Glaiel_Gamer
AS: API 3-Gradient Fills by Inglor
AS: Binary Increasement by Inglor
AS: Syntax Checking Stack by Inglor
AS: Modular Programming by Inglor
AS: Tile Based Game Development Map by Inglor
AS: Movement - Random by Begoner
AS: OOP (Object Oriented Programming) by Inglor
AS: System Capabilities (Flash-PC Communication) by Inglor
AS: Trigonometry by BleeBlap
AS: XML by Inglor

SPECIFIC EFFECTS/PROJECTS:

BEGINNER
AS: Clock by Glaiel_Gamer
AS: Preloader

INTERMEDIATE
AS: Fireworks (API) by Inglor
AS: Maze by Begoner
AS: Pong Physics & Gravity by Dark_Toaster
AS: Rain Effect (API) by Inglor
AS: Starfield (API)
AS: Typewriter Effect by Atomic_Sponge
AS: Volume Slider by Star_Cleaver

Response to: timer Posted July 24th, 2005 in Game Development

At 7/24/05 09:45 PM, InsaneHamster wrote: go to games , and when you shoot evil , u know how to make it so that everytime u shoot it , theres a score counter under the timer?

if u dont i dont mind, just thanksalot for the countdown timer code

Add this to your main timeline, first frame: score=0;
Create a dynamic textbox, with the VAR: '_root.score', on the shooting screen
Add this to your 'evil' MC:
on(press){_root.score++;}
or
on(press){_root.score+=5;}

Response to: Lag Test Posted July 24th, 2005 in Game Development

It's a little bit laggy for me, but not too bad. ImageShack will take the framerate down anyway, my 60 FPS thing on there ran at 20 FPS. My specs are 256Mb GFX card, 1024 DDR400 ram, 2.6 AMD CPU

Response to: Sounds stopping immediately Posted July 24th, 2005 in Game Development

At 7/24/05 07:41 PM, fall_x wrote: Might this be because I'm trying to play too much sounds at once? Is there a limit, or are there other possible reasons?

I assume you need to use newexplosion.expSound.stop(); rather than Sound.stop()

Personally, I would attach Sound on the _root. I don't really understand why you've used

newexplosion.expSound = new Sound();

rather than

_root.expSound01 = new Sound();

The problem you may be having maybe be because the movieclip is being recreated (eg, by a keyframe on the timeline), and as a result, the sound is being destroyed along with the movieclip, before it's recreated.

Response to: Making a MC rotate to mouse angle.. Posted July 24th, 2005 in Game Development

At 7/24/05 07:35 PM, aloneinthedark1 wrote: how can u make it tuch the mouse and your mouse explode or sumting

Use this code on an MC with the moving graphics on frame 1 and the explosion graphics on frames 2->whatever

onClipEvent(load){
spd=10; //Set enemy speed
}

onClipEvent(enterFrame){
//rotate enemy
Xdiff= _root._xmouse-_x;
Ydiff= _root._ymouse-_y;
radAngle= Math.atan2(Ydiff,Xdiff);
_rotation= int((radAngle*360/ (2*Math.PI))+90);
updateAfterEvent();

if(this.hitTest(_root._xmouse, _root._ymouse, true)){
//go to explosion animation (eg: this.gotoAndPlay(2);)
}else{
//Move
this. stop(); //keeps it on frame 1 of the animation
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));
}
}
}

At 7/24/05 07:36 PM, Rolli wrote: Denvish, have I ever told you how much I love you?

I demand red roses as proof

Yuo just fixed a bug that's been going on in a small game I've been trying to make, thanks heaps.

Yuo? Is he a master chinese Actionscripter, or something?