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Response to: AS problem concerning Enemy Posted August 4th, 2009 in Game Development

sorry for the double post. I forgot to mention last that when I tried animating the characters on the main time line in real time, when I previewd the game using spam the web, all of the sounds got seriousely screwed up. I've fixed this by reverting back to one level, 1 frame

there for tweening the characters in real time is not an option

so options remain coding movement for each individual, or being able to set up the enemies of that level's movement by tweening them in an MC. (my goal)

Response to: AS problem concerning Enemy Posted August 4th, 2009 in Game Development

well fellows? no real solution yet... save for coding all of the movement

any one else?

(thanks for all the suggestions so far btw)

Response to: AS problem concerning Enemy Posted August 3rd, 2009 in Game Development

At 8/3/09 08:12 PM, Halosheep wrote: Instead of tweening him around, just have the MC on the main stage and put some code like _x+=speed; or something, and when he reaches a certain point have him turn around with _xscale and make him go the other way. You could even put some shapeflag hitTests in there or other hitTests for obsticales or moving further away or closer to the player, make him smaller with _width and _hight and stuff like that.

well.. I suppose if push comes to shove I'll just have to do that... but finding a simple coding solution would be so much better, because tweening him would make it so much easier to set up levels!

AS problem concerning Enemy Posted August 3rd, 2009 in Game Development

Hello

I have an enemy with the following code placed on it, allowing him to be shot and killed by the player:

onClipEvent (enterFrame) {
onMouseDown = function () {
if (this.hitTest(_root.crossheir)) {
_root.E1.gotoAndPlay(23);
}
};
}

I would like to be able to place the enemy in an MC where he is tweened around, so that I can loop his movement around the stage while the player does this. when I put him in an mc and tween him however, he cannot be killed by the player.

how can I make him accessible by the mouse?

thanks

Response to: need help with enemy AI Posted August 2nd, 2009 in Game Development

well, does anyone else have anything to add? I appreciate the help

Response to: need help with enemy AI Posted August 2nd, 2009 in Game Development

At 8/2/09 04:46 PM, johnfn wrote: Don't copy the code from the tutorial. This is not going to help you learn Actionscript. I would suggest writing your own AS code from scratch.

I think I've learned a lot from doing this actually. I have some experience in XNA and java, so I used my knowledge from those languages to try and figure out what is wrong with this code. though I haven't solved the problem, in doing so I learned a fair bit more about the structure of the AS coding language in conjunction with flash

I mean no offense though. though I did learn a thing or two from this scrap of AS, relying on copying and pasting for everything cripples an artist, because it is impossible to be original using something that' already been done. anyway, I certainly wouldn't recommend at least copying ALL of the time, though if you have the mind set, ANALYZING pre written code can teach you a lot.

Response to: need help with enemy AI Posted August 2nd, 2009 in Game Development

At 8/2/09 04:28 PM, Treerung wrote: Try this
onClipEvent(enterframe){
AI = "stand"
this.gotoAndStop(1);
reloadTime = 10;
ammo = 32
 if(ammo < 1 && AI != "reloading"){
 gotoAndStop(2);
AI = "reloading"
 reloading = 0
 }
 if(AI == "reloading" && reloading < reloadTime){
 reloading += 1
 }else{
 gotoAndStop(1);
 AI = "stand"
 }
if(AI == "stand"){
AI = "shoot"
 gotoAndStop(3);
 }
 }
}
onClipEvent(mouseDown){
if(hitTest(_root._xmouse, _root._ymouse, true)){
gotoAndStop(4);
AI = "dead"
}
 }

thank you for the reply!

however,
an error report appears upon test, the brace on line 22 is 'unexpected.' when I deleted it, the enemy had the same problem

Response to: how do you do this Posted August 2nd, 2009 in Game Development

well, is the new software vector based, or like a video editing software? flash has such crisp resolution because all of it's graphics are generated by math (vectors) the graphics may there for be shrunk down or blown up without any change in resolution. however, if you somehow imported an swf into a video editing software, or first exported the flash to avi and then imported it, the res dies a little, because videos are made up of sequenced images (with pixels)

if indeed you are now working with video, the key is to up the quality when exporting, rendering, ect.

I may also add though, video files are much larger than swfs, so video is not the way to go to reduce size.

need help with enemy AI Posted August 2nd, 2009 in Game Development

hello. I'm having some trouble with the AI of my enemies in an fps I'm trying* to make. I used entirely the source code from a tutorial here on newgrounds, found here.

