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Author Search Results: 'Doomsday-One'

We found 1,355 matches.


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Viewing 1-30 of 1,355 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 92746

1.

Sad

Topic: Newgrounds Medals - Games and Tips

Posted: 11/26/09 04:00 PM

Forum: Where is / How to?

At 11/25/09 05:09 PM, Doomsday-One wrote: Well, I was just going to complain about it not saving, but I just found the 'Load' option in the menu! I'm an idiot.
A very happy idiot

Author's comments on Level Up!:
"old saves are not compatible with the new system"

Now I'm a very sad idiot.


2.

Happy

Topic: Newgrounds Medals - Games and Tips

Posted: 11/25/09 05:09 PM

Forum: Where is / How to?

My game glitched on me when I was defeated by the shadow (y'know, after collecting every gem, having all abilities, etc.). It went on a real go-slow, and I couldn't jump or use the 'C' menu afterwards. So, no worries, just reload the game.
Well, I was just going to complain about it not saving, but I just found the 'Load' option in the menu! I'm an idiot.

A very happy idiot

3.

Resigned

Topic: The Flash 'Reg' Lounge

Posted: 11/24/09 02:01 PM

Forum: Flash

At 11/23/09 10:34 PM, Luis wrote: This article kind of annoyed me cause FarmVille and Mafia Wars are such terrible 'games' if you even want to call em that.. but who am i to judge if the guy who made them is worth 1 billion.... i suppose if anything, there is still some profitability on the net ... meh.

It's always upsetting when simple and often poorly made games make more money than the huge games which take a lot of time and effort, but that's how it's always been.
FarmVille is an okay game, I feel. Casual, with some nice touches, decent inter-account features and artwork. Although, I was once watching my girlfriend playing it and thinking "why the hell isn't there a rake all button or something?", and then I realised, the enjoyment that people find in the game is through the grinding-like behaviour, making it remarkably similar to an online RPG.
There are bits of truly bad game design in there though; if a person clicks on a 'ready' cow, chances are that they want to milk it. So why the hell do you put the milking option as the third thing on the bloody drop-down list?!

I've never played either, but I've seen FarmVille in action

By the way, if any of you see a girl in this forum asking for a team to make a game for her involving candy, be sure to tell me. Thing is, my girlfriend came to me once with an idea for a game (well, more of a storyline; no idea how the game would play), and I said I'd help some time. Recently she told me that she wanted an even cut of the money for being the 'concept designer'. After being scolded for laughing at her, I told her to ask in the Flash forum and see how people responded.
Yeah, I'm a jerk.


4.

Beaten

Topic: Finding sites that stole your flash

Posted: 11/22/09 05:35 PM

Forum: Flash

At 11/22/09 04:08 PM, Toast wrote: I don't think people will go through the effort of decompiling and removing the code just for having your games on their websites, so it should keep you safe.

Decompiling is easy, and good games generate the thief site plenty of money. So yes, they would probably go through the effort; don't think that such simple tactics will keep you safe (unless you go through incredible lengths to obscure such code).
Also, they would need to decompile it anyway to do this:

At 11/22/09 04:45 PM, evan210 wrote: they changed the ads in the flash

I've never heard of such things; what a dirty horrible thing to do.
If they're using an ad distributor such as MochiAds or the Newgrounds API, that company may be kind enough to disable the ads (since such things are illegal and they may not wish to be attributed to criminals, although the offending website might just use another provider). However, you'd be better off contacting the website first.
Still, sickening stuff.


5.

Happy

Topic: Quick question.

Posted: 11/22/09 05:10 AM

Forum: Where is / How to?

Follow the instructions here.
Read the whole post, especially if you're deleting Anemone (which is in a collection and hence should not be removed in the normal way).


6.

