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Author Search Results: 'Denvish'

We found 14,804 matches.


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Viewing 151-180 of 14,804 matches. 1 | 24 | 5 | 6 | 7 | 8251494

151.

None

Topic: Sir Denvish Back In The Bbsmodranks

Posted: 03/16/09 05:38 PM

Forum: General

At 3/16/09 05:36 PM, Luxury-Yacht wrote: IT IS AS THE PROPHECY FORETOLD:

The one of debatable Denv will return
riding his acoustic 6 string stallion
to intimidate the unholy with his b/p rank
and to reward the righteous with looping audio

Good point, about time I threw something silly together for the AP :)


152.

None

Topic: flash preloader help

Posted: 03/16/09 05:36 PM

Forum: Flash

At 3/16/09 05:34 PM, acedareaper wrote: its a pretty old version its called "flash mx 2004"

aka Flash 7. It's more than adequate for most things, since it supports Actionscript 2. If you want to learn the language:

Flash Newbie Help by -ArcticHigh-
Flash (noob) tutorial by -hellraiser-
Starting with Flash by Otacon

NG's best tutorial movies
Flash tuts list by AGH

Flashkit
actionscript.org
AS: Main
Kirupa
good-tutorials.com


153.

None

Topic: How?

Posted: 03/16/09 05:35 PM

Forum: Flash

At 3/16/09 05:30 PM, koliski wrote: i just need one more thing ok i made a animated man walking and i type the code and he aint walking when i press it plese help

You don't need code for an animation of a man walking
If you want to learn code, check out the thread that StaliN98 linked


154.

None

Topic: flash preloader help

Posted: 03/16/09 05:33 PM

Forum: Flash


155.

None

Topic: Happy Birthday deckheadtottie!!

Posted: 03/16/09 05:31 PM

Forum: General

At 3/16/09 05:29 PM, deckheadtottie wrote: 192.168.1.100

192.168.0.99 actually, but I'll forgive you seeing as it's your burfday


156.

None

Topic: Happy Birthday deckheadtottie!!

Posted: 03/16/09 05:26 PM

Forum: General

At 3/16/09 05:25 PM, deckheadtottie wrote: TWO PAGES. OH BOY

127.0.0.1


157.

None

Topic: Anime Studio 5

Posted: 03/16/09 05:24 PM

Forum: Flash

At 3/16/09 05:20 PM, Kevinkdragon wrote: Does anyone here use anime studio?

Nope


158.

None

Topic: Happy Birthday deckheadtottie!!

Posted: 03/16/09 05:18 PM

Forum: General

Yay for dht, errrrrrr and happy birthday ya bugger


159.

None

Topic: Sir Denvish Back In The Bbsmodranks

Posted: 03/16/09 05:13 PM

Forum: General

At 3/16/09 05:06 PM, ReNaeNae wrote: YAY!!! :D

Does this mean we get his drunken posts and broadcasts again?!?!

You never know. Hell, I don't know. Wait, where am I again?


160.

None

Topic: Sir Denvish Back In The Bbsmodranks

Posted: 03/16/09 04:53 PM

Forum: General

At 3/16/09 04:53 PM, Objection wrote: I haven't seen his name in the mod list yet, but I assume that it will be updated in good time.

Who the fuck is Denvish?


161.

None

Topic: Help needed to delay an animation.

Posted: 03/16/09 12:45 PM

Forum: Flash

At 3/16/09 12:11 PM, snorte wrote: Thanks alot. That worked out well.:) As always when a problem occur i tend to lock myself into one specific area that i think needs to be modified to make it work. xD I need to learn to broaden my mind i bit. Thanks alot again.:)

NP. The other alternative, if you want to keep actions all on the main timeline is to set up an onEnterFrame scan to see whether the attack animation's _currentframe is equal to its _totalframes (only while P1punch is true)


162.

None

Topic: Help needed to delay an animation.

Posted: 03/16/09 12:02 PM

Forum: Flash

At 3/16/09 12:00 PM, Denvish wrote: _root.P1Punch=false;

*correction
_root.P1punch=false;


163.

None

Topic: Help needed to delay an animation.

Posted: 03/16/09 12:00 PM

Forum: Flash

At 3/16/09 11:53 AM, snorte wrote: function P1ATTACK() {
if(Key.isDown(65) && P1punch) {
mc.gotoAndStop("player1Punch");
P1punch = false;
}
if(!Key.isDown(65) && !P1punch) {
mc.gotoAndStop("player1Idle");
P1punch = true;
}
}

Not really sure why you'd need the second lump of P1ATTACK, it'd make more sense to just use

function P1ATTACK() {
	if(Key.isDown(65) && !P1punch) {
		mc.gotoAndStop("player1Punch");
		P1punch=true;
	}
}

and then add some actions to the last frame of the attack animation, something along the lines of

_root.P1Punch=false;
_root.mc.gotoAndStop("player1Idle");

164.

