The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.34 / 5.00 31,296 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.07 / 5.00 10,082 ViewsI don;t know if its my internet, my computer or your flash
but the browser somewhat malfunctioned when I opened your stw page
but I managed to view your preloader, and its crap.
sorry I'm nood in a mood to give a constructive critique
instead, here's a destructive one (all u said was critique)
its crap, needs work, i dont wanna see it, ill blam it if its in the portal
onClipEvent (load) {
var tick = 0;
}
onClipEvent (enterFrame) {
tick++;
if (tick>7) {
if (this._x<_root.mouse._x) {
this._x = this._x+16;
tick = 0;
}
if (this._x>_root.mouse._x) {
this._x = this._x-16;
tick = 0;
}
if (this._y<_root.mouse._y) {
this._y = this._y-16;
tick = 0;
}
if (this._y>_root.mouse._y) {
this._y = this._y+16;
tick = 0;
}
}
}
don't else-if. we want to test it all.
oh and if you do the if(tick>7) or tick = 0; inside each if's you will have choppy movement. i mean move-stop-move-stop-move-stop thing
At 5/18/08 10:19 AM, adam2510 wrote:At 5/18/08 10:12 AM, dragonjet wrote: did he say what data to post?the 3 variables are
username
password and
what I meant by "HE", is the one who made the php,
is this what he said? then use these variables in my sample code before
At 5/18/08 06:23 AM, StrikerF2 wrote: Hang on, when you say the files are 5.6 and 9.whatever, are you talking about the .swf file or the .fla?
oh yeah we haven't considered this before lolz
we were so arguing on what to do and how to solve the problem
then we just knew that it was the FLA! ROTFL
how funny is that?! buwahahaha
did they say what data to post?
i mean the variables to post
coz we have ther $_POST['variableName']
and that variableName should be the one passed from flash
and you must know that
on your intro frame comments,
you said like - if you think you could be of USE
so you'll USE us to make your game?
look at my sig, this is my answer
At 5/17/08 10:48 PM, NG-Unit wrote: MP3's are smaller in the .fla but bigger in the .swf, so if you use .wav files, it will be a smaller swf but a bigger fla
really?? I didn't know that! omg I should be using WAV. dammit thats why my flash are so big.
but if that happens, I think the export movie will take a really considerable time
oh yeah I've heard them before but I didn't know there really was one
At 5/17/08 08:31 PM, PyroflameProductions wrote: Maybe even changing the bitrate of your music?
yeah encode it to maybe 16 kbps mono.
that will greatly reduce music size
File > Publish Setings... > Audio Stream > Set... > Reduce bitrate
File > Publish Setings... > Audio Event > Set... > Reduce bitrate
oh and when using this, be sure to tick the "override" check box thing
Also make sure somehow the compress movie option didn't get un-ticked.
File > Publish Setings... > Option Category > Compress Movie; Tick on Box
YES, please make sure this is checked. It happens to me many times
At 5/17/08 10:11 PM, zrb wrote: You will probably have to make them yourself.
this is true.
and you may need to animate them yourself.
CC - Clock crew
LL - lock legion
GG - glock group
SS - star syndicate
and now...
FF - food faction
lolz :)
At 5/17/08 10:37 PM, dragonjet wrote: I have double posting but I think I need to do this
It should be HATE double po...
and and I am REALLY REALLY sorry for the triple post but I need to correct my code
ROOT TIMELINE
game = SharedObject.getLocal("mydata");
BUTTON
onClipEvent (load) {
_root.game.data.data1 = "data1";
_root.game.data.data2 = "data2";
_root.game.flush();
}
on (release) {
// REMEMBER THIS IF STATEMENT!
if ((_root.game.data.data1 == undefined) && (_root.game.data.data2 == undefined)){
trace("data 1 does not exist");
trace("data 2 does not exist");
} else {
data1 = _root.game.data.data1;
data2 = _root.game.data.data2;
trace(data1);
trace(data2);
}
}
I have double posting but I think I need to do this
ROOT TIMELINE
game = SharedObject.getLocal("mydata");
BUTTON
onClipEvent (load) {
game.data.data1 = "data1";
game.data.data2 = "data2";
game.flush();
}
on (release) {
// REMEMBER THIS IF STATEMENT!