None

Topic: The Flash 'Reg' Lounge

Posted: 11/22/09 05:00 AM

Forum: Flash

At 11/22/09 04:44 AM, Glaiel-Gamer wrote: He did a flash EXPORTER which runs a javascript plugin in flash that packs images into a texture then exports it with tweening information and stuff (i.e. bitmaps)

I'm doing a flash IMPORTER which takes an SWF and lets you extract vector graphic data from the swf file for rendering (which you can then render as vector or convert to bitmaps then render at runtime).

Ah, I wasn't too sure what exactly you were doing, and that was the only thing I could relate it to.
My bad.


7.

Happy

Topic: The Flash 'Reg' Lounge

Posted: 11/22/09 04:29 AM

Forum: Flash

At 11/22/09 01:52 AM, Glaiel-Gamer wrote: It can help with loading SWF files in c++ so I can extract graphics and animations from a SWF instead of using annoying sprite sheets

Awesome! Saves a lot of work in the long run, I bet.
Didn't Tommy from Team Meat do something like that as well? (link)

Best of luck Glaiel; It's amazing stuff that you're doing!


8.

None

Topic: The Flash 'Reg' Lounge

Posted: 11/20/09 04:33 PM

Forum: Flash

At 11/20/09 03:48 PM, knugen wrote: Bad day? :P

Na, my day went fine; I'm just a cynic.


9.

Expressionless

Topic: The Flash 'Reg' Lounge

Posted: 11/20/09 03:11 PM

Forum: Flash

They missed something major out of that vision of the future.
People will still be fucking miserable.


10.

Elated

Topic: The Flash 'Reg' Lounge

Posted: 11/17/09 05:35 PM

Forum: Flash

At 11/17/09 05:07 PM, Glaiel-Gamer wrote: I couldn't decide if it was funny, disgusting or awesome. One of the most WTF videos I've seen in a while

Go for the third. Amazing beyond belief.

Also, the Geordie picture is brilliant. Though my friend didn't get the reference.


11.

Happy

Topic: nearly finished engine. What say ye

Posted: 11/16/09 05:03 PM

Forum: Flash

If you hit the skull above the trampoline while bouncing UPWARDS, you end up going upwards when you respawn. Otherwise, I like it!


12.

Happy

Topic: Flash button hover problem

Posted: 11/16/09 04:57 PM

Forum: Flash

If you're setting it up like that, use the final 'hit' frame.
If I'm not mistaken, that is the 'hit' area of the button. Just copy the building frame to that frame, leaving the text behind, and you should be sorted.


13.

Questioning

Topic: Windows Doors 2 - Wanna Help Out?

Posted: 11/15/09 07:34 PM

Forum: Flash

At 11/15/09 07:17 PM, UberCream wrote:
At 11/15/09 12:41 PM, Archon68 wrote: Test this for me, guys.
Kay. It is white for about 6 seconds. Then, when the preloader appears, it is already at 45%.

Around about this; mine was at 42% (again) when the white screen finally disappeared.
Also, icons are in the right place.


14.

Expressionless

Topic: Windows Doors 2 - Wanna Help Out?

Posted: 11/15/09 12:26 PM

Forum: Flash

I had my white screen for a good few seconds, followed by the preloader saying I had already loaded about 42%.
Did you remember to remove the "Export in first frame" on all of them?
Also, the fact that after all of the balls merge they instantly shrink is slightly annoying. Like a walk cycle which doesn't loop properly.


15.

Resigned

Topic: The Flash 'Reg' Lounge

Posted: 11/15/09 05:50 AM

Forum: Flash

At 11/14/09 06:14 PM, zrb wrote: Rofl a site like this actually exists !

The description talks about how it is a site for good game ideas because game design is degrading into sequels and clones, and then you have most of the ideas on the site being crappy sequels or clones. Pfft.


16.

Beaten

Topic: Windows Doors 2 - Wanna Help Out?

Posted: 11/11/09 03:34 PM

Forum: Flash

At 11/11/09 02:35 PM, Doomsday-One wrote: Also, I hate you (I guessed wrong, by the way):

I still hate you.