None

Topic: Help needed to delay an animation.

Posted: 03/16/09 11:43 AM

Forum: Flash

At 3/16/09 11:34 AM, snorte wrote: The problem I have right now is that when i click "a" on my keyboard, which is the button that realeases the punching animation, the punch-animation will naturally start it's animation but as soon as I release the "a"-button it goes back to idle-stance.

You're going to have to post the code you're using

And aswell as fullfilling the animation i want to make it impossible to do anything else while this animation is rolling. Thanks in advance for any help. :)

You need a boolean (true/false variable) for that, eg 'punching'. Set it to true when the punch starts and reset it to false when the punch finishes. Then check that boolean on all other trigger/keypresses, and if it's true than don't run the other code.


165.

None

Topic: name in if statement?

Posted: 03/16/09 11:38 AM

Forum: Flash

At 3/16/09 11:31 AM, tcc85811 wrote: I can have up to 4 enemies on the screen at once, and each one enters the screen from their own corner.

I'm trying to place them in their respective corners by putting the following code in the onClipEvent(load) area:

if(name == E1){
_y = 150;
_x = Stage.width + 150;
}
if(name == E2){
_y = 250;
_x = Stage.width + 150;
}
if(name == E3){
_y = 150;
_x = -150;
}
if(name == E4){
_y = 250;
_x = -150;
}

When I do this, all 4 enemies get placed in the E4 position, even though they all have the correct names.

This problem gets fixed by placing 'else' between the if statements, but WHY? There should be no need for an 'else' anywhere in this code. Why do they all follow the last if statement?

If you're trying to grab the instance's _name then you need to use
if(_name=="E1"){

If 'name' is your own variable, then you're looking for trouble, because both 'name' and _name' are reserved by Flash. Use 'nam' or something instead.

In terms of the else, it's actually more efficient in this case to useif else rather thanif in this case, because if the first condition is true, it won't have to check the others


166.

None

Topic: .exe

Posted: 03/16/09 11:27 AM

Forum: Flash

Rename the extension (eg from filename.swf to filename.old), zip it, and email it with instructions to rename the extension at the other end. Works with GMail.


167.

None

Topic: about randoms,...

Posted: 03/16/09 08:53 AM

Forum: Flash

function randomHelp(){
	while(Help==lastNum){
		Help=int(Math.random()*10);
	}
	lastNum=Help;
}

168.

None

Topic: Need Walking code!

Posted: 03/15/09 05:12 PM

Forum: Flash

At 3/15/09 04:40 PM, Zyphonee wrote: I actually wrote that one myself.

Oh no you didn't (post 12)


169.

None

Topic: How do i start learning actionscrip

Posted: 03/12/09 08:46 AM

Forum: Flash

For AS2:
Flash Newbie Help by -ArcticHigh-
Flash (noob) tutorial by -hellraiser-
Starting with Flash by Otacon

NG's best tutorial movies
Flash tuts list by AGH

Flashkit
actionscript.org
AS: Main
Kirupa
good-tutorials.com

For AS3, not sure, but have a look at AS3: Main


170.

None

Topic: percentage hittest?

Posted: 03/12/09 05:54 AM

Forum: Flash

At 3/12/09 02:02 AM, henke37 wrote: This sounds like a good time to not use hittest and learn how to do it with simple math.

How exactly does this post help the topic starter? If you're going to advocate using maths over hitTests, at least give some basic pointers/code samples on how he could achieve what he wants to do. Saying 'use simple math' is about as useful as saying 'have a waffle for breakfast'.


171.

None

Topic: Need code for a simple game.

Posted: 03/11/09 06:55 PM

Forum: Flash

Don't use Scenes, they just complicate games

The apples/roses keep appearing because the _root.onEnterFrame function hasn't been stopped.
Add a _root.onEnterFrame=null; to the game over code, then send the main timeline playhead to the game over frame, which should have the Frame Label (for this code) of fin

ie, replace the FALL function with this

function FALL(mc){
	mc.yvel+=gravity;
	mc._y+=mc.yvel;
	if(mc.hitTest(bucket)){
		score+=10;mc.removeMovieClip();
	}else if(mc._y>Stage.height+mc._width){
		lives--;mc.removeMovieClip();
		if(lives<=0){
			_root.onEnterFrame=null;
			gotoAndStop("fin");
		}
	}
}

172.

