Monster Racer Rush
Select between 5 monster racers, upgrade your monster skill and win the competition!
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Build most powerful forces, unleash hordes of monster and control your soldiers!
3.80 / 5.00 4,200 ViewsAt 4/20/09 01:58 PM, 51lver wrote:At 4/20/09 01:39 PM, Kikilo wrote: First off, no keys do anything. What keys do you want to have to what?what?! it worked for me, make sure you click on the screen just to make sure its selected, and the right arrow runs right, the left arrow runs left and the up arrow jumps
not sure why its glitching in the jump, but its falling through the ground because the grund is too thin, try making the line a lot thicker and it'll work a bit nicer
well I was referring to the fact when i jump he falls through the floor. lol.
anyway, thats sorted now. Now onto a discussion about enemy health bars.
on the first frame i should put health=100, right?
Then in the health bar's action I should put:
onClipEvent (enterFrame) {
this.width = _root.health
well that sounds all good and all, but thats for a character :/
when changing it to enemy healthbar, what part of the script do i change?
At 4/20/09 01:39 PM, Kikilo wrote: First off, no keys do anything. What keys do you want to have to what?
what? no keys do antying? I don't understand :c.
I have a tiny game in working on...a little experimental to start :P
but im having trouble.
File: http://spamtheweb.com/ul/upload/200409/6 4732_squiggle2.swf
Try jumping, see what happens.
heres my code:
onClipEvent (load) {
var grav:Number = 0;
var run:Number = 5;
var wlk:Number = 0;
var speed:Number = run;
var jumpHeight:Number = 12;
var dbl:Number = 10;
var tri:Number = 10;
var djump:Boolean = false;
var tjump:Boolean = false;
var thro:Boolean = false;
var slow:Number = .7;
var slowspd:Number = speed/2;
var setspeed:Number = speed;
var scale:Number = _xscale;
var ex:Number = 5;
this.gotoAndStop(2);
}
onClipEvent (enterFrame) {
grav++;
_y += grav;
if (Key.isDown(65)) {
setspeed = wlk;
} else {
setspeed = run;
}
while (_root.ground.hitTest(_x, _y, true)) {
djump = false;
tjump = false;
_y--;
grav = 0;
}
if (_root.water.hitTest(_x, _y, true)) {
grav *= slow*1.25;
} else {
speed = setspeed;
}
if (Key.isDown(Key.RIGHT)) {
_x += speed;
_xscale = scale;
if (_root.ground.hitTest(_x, _y+3, true)) {
this.gotoAndStop(1);
} else {
if (djump == false) {
this.gotoAndStop(2);
} else if (tjump == false) {
this.gotoAndStop(4);
} else {
this.gotoAndStop(5);
}
}
} else if (Key.isDown(Key.LEFT)) {
_x -= speed;
_xscale = -scale;
if (_root.ground.hitTest(_x, _y+3, true)) {
this.gotoAndStop(1);
} else {
if (djump == false) {
this.gotoAndStop(2);
} else if (tjump == false) {
this.gotoAndStop(4);
} else {
this.gotoAndStop(5);
}
}
} else {
if (_root.ground.hitTest(_x, _y+3, true) && !Key.isDown(68) && !Key.isDown(83)) {
this.gotoAndStop(3);
}
}
if (Key.isDown(68) && !Key.isDown(Key.UP) && !Key.isDown(Key.RIGHT) && !Key.isDown(Key.LEFT) && !Key.isDown(83) && _root.ground.hitTest(_x, _y+3, true)) {
this.gotoAndStop(8);
}
if (Key.isDown(83) && !Key.isDown(Key.RIGHT) && !Key.isDown(Key.LEFT) && !Key.isDown(Key.UP) && !Key.isDown(68) && _root.ground.hitTest(_x, _y+3, true) && _currentframe != 6) {
this.gotoAndStop(7);
} else if (Key.isDown(83) && grav>1) {
this.gotoAndStop(6);
}
if (Key.isDown(Key.UP) && _root.ground.hitTest(_x, _y+3, true)) {
grav = -jumpHeight;
_y -= 4;
this.gotoAndStop(2);
} else if (Key.isDown(Key.UP) && djump == false && grav>0 && tjump == false) {
grav = -dbl;
djump = true;
this.gotoAndStop(4);
} else if (Key.isDown(68) && tjump == false && grav>1) {
grav = -tri;
tjump = true;
this.gotoAndStop(5);
}
if (_root.ground.hitTest(_x+(_width/2)+ex, _y-(_height/2), true) || _root.ground.hitTest(_x+(_width/2)+ex, _y-(_height/6), true) || _root.ground.hitTest(_x+(_width/2)+ex, _y-_height, true)) {
_x -= speed;
}
if (_root.ground.hitTest(_x-(_width/2)-ex, _y-(_height/2), true) || _root.ground.hitTest(_x-(_width/2)-ex, _y-(_height/6), true) || _root.ground.hitTest(_x-(_width/2)-ex, _y-_height, true)) {
_x += speed;
}
if (_root.ground.hitTest(_x, _y-_height-15, true)) {
grav = 1;
}
}
what's wrong with it?