Unless it's a programmed guarantee loss - in which case, I'm impressed

Windows Doors 2 - Wanna Help Out?


17.

Misunderstood

Topic: Windows Doors 2 - Wanna Help Out?

Posted: 11/11/09 02:35 PM

Forum: Flash

At 11/11/09 12:07 PM, andy70707 wrote: heres minesweeper!

Ah, you beat me to it! Oh well.
It would be nice if the numbers were a little easier to see, but otherwise very nice!
Although, sometimes I would end up triggering an empty square which didn't unveil all of the squares next to it.

Also, I hate you (I guessed wrong, by the way):

Windows Doors 2 - Wanna Help Out?


18.

Happy

Topic: The Flash 'Reg' Lounge

Posted: 11/11/09 02:13 PM

Forum: Flash

At 11/11/09 12:37 PM, jmtb02 wrote: In other news my wife is painting acrylic paintings of some of my Flash games for the AG office. Super awesome.

Super awesome indeed!
Take some pics for us please!

Oh, and remember that the only reasonable gift you can give back are games based on her paintings.


19.

Resigned

Topic: How do these controls feel?

Posted: 11/10/09 06:10 PM

Forum: Flash

Humans don't accelerate and decelerate like that. When you can so easily use your feet to stop yourself and change direction, you can instantly turn to any angle and walk in that direction without putting in considerable effort.
Don't bother with acceleration, just use a maximum speed (remember to split it using Pythagoras's Theorem if the character is moving on both axes).


20.

Elated

Topic: Windows Doors 2 - Wanna Help Out?

Posted: 11/09/09 05:02 PM

Forum: Flash

At 11/9/09 04:30 PM, Archon68 wrote: It actually has the ability to record animations now!

BitmapData, by any chance?


21.

Thinking

Topic: The Flash 'Reg' Lounge

Posted: 11/08/09 07:58 AM

Forum: Flash

At 11/8/09 06:51 AM, knugen wrote: Did anyone try this thing out? It's almost unbelievable how he He "guesses" right almost every single time :O

Yeah, it's really good. Was so impressed when it got the moon for Majora's Mask!
Unfortunately, it never seems to guess right when I want to show it off to anyone else -_-


22.

None

Topic: Require fairly basic code quickly

Posted: 11/06/09 07:00 PM

Forum: Flash

At 11/6/09 03:04 PM, rmbrstrongbad18 wrote: Like:

if(Key.isDown(80)){
if(Key.isDown(65)){
//conditions
}
else if(Key.isDown(68)){
//next conditions
}
}

Basically saying that the first conditions happen if A is held down while F is held down, and the next conditions happen if D is held down while F is held down?

That actually says "If P is down ('F' has key code 70, not 80) and A is down, first code block. If P is down and D is down and A is NOT DOWN (the else statement makes that happen, a plain 'if' would mean that it didn't matter if A was down or not ), second code block.
Otherwise, yes. And you give as many as you like 'press' variables.


23.

Questioning

Topic: Require fairly basic code quickly

Posted: 11/05/09 06:01 PM

Forum: Flash

At 11/5/09 03:06 PM, rmbrstrongbad18 wrote: When you said you checked the code and it worked...did you flash told you there were no errors in the script, or did you actually test the movie? Because I tried it and the script was fine, and it even traced properly, but for some reason didn't go to the frame.

I tested it on a single frame movie clip, relying on the trace() statement to tell me whether it was working or not.
I just tried it on a multiple framed movie clip, and it worked fine. Remember, if you want to go to a different frame on the main timeline, you use '_root.gotoAndPlay(6)'. Other than that, the only problems I can possibly see are:
The movie clip doesn't have a 6th frame (an embarrassing but easy to make error)
There is code later in your script which sends the movie clip to a different frame
There is code on the sixth frame which sends the movie clip to a different frame
You accidentally mistyped the gotoAndPlay() statement

Check all these, and try again. If it still doesn't work, try it on a different movie clip with no other code. It works perfectly on my computer without me changing it at all.