None

Topic: Need code for a simple game.

Posted: 03/11/09 01:45 PM

Forum: Flash

Bucket MC on stage Instance Named 'bucket'
Apple MC in library set for AS Export and Linkage Named 'apple'
Two dynamic textboxes, vars: 'score' and 'lives'
This code, main timeline:

gravity=1;
score=0;
lives=25;
appleFreq=40;
appleCheck=0;
appleDepth=500;

_root.onEnterFrame=function(){
	MOVEBUCKET(bucket);
	appleCheck++;
	if(appleCheck>=appleFreq){MAKEAPPLE();}
}

function MOVEBUCKET(mc){
	mc._x=_xmouse;
	mc.w=mc._width/2;
	if(mc._x>Stage.width-mc.w){mc._x=Stage.width-mc.w;}
	if(mc._x<mc.w){mc._x=mc.w;}
}

function MAKEAPPLE(){
	var bw=bucket._width;
	appleCheck=0;
	appleDepth++;
	if(appleFreq>5){appleFreq-=0.5;}
	if(gravity<2){gravity+=0.02;}
	newA=attachMovie("apple","a"+appleDepth,appleDepth);
	newA._x=(bw/2)+random(Stage.width-bw);
	newA._y=-bw/2;
	newA.yvel=1;
	newA.onEnterFrame=function(){FALL(this);}
}

function FALL(mc){
	mc.yvel+=gravity;
	mc._y+=mc.yvel;
	if(mc.hitTest(bucket)){
		score+=10;mc.removeMovieClip();
	}else if(mc._y>Stage.height+mc._width){
		lives--;mc.removeMovieClip();
	}
}

15 minutes. Please spend a little time trying to understand how and why it works.


173.

None

Topic: Cannot export into .swf file

Posted: 03/11/09 04:25 AM

Forum: Flash

At 3/11/09 12:24 AM, Gustavos wrote: I realised that the frame where the swf stops didn't have the "stop;()"

Correct syntax is stop();


174.

None

Topic: Blob Game Engine!

Posted: 03/10/09 07:56 AM

Forum: Flash

Would suggest arrow key support as well as WASD. Otherwise, seems pretty smooth, with no obvious bugs.


175.

None

Topic: Cannot export into .swf file

Posted: 03/10/09 05:38 AM

Forum: Flash

At 3/8/09 09:43 PM, Gustavos wrote:
Error opening URL "file:///
http/:"

Looks like it's trying to call a http path (which is not correct - use http://), although since you're a local load anyway (file:///), the http is irrelevant. If it's part of your fla name, rename the fla

What is the fla name, and what are your actions on the button(s)?


176.

None

Topic: Another actionscript problem...

Posted: 03/10/09 05:20 AM

Forum: Flash

Really not sure. Try

Samurai_Sword.removeMovieClip();


178.

None

Topic: movie clip face mouse

Posted: 03/09/09 06:06 PM

Forum: Flash

At 3/9/09 03:43 PM, ConnorProgrammer wrote: does anyone know some code so that an enemy continuesly moves towards a player?

AS: Movement - Basic
AS: Pointing/Shooting at Mouse
AS: Rotate and Follow Mouse by UnknownFury


179.

None

Topic: attachMovie() problem

Posted: 03/09/09 09:39 AM

Forum: Flash

on (press) {
	i++;
	nmc=this.attachMovie("Squirrel","Squirrel"+i,_root.getNextHighestDepth());
	nmc.onEnterFrame=function(){
		//DO STUFF
	}
}

180.

None

Topic: Another actionscript problem...

Posted: 03/09/09 06:27 AM

Forum: Flash

At 3/9/09 04:10 AM, kickassman1 wrote: function CheckForWeapon() {
if (Xen.hitTest("Samurai_Sword") and Xen.crouch) {
removeMovieClip("Samurai_Sword");
Xen.attachMovie("Samurai_Sword","weapon"

,9);

Xen.gotoAndStop("PickUp");
Xen.pickup = true;
Xen.weaponheld = true;
}
}

The sword actually has the Instance Name "weapon" when you attach it, not "Samurai_Sword". So as far as I can see, you should be using

weapon.removeMovieClip();

rather than

removeMovieClip("Samurai_Sword");

Also, as Patcoola says, if the weapon wasn't attached with AS in the first place, you'll need to do a swapDepths(78910); first to make it accessible for the deletion


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<< < > >>

Viewing 151-180 of 14,804 matches. 1 | 24 | 5 | 6 | 7 | 8251494