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 ViewsSafari crashes every time I access the forums, help please.
I suggest you add a little bit of drag/drift to the movement of your character / circle / thingy. Try having a variable for both dx and dy and have the directional button presses simply modify that number (like when left is pressed, dx -= 1 or something.) then, when no key is being pressed, you gradually decrease the value. (like dx *= .85)
From what I can tell, adding easing is more appealing to the eye than set speeds for each direction when a button is being pressed, and seems a little more realistic.
That's exactly what i did, but os X says "screw transparency" and makes all of the transparent areas opaque white.
bump
c'mon I really need some help here!
Okay, Os X is just not cooperating.
What I'm trying to do is make a bitmap icon for one of my .fla's. Now, I can easily create the bitmap and attach it to the file so it becomes its icon, but the stinkin' background stays opaque no matter what bitmap file type I use. Can somebody please tell me how to get the icon to have transparency? (like a word doc file, for instance, it doesn't use up all of the bitmap with opaque pixels.)
P.S. I'm using a mac, not a pc.
/ pic I'm using:
yeeeeeaaaaahhhhh....
not so good.
srsly.
msPaint = suck
I'm currently working on a point-based geometric hitTest class which will allow you to put point movieClips into a layer in a parent MovieClip, and the X and Y values of these points will be used to determine the positions of lines, line segments, and circles (working on trying to figure out how to do ellipses,) Anyway, the system uses basic geometry and should be easy to use.
If I were you I might try a similar system, as the impact on the framerate isn't nearly as bad as a pixel-to-pixel bitmap comparison. To make the system, all you need to do is program a class that takes X, Y, (and radius, for circles,) values of point movieClips, and then goes through the simple geometry to find the points where the shapes are overlapping.
To get the equation of a line, you follow this procedure:
y = mx + b
m = deltaY / deltaX
substitute the X and Y values in the equation with one of the points' X and Y values:
b = y - mx
Now that you have the equations, you can substitute them. for instance, a line-on-line collision would look like this:
mx + b = mx + b
for the two lines, this gets the colliding X value, once you have this, use one of the equations to solve for Y:
y = m(x) + b
(you can check to make sure your X value is correct by solving for Y on the other equations, and seeing if the values turn out the same.)
There, you have the X and Y values of the point where the two lines interesect. Now, for a line segment, you just have to check to make sure these values are within the range of the points used to get the equations for the lines:
if( X >= minimumX && X <= maximumX && Y <= maximumY && Y >= minimumY) lineSegHitTest = true;
you can use the same geometric formula for finding line-on-circle and circle-on-circle collisions, (still unsure of ellipses.)
The equation for a circle is (X-A)^2 + (Y-B)^2 - R^2 = 0
Using this system, you can pretty much trace over your movieClips with these circles and line segments to get a really accurate collision detecter.
To duplicate / spawn an enemy movieClip dynamically, just program your enemy's actions in a class, attach that class to the movie clip of your enemy, and use the MovieClip.attachMovie() function to spawn new enemies. (use an incrementing variable to the string name of the enemies so you don't get errors saying "multiple movie clips of the same name were found," n' stuff.)
1. Make the movie clip that you want your bar to be. (can be any size, shape, color, and can be basically whatever you want it to be, since it's gonna be masked. You can even animate it, in it's own timeline.)
2.Make a black rectangle that you want to be the dimensions of your loading bar at 100% loaded. (DO NOT put any borders on it, make it only a rectangle, because borders scale weirdly.)
3.Convert that black rectangle to a movie clip
4. Put your rectangle on the layer above your loading bar movieClip. (Remember, there are no limitations on what it can look like because it will be masked.)
5. Right-click on the layer where your rectangle is, and from the options, select "Mask" (or some option that suggestions something along the lines of "Make this layer a masking layer")
5B- Check to make sure that the symbol on your layer with the rectangle's symbol has changed, as well as the layer underneath it's symbol. And the layer underneath it's symbol should be indented.
6. Test your movie to make sure that You can only see the portions of your loading bar clip that are covered by the rectangle clip, and that the rectangle clip is invisible.
6B- Close out of the preview.
7. now give your rectangle clip the name "mask", and your loading bar clip the name "loadbar"
8. now click anywhere on the stage so that the top of your actions (programming) panel shows "Actions-frame" at the top.
9. In the actions panel, copy and paste this:
_root.stop();
_root.onEnterFrame = function(){
var loaded:Number = new Number();
loaded = (_root.getBytesLoaded() / _root.getBytesTotal()) * 100;
mask._xscale = loaded;
if(loaded == 100) _root.play();
}
If this is all on your first frame, it should work fine, (unless your first frame contains parts of tweens.)
