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Response to: ground problems Posted January 31st, 2009 in Game Development

At 1/31/09 01:59 PM, BillysProgrammer wrote: Dont bump that often. Minimum 1 day otherwise people go !!!!!!!!!!!!!!!!!!!!!!!!

Sorry! i wont bother with flash at all then eveyrone is ahppy.

Response to: ground problems Posted January 31st, 2009 in Game Development

*bump*

cant anyone help? or will I have to leave it like this?

Response to: ground problems Posted January 31st, 2009 in Game Development

At 1/31/09 12:45 PM, BillysProgrammer wrote: Oh, sorry then. Theres a good one in AS:Main that shows how to use a empty movieclip inside your main guy and it will work properly.

its ok, its not your fault..

IU had a run through some tutorials, which pretty much none of them did the things that the one chunky cheese did, which where i learned to do all this from.When i removed all the block to just have on platform, I worked out what happened.

It seems that when it falls from a big height, it falls into the gorund.
Also, that after multiple jumps, it falls into the ground steadil;y after each jump. but once its got to half way and i jump again, I jump back up to the top of the platform.

Any way it can be spolved now? or am I still at a loss?

Response to: ground problems Posted January 31st, 2009 in Game Development

At 1/31/09 12:21 PM, BillysProgrammer wrote: Maybe this MAY help
http://www.newgrounds.com/portal/view/45 5972

May being the emphasis here. I've already turned that inside out and not found much to help me XD

Response to: ground problems Posted January 31st, 2009 in Game Development

At 1/31/09 12:11 PM, BillysProgrammer wrote: Well, one problem I usually find with platformers is that if you fall to fast, you miss the top of the platform/ground and then it stops. Try settings a max speed so that gravity cannot get to fast.

Example:

var grav:Number = 0;
var maxGrav:Number = 12;
onEnterFrame = function() {
if(grav != maxGrav) {
grav ++; //Increase the gravity
}
if(grav == maxGrav) {
grav = maxGrav; //So it can't go any higher
}
}

ARGH!! this is so annoying! I even set the max speed to 1 and he STILL fell halfway into the floor! -.-

Response to: Windows Spoof Redesign Archives Posted January 31st, 2009 in Game Development

At 1/31/09 12:08 PM, Archon68 wrote: New Update - NG RADIO!

Now, in my windows spoof you can load any song from the portal by entering its ID. I'm still working on the fine details (like volume control, looping, auto track changing, etc.) but I have the basics all ready! Click here for a demo!

You can click the randomize button to play a random song.

Thank you!

AWSUM MAN!

You made the windows look liek Windows Live messenger windows, awesoem.

keep up the good work! this is front page material!

Response to: ground problems Posted January 31st, 2009 in Game Development

Thinking about it, i think it has something to do with the _y.speed. am i right?

Response to: Subtitles actionscript. Posted January 31st, 2009 in Game Development

At 1/31/09 11:57 AM, Hiyoko wrote: I entered those.
I get this

**Error** Scene=Scene 1, layer=Layer 17, frame=3:Line 1: Statement must appear within on handler
subtitles._visible = true;

**Error** Scene=Scene 1, layer=Layer 17, frame=3:Line 1: Statement must appear within on handler
subtitles._visible = false;

Total ActionScript Errors: 2 Reported Errors: 2

It's just the same..

Depening on whether you use AS2 or AS3, then your code will be different.

I dont use AS3, so illsay about the AS2

Usually there is a simple handler for when it comes to buttons,
in fact there is two: on (release) and on (press)

for this, i suggest on (release).

so, make your button and then put into it:
on (release) {
//action
}

That should work, it does for every button I make. However, this is for AS2 only, it doesnt work with AS3

Response to: ground problems Posted January 31st, 2009 in Game Development

At 1/31/09 11:31 AM, 14hourlunchbreak wrote: Maybe your hitpoint isn't low enough. Make it a little below his feet.

*tries* it seems to make no difference at all -.-

Response to: Check if the mouse is down? Posted January 31st, 2009 in Game Development

At 1/31/09 11:30 AM, 4urentertainment wrote: How do I check if the mouse is down?

if(mouseDown) {trace("a");}

Won't work...

Im sure it would be as simple as if(mouse.DOWN) {

or something :/ i dunno.