Action script version: AS2
flash: flash 8
24 fps

of the flash's reviews, knowone seemed to have this problem, though I tried it exactly, and than retried, with the same problem.

the code on the enemies MC on the main timeline is as follows (compiled from the tutorial, or just go see the tutorial)

onClipEvent(enterframe){
AI = "stand"
this.gotoAndStop(1);
reloadTime = 10;
ammo = 32
}
onClipEvent(enterFrame){
if(ammo < 1 and AI != "reloading"){
gotoAndStop(2);
AI = "reloading"
reloading = 0
}
if(AI == "reloading" and reloading < reloadTime){
reloading += 1
}else{
gotoAndStop(1);
AI = "stand"
}
if(AI == "stand"){
AI = "shoot"
gotoAndStop(3);
}
}
onClipEvent(mouseDown){
if(hitTest(_root._xmouse, _root._ymouse, true)){
gotoAndStop(4);
AI = "dead"
}
}

the first frame is an idol pose, the second an MC of an animation with the character ducking in cover (which pauses with a stop action on it's last frame,) the third frame is an MC of the enemy shooting (containing another MC of a muzzle flare) and the fourth frame is an MC of the enemy dieing, stopped by a stop action on it's last frame

the problem, is that when the swf is launched the enemy is frozen in the 'shooting' state, and the MC, VERY strangely, is frozen its self. basically, the enemy's AI is broken. even while he is shooting all this time, the players health doesn't go down either. I otherwise have everything working, and have used all of the code in the appropriate places found in the above linked tutorial.

here is what I have now:
http://spamtheweb.com/ul/upload/020809/5 8176_fpsgame.php

thanks for the help, thank you for your time, and I'm sorry if it's long

Response to: the warhammer 40k collab! Posted July 29th, 2009 in Game Development

At 7/28/09 11:56 PM, magicswordz wrote:
At 7/25/09 06:38 PM, flashbound18 wrote:
we are in no rush, and have no need to have this thing submitted by a certain date, so I am going to relax and ignore this project for the duration of my vacation (until augest 28th) and take up work on it once more after school starts.
Okay, well, originally it looked like you guys were just about wrapping this up and i would have any time to do anything for the project. But if it is being stalled for almost a month at least; I was wondering if I might be able to jump into this collaboration.

I consider myself a decent artist (but by no means great) and you can check out my art here magicswordz.deviantart .c om/
As for flash experience; i finished a year of our schools animation class.
I'm out of town right now and don't have the one flash animation i did ^^;

So i'm joining a little late; but i'm still on summer vacation with nothing important to do so i think i could finish something by the time you get back to the project. and if you guys want to release with out me because i didn't finish on time; that is fine with me

That is my application; hope I'm good enough and not to late to get in.

we've put the collab on hold only to resume in our search for a way to make the project possible, as it has gotten too big. unffortunately, the last thing we need is less space to use..

so I am sorry, but we cannot accept anymore parts. I have already denied like, 2-3 other people via pm, and it is always unfortunate.

thank you for your audition however; I'm really sorry dude

Response to: the warhammer 40k collab! Posted July 28th, 2009 in Game Development

At 7/28/09 05:27 AM, globdecitus wrote:
At 7/27/09 01:27 PM, micky315 wrote: then there shouldnt really be a drummer in the flash then should there?
well, maybe the space marine band plays other songs as well, that have drums, or maybe the space marine drummer is waiting for the drum part of this song, which happens later on.

I agree. the drums indicate it is a band, if not obvious at first.

Response to: the warhammer 40k collab! Posted July 27th, 2009 in Game Development

At 7/27/09 01:12 AM, globdecitus wrote: thats not an option, as there's no drums in the song.

has to stay techno coz of the keytars. the lazors should be a little more fancy, a bit more detail in the characters, and have the keytar rif (if possible) continuing with the marine playing after the one gets blown up. if not
possible, have the audio continue, but cut the volume slightly. (then have that cut when he gets shot)

glad to have you back man... but don't sweat. if you catch up with the thread, you'll find you've got a wealth of time to do whatever.

peace guys.

Response to: the warhammer 40k collab! Posted July 25th, 2009 in Game Development

At 7/25/09 03:47 PM, micky315 wrote: so how the construction going

I followed stampers optimization guide and am where I was before, nearly, with a little less then half the file size as before.

however, though half the size as before enables me to continue work on the fla and finish it, it has still gotten too big to export (and from here it will only get bigger) I'm not sure what to do from here, but I'm done worrying about it. we are in no rush, and have no need to have this thing submitted by a certain date, so I am going to relax and ignore this project for the duration of my vacation (until augest 28th) and take up work on it once more after school starts.

bomblu, I know your the best trooper of us and will no doubt offer to take it on from here, but please don't. If the current power of my cpu cannot export this, yours certainly can't either.

anyway, relax, all of you for a while. :/

Response to: the warhammer 40k collab! Posted July 23rd, 2009 in Game Development

At 7/23/09 03:55 AM, BoMbLu wrote: AT LONG LAST!