At 11/4/09 09:41 PM, rmbrstrongbad18 wrote: Although, if you can't tap the button continously and have it work each time, that might be a problem

If you look at the last bit of the code (the 'else' bit), you'll see why it works multiple times. That bit is basically saying "if the 'f' key is no longer down (i.e. Key.isDown(65) is false), return the variable to how it was at the very beginning (essentially resetting the pressing thing)". This means that the next time the 'f' key is pressed, it works once again, and then the variable gets changed back to true to stop it working again. And again, when 'f' is released, the variable gets changed to false to make it work again, and so on.


24.

None

Topic: Require fairly basic code quickly

Posted: 11/04/09 06:45 PM

Forum: Flash

At 11/4/09 04:56 PM, rmbrstrongbad18 wrote: if(keyPress "<F>"){
if(Key.isDown(65)){
gotoAndPlay(6);
}
}

Ah, I see.

Right, I'm going to teach you how to do it on a movie clip, as that seems to be the kind of code that you're used to.
You're more than welcome to learn key listeners (and I recommend it), but don't get fooled into thinking that it is the best technique. Key listeners 'activate' every time any key is pressed and is independent of the frame rate. This can be great sometimes! But one big disadvantage is that it doesn't continue to perform a function if a key is held down (this property alone can't be used for your keyPress function as the code will still occur if they key is held down and any other key is pressed). Hence, you need need to pass values to your onEnterFrame or onClipEvent(enterFrame) code and by that point your code may have gotten unnecessarily bloated.
Basically, choose wisely.

Right, code (put this on a movie clip; you know what to do):

onClipEvent(load) {	//activates only once, when the movie clip appears on the stage
					//note, if you already have one of these on the movie clip, just put the below line of code in your other one
	var fkeypressed:Boolean = false; //creates a variable we will use to hold the current state of the 'f' key
}
onClipEvent(enterFrame) {	//activates once per frame
							//again, if you already have one, just put the below code in that instead of making a new one
	if(Key.isDown(70)) { //checks if the 'f' key (70) is being held down
		if(fkeypressed == false) { //checks whether the 'f' key had already been pressed using the variable
			fkeypressed = true; //if it hadn't already been pressed, change the variable to tell it that it has now been pressed
			if(Key.isDown(65)) { //checks if the 'a' key (65) is being held down
				trace("You are holding down the 'a' key and have pressed the 'f' key"); //this shows that it works; remove it once you are done testing
				gotoAndPlay(6); //you know what this does
			} //end of 'a' test
		} //end of 'fkeypressed' test
	} else { //executes only if the 'f' key is not being held down; that is to say that it is 'up'
		fkeypressed = false; //changes the variable back to false so that the key can be pressed again
	}
}

I've checked, and that works. Put it on a movie clip, hold down 'a', and hold down 'f', and the 'trace' code I put in there will only run once. Release 'f', press it again, and it traces again.
To make code that runs if 'a' is down only, either do it the simple way by putting that code separate to this, or mess about with the order of these 'if' statements (not recommended until you fully understand the concept).
Also note that if you very quickly tap the 'f' key, you may find that it won't register. That is because you held the key down for less than a frame, and so it didn't realise it was down at all. Such problems can be addressed by using listeners (or a greater frame rate).
I hope you can understand how that all works. If not, try using 'trace' statements and see what happens when you do different things.


25.

Happy

Topic: The Flash 'Reg' Lounge

Posted: 11/04/09 03:21 PM

Forum: Flash

At 11/2/09 09:09 PM, Johnny wrote: Prismatica II demo

First of all, I wasn't sure whether I would be penalised for hitting the PRISMS 'through' a star (i.e. if I clicked on a star while it was on top of a PRISM). Also, I would suggest a quick 'video' tutorial to explain the rules.
Secondly, one of the strange things about people is that they would rather be told that they had to act fast than get slightly bored and decide to act fast anyway. Since your game can easily be played through patience (and so encouraging this boring wait), you may wish to put a timer in - not too strict, but enough to keep players on their toes.
Is a negative multiplier a good idea? It's kind of counter-productive when hitting stars makes you lose points (although I was happy to see that you could redeem your multiplayer by playing well).