Response to: ground problems Posted January 31st, 2009 in Game Development

:P if you insist.
here it is:

http://spamtheweb.com/ul/upload/310109/5 9282_pixelpalacegame.php
arrow keys to move, up to jump.

i have 2 codes: one for the characters and his moving ect, one in the frame which i look ed in a tutorials.

heres theone for 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);
}

heres the one for the frame:

yspeed = 0;
max_yspeed = 16;
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;

Response to: ground problems Posted January 31st, 2009 in Game Development

At 1/31/09 11:20 AM, 5h4d3ofBl4ck wrote: Okay here is your problem, you see the little plus when you click on the character movieclip? You see how it is in the middle? Go inside the character movieclip and move the character so it's just above the little plus thing. It should work then.

heh, guyess what? i've did that ages ago. it still does it. :/ I mean the code works all right and everything, but it still seems to want to stick him halwayf through thr platform -.-

ground problems Posted January 31st, 2009 in Game Development

i've just started on a game which: 1) i am determined to make. 2) I am determined to make it SO good that it gets through judgement.

but im having ground problems. My characters lands on the ground A-OK, but he sort of lands half way it. Can anyone give me a hand on how to msake it so he doesnt do that?

Response to: What do you think? Posted January 31st, 2009 in Game Development

it good, veryg ood, but not a continuos sequence. it goes 'step, step, PAUSE, step step'. It might be a short pause but someone is liekly to ntoice it (I.E, me.). try to go for continuos walking, and you'll have a top of the range animation on your hands ;)

a forever scrolling background? Posted January 29th, 2009 in Game Development

is this possible? is there a tutoprial out there to show me how it works?

wall hitTest Posted January 27th, 2009 in Game Development

I've seemed to have fallen at the second hurdle...

I need to make a code that says:

onClipEvent(enterFrame) {
if(_root.object1.hitTest(_root.object2)) {
//you cant move in that direction (eg into the wall)
}
}

so this mean i when I try to move towards thatg wall and through it, it wont let me. simepl right?not for me :(

anyone help?

Response to: How do you make a movable hand? Posted January 27th, 2009 in Game Development

At 1/27/09 01:32 AM, clickflick22 wrote: Ah, yes, I understandrotation already, just need some help setting parameters for how far the arm/gun can move from the body.

shouldnt it be as easy as making as making a circle with no fill and setting that circle as a movieclip, then putting in a code along the lines of "if hand hits this, then hand stops". or something like that? probably not stop but something along those lines, right? then you will have a circle boundary like inthe madness game.

Response to: Smooth movement Posted January 26th, 2009 in Game Development

At 1/26/09 02:16 PM, Deathcon7 wrote:
At 1/26/09 01:36 PM, flailthefox wrote: This'll be excatly the same code I put up ealier. If you paid attention on the first post, then you would know what i needed. I have it now anyway.
Apology accepted. And even if by chance I was wrong, you could show at least a little appreciation to the fact that I took the time to help you. Don't be an ingrate.

oh...whoops, sorry i didnt see that it was enterframe. so soprry Deathcon7! :(. thanks for the code!

Response to: Smooth movement Posted January 26th, 2009 in Game Development

At 1/26/09 01:13 PM, Deathcon7 wrote: This'll be even easier:

This'll be excatly the same code I put up ealier. If you paid attention on the first post, then you would know what i needed. I have it now anyway.

Response to: Smooth movement Posted January 26th, 2009 in Game Development

please dont just copy/paste, try learning it, it really helps on your game quality that you learn everything your making

...yes...it makes sense. why didnt I think of it before? *facepalm*. Thanks Yambashee!

Response to: Smooth movement Posted January 26th, 2009 in Game Development

At 1/26/09 12:31 PM, Yambanshee wrote: I dont like people just copy and pasting code i give them, but hopefully you'll easily understand this.
try the following:

onClipEvent(keyDown){
if (Key.isDown(Key.UP)){
while(i<10){
i=0
_x += 2;
_y -= 1;
}
}else if (Key.isDown(Key.DOWN)){
i=0
while(i<10){
_x -= 20;
_y += 10;
}
}else if (Key.isDown(Key.LEFT)){
i=0
while(i<10){
_x -= 20;
_y -= 10;
}
}else if (Key.isDown(Key.RIGHT)){
i=0
while(i<10){
_x += 20;
_y += 10;
}
}
onClipEvent(load){
var i = 1
}

IMPORTANT NOTE: this isint workng for me(givng me script speed errors), and whiles do have a tendancy to crash. If no one else confirms this code is working then ill post another cod ethat should also work

It contained errors, so i tweaked it. it has no error but my character doesnt move. and it froze up my flash. XD

wait...When i pressed an arrow key, yes it sort of froze, but when it became ok agian the character dissapeared. :/

Response to: Smooth movement Posted January 26th, 2009 in Game Development

At 1/26/09 11:28 AM, Cojones893 wrote: Don't use 20 and 10 for your values use like 2 and 1.

then i'd have to keep pressing the buttons. All i want is it to move in a fluid movement, and still keep the values i want.