I put in some help in the collab :P Flashbound18, if i were you (just an opinion, not forcing you or rambling, but i want to prove my theory on 'medals=more views' here :P), once our animations are in a relatively good size, suggest that - when the stuff's all combined into one nice masterpiece - i'll send the .swf to Stamper (thanking him for the help and showing him what we made) and we can hopefully get approval for the medals when he sees the hard work we've put into it.

listen bomblu, medals are gone. tom fulp ignored us, AND cs3 and cs4, proven and as said by tom fulp himself, bloat the files. we're having a whole lot of trouble with size, and if I get everything all optimized, it still may be a close call even with flash 8,

so finally could you all just let the medals go.. it's not happening.

Response to: the warhammer 40k collab! Posted July 22nd, 2009 in Game Development

alright, I was curious so I ran stampers optimization techniques on a few parts, and they each were shaved an average between 1/3 to 1/2 size! :o :D (of those that had anything to shave)

Response to: the warhammer 40k collab! Posted July 22nd, 2009 in Game Development

Well, some old stuff there, but one mp3 layer and the compact and stuff's all new...
Hopefully, i bring hope in these dark and troubled times :P

thank you bomblu, and thank you stamper!

new mission plans observed, re-assembling
unfortunately, I won't be able to try this lot out until like, Sunday.. so bare with me. once I start, it will probably then take me like, 5-6 days o solid work

Response to: the warhammer 40k collab! Posted July 21st, 2009 in Game Development

Update

looks like the swf theory is a no go. It may have worked, but when you import an swf it breaks the movie clips.. so dead end there.

Response to: *** Halo Collab Halo Collab *** Posted July 20th, 2009 in Game Development

trouble is, this has already been done/being completed:
the original halo collab series:
TSAH:

  • TSAH
    TSAH by RubberNinja

    Click to view.

    Type
    Movie
    Rated
    Ages 13+

TSAH 2:

  • TSAH2
    TSAH2 by The-Super-Flash-Bros

    Click to view.

    Type
    Movie
    Rated
    Ages 13+

TSAH 3:
(in the making, superflashbros)

anyway, do whatever you want. the fact that there are alread hundreds of madness collabs it seems, never has stopped new ones from being made

hell, watch those for ideas!

Response to: the warhammer 40k collab! Posted July 20th, 2009 in Game Development

At 7/20/09 04:28 AM, BoMbLu wrote: Forbid might have pointed this out to you, flashbound, but i think you're not compiling the collab the way it should be done, especially for AS3. Rather than combining all the FLA's, the most reasonable option would be to import the SWF's (quite a difference from a 20meg fla to a 40kb swf right?). Therefore, you'd have one layer of keyframed animation and then add the audio layers.

If i were you i'd try that out before putting your foot down and releasing the collab in as2. My theory is still that of 'medals = more views' and after all, we've worked (and are still working) quite hard to put up a good colab, it'd be a pity if the collab passes by un-noticed.

Flash, if you want me to try compiling the collab with swf's i'll be glad to help, i'd just want to say i'll be going to austria next week so i'll be a bit unavailable. If need be, i'll try take a day off work to help out :P

bomblu, tom has sort of subtly said no aout the medals. he seemed to ignore our question all togethor in his pm.

the trouble with swfs is yes, they are small as swfs, but imported they become a string of keyframes and a truck load of symbols. as swfs, they are small. but I think they get a lot bigger.. BIGGER even, when imported.

anyway, they are worth experimentation.. but really you guys should consider the medals anyway, a lost cause.

Response to: the warhammer 40k collab! Posted July 19th, 2009 in Game Development

At 7/18/09 07:06 PM, micky315 wrote: looks like ill have to change file as type agian.......

sucks that we cant have medals i was really loooking forward to that. T_T

to uselessly repeat what forbid said, I've already got nearly everything together including your parts in flash 8, AND I've recoded all of the as to as2

now the trick is to optimize files (as said before) and on my part, to buy more ram :(

Response to: the warhammer 40k collab! Posted July 18th, 2009 in Game Development

At 7/18/09 01:28 PM, BoMbLu wrote: GALILEO!
galileo
GALILEO!!
O
OO

So, i'm making the credist and i want to know something before i start putting in some effects on the text, what flash version will the whole thing be saved as? AS2, AS3...AS -1.8? :P

as2. if the collab comes off the ground anytime soon at all, it's going to be 8.. and that's a definite.

looks like imma have to buy more ram now.. who'd of thought id spend MONEY on a flash project!?