Anyway, good luck with the project!


26.

None

Topic: Require fairly basic code quickly

Posted: 11/03/09 08:38 PM

Forum: Flash

At 11/3/09 08:27 PM, rmbrstrongbad18 wrote: Basically, it works with "if(Key.isDown(65))" but doesn't work with "on(keyPress "<65>")

As I explained, the keyPress code does not work with key codes. At all.
You cannot make it work with whatever key you want, only a strict few 'pre-set' keys.
Hence, you need to create your own function to deal with it.

The code I gave you will fit into your current code (if you remember the 'onClipEvent(load) {' and '}' around the first line), or you can follow Kart-Man's lead and learn about event listeners.
The listeners are better, if you learn them properly.


27.

None

Topic: Require fairly basic code quickly

Posted: 11/03/09 08:22 PM

Forum: Flash

At 11/3/09 08:11 PM, rmbrstrongbad18 wrote: Alright, and again, thanks again, but that's not what I'm after, not really related to what I was asking for, but I realize it might've been easy to misinterpret, sorry for not being clear.

Perhaps the reason that my code isn't working properly (if you've tried it) is that I neglected putting 'onClipEvent(load){' and '}' around the first line.

Pah, timeline coding all the way

If that isn't what you're after, you're going to have to give us a better idea of what you want.


28.

Resigned

Topic: Require fairly basic code quickly

Posted: 11/03/09 07:45 PM

Forum: Flash

At 11/3/09 07:23 PM, rmbrstrongbad18 wrote: Actually, that wasn't my problem, I've got that covered, but thanks anyway. And to the other person, I'll try that.

I think you missed the point of my post. Flash doesn't have an in-built function for telling it when 'normal' keys are just pressed; it only works with the built-in key shortcuts (like RIGHT, LEFT, SPACE). Also, oddly enough, on(keyPress...) is declared true again if the key is held down for more than about a second, making it somewhat less useful.
By creating a variable, you can basically say "Is this key down? Yes. Was it down in the last frame? Yes. Then the code shall not run". This is exactly what you need to test whether a key has just been pressed.

Seriously, if you're after something that makes code run when the key is pressed, but not again until it is released and pressed again, use the code I posted.


29.

Goofy

Topic: Newgrounds Medals - Games and Tips

Posted: 11/03/09 07:27 PM

Forum: Where is / How to?

At 11/3/09 05:34 PM, LDAF wrote:
At 11/3/09 05:05 PM, PsychoGoldfish wrote: along with the groundwork for some new API features you'll start seeing in use in the near future.
I can't help feeling that this has something to do with the level/sharing API used it Time Fcuk. :3

Pfft, everyone knows it's online multiplayer.


30.

Winking

Topic: Require fairly basic code quickly

Posted: 11/03/09 07:20 PM

Forum: Flash

You need a boolean (true/false) value to keep tabs on whether the key is already down or not.

fkeyalreadydown = false; //sets up a variable
onClipEvent(enterFrame){
	if(Key.isDown(70)){
		if(fkeyalreadydown == false) { //only runs the code if the variable is false
			//do stuff here
			fkeyalreadydown = true; //changes the variable to true so that the code doesn't run next time
		}
	} else { //if the key is not down, do this
		fkeyalreadydown = false //changes the variable back to false so that the earlier code can run again
	}
}

Not the most efficient method, but it gets the job done well.
Please note, DO NOT say "if(Key.isDown(70)&&fkeyalreadydown==fal se)" (the '&&' means 'and', if you weren't aware). It's a common mistake, and the problem is that the 'else' statement can run even when the key is still down. You need two different 'if' statements (or convoluted work-arounds).


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Viewing 1-30 of 1,355 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 92746