If you need more help, clarification, or if it doesn't work, feel free to ask, (I know I worded it strangely, sorry. :( )
If I do give you pictures, It'll mean I'll have to make several consecutive posts and bump up this thread like crazy, it'll violate the forum rules... Could I try to just explain it step-by-step, as simply as I can?
I tried doing stuff like that before, and flash doesn't respond well to adding filters to text boxes, try putting the text in movieClips and then apply the glow filter, (almost always works for me.)
It's actually pretty simple, all you need to do is have the loading bar be a mask movieClip, and then have it mask the animated clip that you want the loading bar to be.
So you program your masking movieClip to change it's width with the loading, and just have it mask your full loading bar. (srry if it's hard to understand what I'm saying, I don't know how to word it well.)
I'm sorry that this probably isn't worth a thread, but I need help.
Anyway, does the LoadVariables() function, when loading from a .txt file, compile the data with the final .swf, or is it dependent on always having that file in the same domain?
If it does need that file, how do I package it with my .swf, so it can be hosted on the web?
It may also be possible that he's exporting the isometric 3D's with an extreme amount of cell shading then using Png bitmaps as the final exported format (Png's cuz they have transparency vars).
(But I bet he's just tracing the 3D images with the line tool.) :D
Flash is the absolute best, it takes some skill but you can make some pretty awesome animations, and even program games using its built-in actionscript. Not only that, but you can get the student discount for the education version of flash Pro, for like $200.00, (as of flash 8, I'm not sure about flash CS3.)
Photoshop totally owns when making sprites, just set the resolution really low and use the pencil tool.
It's letting me access the properties, but it's not recognizing it when I access them.
Jeez, yet another problem.
Now when coding my class, it recognizes newBit as being a BitmapData object, but when my class is implemented into a flash file, all of the properties I have assigned to it in other public functions within the class return "undefined," and when i check it using "instanceof BitmapData" (within the same public function) it returns False.
Now how do I fix this?
Do I have to declare it again?
I'm just a mess with problems. Ugh.
Oh, wait! I did it wrong, you were right, thnx a bunch!
I've gotta Mac, and I'm pretty sure that that file extension (type) is incompatible with its operating system.
But I thought that you had to declare them as variables?...
ya know, like this:
<ins> var </ins> newBit:BitmapData = new bitmapData(0,0,true,0x000000);
right?
umm... wait, lemme see if your thing works...
Ugh. Now I get a different error message:
Line 45: There is no property with the name 'newBit'.
newBit = new BitmapData(0,0,true,0x000000);
Thanx for your help though, do you have any other ideas?
Here we go again, another problem...
ok, so this time, I try to create a bitmapData object in the constructor statement, and i get this error message:
Line 16: A class's instance variables may only be initialized to compile-time constant expressions.
private var newBit:BitmapData = new BitmapData(0,0,true,0x000000);
And it doesn't matter if the newBit is a public or private variable, I get the same message.
well, this error might seem easy to fix to more experienced programmers, but I can't understand what it means.
Again, I really need help, it would be appreciated.
Thanx, you were right. It worked.
Ok, so I'm trying to create a class that will create a movieclip from a bitmap generated by an array, and in order to do this i have to use the bitmapData class within my custom class. Since this is not a top-level class, it needs to be imported in order to be used. But, now here's the problem, flash won't let me make an "import" statement within a class, so how do i get the bitmapData class into my class file?
I really need some help.
Well, it's not a sketch, but it's a cool styalized mech I made, and I just wanna ahow off a bit, lol. I'm a big mech person, I draw robots a lot, and I started experimenting with this style, and I think I finally have something that's unique. Anyway, please don't get too mad that it's not a sketch...
It's actually pretty simple, you cant refer a single variable to equal an entire array (it would have to equal the entire array). You have to reference each individual item in the array, or store the number of clicks in an array and then check for equivalent items between the two arrays.
try something sort of like this:
for(i=0; i<specialNumbers.length; i ++){
if(clicks == specialNumbers[i]){
.:code to do:.
}
}
Of course, using the For loop can make your code really laggy if included with many other functions. If this is the case, then I'm sorry but I'm sort of a novice programmer and I can't think of how to do it any differently.
lol, pwned by Supa UZI with larger round size + extended clip.
I'm a really noobish programmer. The only things I have done is:
-A retartedly cumbersome bitmap creating app in BASIC.
-A tileset manager thingy which adapts to the tiles dimensions, in AS2 (for tile-based stuff)
^ (I haven't even used that thing yet)
-An AS2 bitmapData camera which is completely un-adaptable, and is overly complicated and cumbersome compared to the V-cam.
-Crappy bounce physics for only circle objects in AS2 (they only calculate a hitTest, and then bounces the ball back up depending on the speed where it hit the ground, the ball doesn't deform and there's no compensation for uphill / downhill)
I've had flash for over a year, and these are my only accomplishments, ugh. <(T_T)>