if ((game.data.data1 == undefined) && (game.data.data2 == undefined)){
trace("data 1 does not exist");
trace("data 2 does not exist");
} else {
data1 = game.data.data1;
data2 = game.data.data2;
trace(data1);
trace(data2);
}
}
try putting
game = SharedObject.getLocal("mydata");
on the main timeline (actions - frame)
and dont call it again on the buttons
oh and, you dont have
game.data.name
in the load event, so name is really undefined
you have the onEnterFrame right?
and you are calling gameOver() in it right?
but the gameOver code doesn't work
yes I think its becuase of that... (dynamically added thing)
coz in our previous codes we are just testing ONE zombie
so on the game over function we should have a loop
function gameOver() {
for(ctrx=0; ctrx<numZombies; ctrx++){
if (_root.hero_mc.hitTest(_root.zombie_array[ctrx])) {
trace("zombie hit hero");
}
}
}
tell me if it works or not
At 5/17/08 12:18 PM, El-Presidente wrote: function onEnterFrame () {
_root.statbar._xscale = _root.stats
}
uhm that's not quite right
i think it should be:
_root.statbar._xscale = Math.round( (_root.stats/_root.MAXstats) * 100);
to make it complete
you have a variable,
lets say
x=100;
then you added 5%
x = x + (x * .05);
now its 105
then added 5% again
x = x + (x * .05);
now its the one with decimal places
if you want it 110,
then add 5% of the original, not the new value
original=100;
x = original + (original * .05); // makes 105
x = x + (original * .05); // makes 110
I want some code that can determine whether or not an item is in either of the slots, so if the flippers are in the inventory he can swim and if they aren't, he can't.
make a boolean variable in the _root
hasFlippers=false;
then if he gets the flippers
hasFlippers=true;
then when he goes to water,
if(hasFlippers){ swim }
else { dead }
I need the code to make him go to certain frames in the MC when he is swimming.
you already have gotoAndPlays if the if-elseifs
so those are only for walking?
then you code must
if(swimming){
if(key thing){ }
else if(key thing){ }
else if(key thing){ }
else if(key thing){ }
else { }
}else{
if(key thing){ }
else if(key thing){ }
else if(key thing){ }
else if(key thing){ }
else { }
}
the subtitles button must also be a movie clip,
and it must be named pauseButton
I am really sorry for the triple post but I just didn't notice the oPress part
pauseButton.onPress=function() {
maskName._visible=false;
}
pauseButton.onpress=function() {
maskName._visible=false;
}
ah, just change the instance names,
sorry for the crappy code last time
oh and this code goes to the main timeline (the frame code), not in any clip
convert your mask into a movie clip,
in my example, the blue box must be a movie clip.
then put any instance name you want.
then on the button
<em>maskName</em>._visible=false;
the mask should go out, meaning the subtitle also should be hidden
when you pause the movie,
the subtitles should be paused too cause its in the main timeline
At 5/17/08 11:15 AM, dezerith wrote: I want some code that can determine whether or not an item is in either of the slots, so if the flippers are in the inventory he can swim and if they aren't, he can't.
I need the code to make him go to certain frames in the MC when he is swimming.
which one do you need?
At 5/17/08 11:16 AM, Deathcon7 wrote:At 5/17/08 11:13 AM, duhidiot wrote: cuz i wanna know whats wrong with my flash. it just keeps getting blammedI'm about 102% sure it's because it is crap. Work on your skills, not everyone can be fortunate enough to pass judgement the first time through.
you're just 102% sure, i am 106% sure its a crap
what movie file? what extension?
maybe you'll need to import it and play with a media player in the components (FLV)
the blue rectangle is the mask in the upper layer
the red brush strokes are in the lower layer
at run time, only the ones inside the mask is shown
see the after masking
so if ONLY the ones inside the mask is shown,
and if the option for subtitle is OFF
then we will remove the mask,
which means no subtitle will be shown
im pretty bad in english sorry :(
haven't tried this before but i have an idea
there is a mask for the subtitle layer, just show everything,
but if the option is off, the mask goes off,
get the idea?
wow this is difficult. maybe its too large for flash to handle,
or the one you're importing is already encoded in a bad way
try to copy-paste this on the root timeline
onEnterFrame=function(){
function gameOver() {
if (_root.hero_mc.hitTest(_root.tempZombie_mc)) {
trace("zombie hit hero");
}
}
}
another guess:
maybe you forgot to put the instance names on the clips lolz :)