You want it to specify a frame inside a movieclip? that sounds a lot like a gotoAndStop action. :S
I seemed to have a problem like this. spo guess what I did?
I started over. I also followed a tut someone shopwed me on NG
:3 Right here
At 2/9/09 04:46 PM, putzpie wrote: New demo linkage.
I've added a ton of stuff to it. Like a new weapon, sound effects, more complex character, etc, etc.
*fart* the link doesnt work for me. Perhaps you can use spamtheweb?
At 2/7/09 07:49 AM, Nexoff wrote: How can I do something like, I draw a ground, how can I put the ground so it is on my wanted frames, and same with a stick man?
Ill be back in 10 min`s, hope I get a reply.
easily copy/paste the frames. siomple as that.
At 2/7/09 07:49 AM, 4urentertainment wrote: I tested the hitTest for the bullets, and it works, but what do I tell it do when it touches the wall? alpha = 0? How do I remove it?
as far as i know, you can use the removemovieclip option.
At 2/6/09 02:38 AM, SovietKitten wrote: You need a B.A of 3.75 from Solo submissions, all you have done is collaborations.
He has just one solo submission, a flash tutorial, which is 3.86. You lose. Good DAY sir!
Anyway, I wouyld join this but most lilely my efforts will be for nothign and im not very good anyway.
Holy nuggest im going all gagigady over the horse in your first post.
things you should more of:
-Horses.
-Flowers.
At 2/5/09 12:46 PM, blindone2 wrote: Just wear some special gloves and kill the person
Special gloves? liek Magic Mittens! wow!
SOmeone squeling as i slit thier throat.
kidding. I like a cat/kittens meow. it's adorable!
At 2/5/09 12:43 PM, blindone2 wrote: I had a grandma who died a couple of weeks ago and I was very close to her. She was like a mother to me.
SHUT UP THIS IS NOT ABOUT YOU
Im sorry to hear for your loss <topic maker>. We hope you get over it, and post here! =D
Im kidding. I am really sorry for your loss. I only had her last night! XDXD
Kidding again, im sorry ^^'
I AM sorry to hear for you loss.
GOD you all suck at killing people! THIS...is the prefect murder.
1) Log on to the computer
2) go onto NG
3) Spam thier NG account
4) Go onto Facebook
5) Spam thioer facebook acoount
6) Go onto Youtube
7) Spam thier youtube account.
8) using your jumper, put the knife in the plastic bag, and attach a note oto the knife that says "Kill yourself, faggot"
9) go to thier houre, cjuck the flint at thier window to break it.
10) chuck the bag through the window
11) Wait for them to kill themselves.
If all else fails, brick em with a hammer.
At 2/5/09 08:53 AM, VaragtP wrote: I need some help. I am working on a movie clip. I have done around 60 frames and is running it in 9fps. Now i realized i want to increase the fps to around 20fps in the movie. Of course my frame to frame clip goes way to fast so i need to insert more frames. I thought about inserting an extra frame for every frame if you know what i mean.. so my 60 frame clip becomes 120 frames because there is 2 clips of one image then 2 more and so on insead of 1. How can i do this in a more simple way then manualy copy and paste every frame a second time?.. i hope you understand my problems very thankful for help!