Response to: Warhammer 40.000 Crew Posted July 17th, 2009 in Clubs & Crews

http://www.newgrounds.com/bbs/topic/1004 716/1

we've been working on it for like 7 months now! I'm not sure why I posted this.. just seemed appropriate.

anyway, keep a look out for it!

Response to: the warhammer 40k collab! Posted July 17th, 2009 in Game Development

At 7/17/09 01:21 PM, TrojenMonkey wrote: ..Haha, I knew my part will evantualy be TOO BIG.
And no, I cannot make it any smaller as the character's shading is what grants the remorceful weight...
*sigh*

Oh well, at least I had some fun at making it. <_<
Good luck guys'.

I'm really sorry torjen. I like the part quite a lot actually :(

Response to: the warhammer 40k collab! Posted July 15th, 2009 in Game Development

I'm afraid medals are impossible, since building the file in cs3 and 4 has failed

the reason this thing keeps crashing is flaws in how these movies were created. we're dealing with fields of meaningless keyframes, graphics intensive bitmaps used for animatin, and ultra complex vectors (drawn on low smoothing)

trojen monkey, I'd like to use your part but in it's current state it can't be done. I'm not really sure what you can do about the bitmaps, but if you think of anything and manage to make the file smaller, please, please, please tell me.

I'm the one that drew everything at low smoothing, so I'm looking into vector optimization (recommended by tom, yes I heard back from him)

forbidmetal.. do your best to be rid of those keyframe fields

redharvest, while we're standing around would you mind tweaking the lip syncing for your singning tau? it really looks like you cut corners on it (I am particularly unimpressed as the viewer with the one mouth that gets tweened really big and stretched.)

we need to optimize! never in my wildest dreams did I think when I created this collab I should have put down regulations on keyframes and content. if there is a next time, I'll be sure to.

the warhammer 40k collab!

Response to: the warhammer 40k collab! Posted July 15th, 2009 in Game Development

I have received a reply from tom, and have resumed work once again on getting this thing off the ground.

if you don't hear from me for a while, don't panic.. I'm just out sacrificing warhammer models to the archenemy gods, or trying to conjour wraithbone constraints for the file with my clarinet.. >:,(

Response to: the warhammer 40k collab! Posted July 9th, 2009 in Game Development

At 7/9/09 07:05 PM, Phobotech wrote: Wait I was just thinking...Flashbound, are you working with CS4?

Is there anyway to identify what format each segment is in, and are certain formats all within the same file contradicting each other?

I saved all parts in the same format before compiling

Response to: the warhammer 40k collab! Posted July 8th, 2009 in Game Development

At 7/8/09 07:34 PM, Phobotech wrote: ^^

Page 42, and *take our time, not "take out time."

I have tried compiling this file 6 times now, I count. yes, taking our time and producing the best possible file is what should be done.. but I am still VERY eager to have this done and over with. I don't know the schooling to break system in Europe/England and Canada, but here (America) we have a generally solid school year followed by a solid summer. my summer vacation is nearly half way over already, and I've spent the better part of those days on this ginormous bitch of a file I had expected to complete within the first week of my vacation.

no, this file should not be rushed.. but I'm becoming extremely frustrated, hopeless, and fatigued about the whole thing... and just want to see it done so that I may enjoy my summer.

oh yeah, and still no reply from tom >:(

Response to: the warhammer 40k collab! Posted July 7th, 2009 in Game Development

At 7/7/09 04:15 PM, RedHarvest wrote: i will do a VERY short part.....haha nothing too epic...but anything to help out the collab!

UPDATE

I just got that stupid fucking javascript error 13 parts in. I may need to build this whole collab, then send the fla to someone else to compile, to then send back to me to submit. we'll see.(that fla would take a good hour to upload/download)

Response to: the warhammer 40k collab! Posted July 7th, 2009 in Game Development

UPDATE! 8 confirmed parts, 10 possible so far

adding 'warlocks N power swords' (my part) to list
(it killed the sound sync when I added it to part 1

that leaves part 1 with 18 parts.. not too shabby!

Response to: the warhammer 40k collab! Posted July 7th, 2009 in Game Development

At 7/7/09 03:13 PM, CrabPope wrote:
At 7/7/09 02:56 PM, flashbound18 wrote:
phobotech, we can now use your part AND the one about nobz you thought was rubbish (I rather like it)
I did the Nobz squad part, unless phobotec also did a Nobz squad animation?

Anyway I 'll do another part, I don't think the collab as a whole should be split in two parts though, one of them will just lag behind score-wise. But hey, you're the boss.

oh sorry dude.

in my fucked up head I always mess you two up.. I don't know why

yeah that was you.