Response to: Smooth movement Posted January 26th, 2009 in Game Development

well, no.

you see, what ti does is just flcik from one tile to another as you move with the arrow keys. you know in a normal platformer or maze game, they have a fluid mtion. well unforunteatly it doesnt do that on this isometirc game I have. What I would like it to do is do a fluid moveent like on other games.

Smooth movement Posted January 26th, 2009 in Game Development

I finally made up an isometirc platofr that my character can move acorss. hooray!

only problem is, he 'blips' from one to the other. as in that he doesnt slide form one to the other, just flicks. the code i have goes along the lines of:

onClipEvent(keyDown){
if (Key.isDown(Key.UP)){
_x += 20;
_y -= 10;
}else if (Key.isDown(Key.DOWN)){
_x -= 20;
_y += 10;
}else if (Key.isDown(Key.LEFT)){
_x -= 20;
_y -= 10;
}else if (Key.isDown(Key.RIGHT)){
_x += 20;
_y += 10;
}
}

this is so he can move form one tile to another tile. I dont want the values (eg 20 and 10) chaning.

does anyone know how i can get it to slide form oen tile to another?
thanks in advance.

Response to: My personal newbie Flash questions Posted January 25th, 2009 in Game Development


I tried doing this by just blurring the text and "unblurring" it a few frames later with a tween inbetween( hehe). But it just won't work. All I get is the text suddenly jumping form blurry to not blurry. So any help on this?

So you've tired a tween? what type of tween did you use?

Response to: hey Posted January 25th, 2009 in Game Development

At 1/25/09 09:35 AM, deaconescu wrote: don`t post anymore!

GOD SAKE MAN

Keep posting here, it's pointless making countsless topics saying you need help! stick to one topic!

Response to: Platform Game Help!!! Posted January 25th, 2009 in Game Development

At 1/25/09 09:09 AM, bigboo2315 wrote: It doesn't take much to make a simple platform game. Maybe you're not meant to make games. I need help though, I've already started my game and I need to know how to make jumping into a portal take you to the next level. I need a code or something. Go here if you know how and post your answer.

If anyone wants the sprites from the game I'm making, here they are. If you use them, you have to credit me!

This isn't your thread. If you already have a thread asking for help, then wait for answers there, don't post that you need help in other people's threads, doofus.

As for the topic on hand, if tutorials dont help you, then your pretty much stuck. Sorry. The most thing you'll ever get is tutorials, someone wont just come along and help you.

Response to: AS2 Birds eye view wall/restrictor Posted January 24th, 2009 in Game Development

this is like a overhead game? such as a maze game?

in which you need to add a code along the lines of :

onClipEvent (load) {
power = 6;
radius = 14;
}
onClipEvent (enterFrame) {
if (Key.isDown(Key.LEFT)) {
_x -= power;
}
if (Key.isDown(Key.RIGHT)) {
_x += power;
}
if (Key.isDown(Key.UP)) {
_y -= power;
}
if (Key.isDown(Key.DOWN)) {
_y += power;
}
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--;
}
}

I'll explain each part for you.

The Power (line 2) it just to make the player move faster than it is said in the Key.down code lines. I put this in to make him run faster. So ignore that.

We skip along a bit blah blah blah.

ok here we are. If you make a movieclip of a square and name it wall, and give it an instance name of wall, then this code will work., here's why:

I check the hit test between the center of the player and the wall before moving him. If I "foresee" the player's center will hit the wall, I don't move him. Then I performed the same hit test as before but not relatively to the center. then I perform the test and move back the player of one pixel in a direction every time the hit test is detected in that direction. Since player's speed is 3, the while loop won't be executed more than 3 times, that is not CPU expensive.

Make sense? ;)

Response to: Isometric movement? Posted January 24th, 2009 in Game Development

At 1/24/09 01:18 PM, B-Mantis wrote: the hardest thing is the depth sorting, especially when you have moving objects. Movement itself isn't that hard. The formula can be made easily; If you tile is, for example, 100 wide and 60 high, that means that for each 100 units you go right, you go 60 units down. y = 60/100 * x

Yes very true there, depth is going to be a problem, it seems. the movement sounds complicated, but in practicality it works right?

Response to: 1up! Posted January 24th, 2009 in Game Development

To be honest, I dont like the logo. It sucks. Try to use, like, the line tool and round it and give it shading. Then it'll be ok.

Second, learn some grammer please, it's annoying and I dont know what the hell your saying. -.-