Instead of tediously copy/psting every frame, why not select the frame and press F5? this create a joint frame which is excatly the same as the frame you highlighted. it gets better, as if you change of one the two joint clips, it changes the other one to the same thing.
At 2/3/09 11:08 AM, Saza wrote: You need to say x-- or x++ so its not lways touching the wall.
where do i need to put that? at the if statements?
At 2/3/09 10:50 AM, Moonasha wrote: Sounds like its freezing because of a neverending loop... most likely one of those whiles. If I were you, I'd use an event listener that checks for the collision every frame as opposed to a while loop.
that might be a problem...there are so many event listeners and im not brillaint at actionscript. I'm not asking you to do it for me but can you give an example?
if you want just voices, then uses the crappes of the crap, speakonia.
At 2/3/09 10:38 AM, flashyfrazer wrote:At 2/3/09 10:03 AM, ThePeasant wrote: Horray! It works!thankz i made new layout for begining bit ...
Good job so far - hope it turns out to be amazing!
http://www.swfcabin.com/open/1233673311
i suggest some animations in between clicking the buttons, and also put some more grpahic in when you enter the shop, gym, hotel ect.
then itll look good
thanks for the help, but it seems to be freezing my flash.
here the code on the enterFrmae:
while (_root.walljumpwall.hitTest (_x, _y, true)) {
walljump = true;
djump = false;
tjump = false;
}
if (_root.walljumpwall.hitTest (_x, _y, true) && !Key.isDown (Key.UP)) {
gotoAndStop (2)
_xscale -= scale;
}
while (_root.walljumpwall2.hitTest (_x, _y, true)) {
walljump = true;
djump = false;
tjump = false;
}
if (_root.walljumpwall2.hitTest (_x, _y, true) && !Key.isDown (Key.UP)) {
gotoAndStop (2)
_xscale = scale;
}
heres the code for the clip ever load:
var walljump:Number = 10;
var walljump:Boolean = false;
it seems whenever i jump at the wall it freezes my flash. any help here?
Well, my new game is going on along smoothly (I can't go into any details atm, or thats spoiling it :P) and I wanted to add a new feature inot it. Wall jumping.
I think the basic coding should go along the line of:
onClipEvent (enterFrame) {
if (_root. wall.hitTest (_x, _y, true))...
then Im not sure what to put after that :S
anyone know how to do it? if so I need someone to explain it to me.
_root is a command that tells the code to go to the main timeline (not literally) so its telling the ROOT frame (frame its on to do the command. This works for variables aswell.
Ah I see, i just missed out rhe _root. :/
thanks!
At 2/3/09 07:32 AM, flailthefox wrote: ok, so I have a character and a movieClip which should take it to the next frame when my character touches it...only it doesn't.
here's the code:
onClipEvent (enterFrame) {
if (_root.sign.hitTest (_x, _y, true)) {
nextFrame ();
}
this should work right?
oh sorry, there should be an extra } at the end. but thats not the problem ^^' thats just a typing error on my behalf when typing ti here.
ok, so I have a character and a movieClip which should take it to the next frame when my character touches it...only it doesn't.
here's the code:
onClipEvent (enterFrame) {
if (_root.sign.hitTest (_x, _y, true)) {
nextFrame ();
}
this should work right?
whoever posted last i cant see what he said :(
I remember there being some text with is liek writen in pixels. Anyone know what it's called?
At 2/2/09 01:02 PM, nuclearstickman5 wrote: It seems fine to me,
hopfully you aint talkin about the spinning?
No, the spinning i put in deliberately. I meant that fact that if you jump, on each ladning he sinks into the gorund a little more, until he's halfway, then when you jump asgain, he lands on the top of the platform properly. :/
if you try it, tap the up button, not hold it, then you'll se what i'm on about.
I've been trying to figure out why it's doing this for AGES! I can't seem to workj out why it's doing this.
Se for yourself what's happening. Arrow keys to move. jump continuously and have a look:
Here
here's the code if you want it:
On the character:
onClipEvent (load) {
var speed:Number = 0;
var walk:Number = 3;
var run:Number = 6;
var grav:Number = 0;
var falling:Number = 0;
var jumped:Boolean = false;
var jumpHeight:Number = 15;
var touchingGround:Boolean = false;
var scale:Number = _xscale;
}
onClipEvent (enterFrame) {
if (!touchingGround) {
grav++;
this._y += grav;
} else {
grav = 0;
}
if (_root.ground.hitTest(_x,_y,true)) {
touchingGround = true;
} else {
touchingGround = false;
}
if (Key.isDown(Key.LEFT)) {
_x -= speed;
this.gotoAndStop(2);
_xscale = -scale;
}
if (Key.isDown(Key.RIGHT)) {
_x += speed;
this.gotoAndStop(2);
_xscale = +scale;
}
if (Key.isDown(Key.SHIFT)) {
speed = run;
} else {
speed = walk;
}
}
onClipEvent(enterFrame) {
if (jumped) {
falling += 0.5;
_y += falling;
if (touchingGround) {
jumped = false;
}
} else {
if (Key.isDown(Key.UP)) {
jumped = true;
falling = -jumpHeight;
this.gotoAndStop(3);
}
}
if ((Key.isDown(Key.UP)) and (Key.isDown(Key.LEFT))) {
this.gotoAndStop(3);
}
if ((Key.isDown(Key.UP)) and (Key.isDown(Key.RIGHT))) {
this.gotoAndStop(3);
}
if ((!Key.isDown(Key.UP)) and (!touchingGround)) {
this.gotoAndStop(3);
} else if ((Key.isDown(Key.UP)) and (!touchingGround)) {
this.gotoAndStop(3);
}
if ((_currentframe == 3) and (touchingGround)) {
gotoAndStop(1)
}
if ((_currentframe == 2) and (speed ==0)) {
gotoAndStop(1)
}
}
onClipEvent (keyUp) {
gotoAndStop(1);
}
On The frame:
yspeed = 0;
max_yspeed = 2;
gravity = 1;
if (yspeed>max_yspeed) {
yspeed = max_yspeed;}
while (_root.ground.hitTest(this._x, this._y+this._height/2-1+yspeed, true)) {
yspeed--;
}
this._y += yspeed;
someone help me please!
I got te code form Chunkycheese12's tutorial about platformers. I sent him a PM asking for help and he didnt reply :/
someone help!
At 2/2/09 05:28 AM, MaestroCC wrote: The only AS 2.0 is for the buttons which are wrong:
on (release){
gotoAndPlay("02");
}
Right answer:
on (release){
gotoAndPlay("02");
score++;
}
And the first frame of the actions layer:
Stop(); ( that is placed on every frame on the actions layer)
score=0;
Last Frame on actions layer:
stop();
percent=score/4*100 + "%"
and then it says test your movie
Hm...is the 02 the name of the frame, or the number of the frame? if it's a number, then simple enough change it to "2"
At 2/1/09 07:40 AM, BANN3D wrote: i have maze game problem too ..
as you might see my game on that link
there's music becoming mess when
you push " play " second time so can
some 1 tell me way to get the song stop
the song when you fail in the game and
push menu .. only i need is the code ..
This issnt your thread. Either post help in a new thread or wait for some in your own thread.
Anyway, back onto topic:
A problem of too many hiuttests? no problem! is this a overhead maze game? if it is then it's rather simple.
Make a movieClip and give it the instnace name of "wall" (no quotations)
Then after that it's as easy as pie!
In your main characters movieclip (for starters i would suggest a ball just to get it "rolling"...get it?) go to the actions, then put in this code:
onClipEvent (enterFrame) {
while (_root.wall.hitTest(_x, _y+radius, true)) {
_y--;
}
while (_root.wall.hitTest(_x, _y-radius, true)) {
_y++;
}
while (_root.wall.hitTest(_x-radius, _y, true)) {
_x++;
}
while (_root.wall.hitTest(_x+radius, _y, true)) {
_x--;
}
}
You'll also need to set a radius for the character, which is why i suggested a ball:
onClipEvent (load) {
radius = 14;
}
See? easy!
You'll need to adjust the radius accordingly to the size of the ball, just experiment!
Have fun ;)
Also, don't just copy/paste the code, try to understand why it works :P