You need a Grounds Gold Account to post on the NG BBS! If you don't have one, click here to sign up now! It's fast, free, and easy — and opens up tons of great NG features!

Author Search Results: 'Glaiel-Gamer'

We found 8,045 matches.


<< < > >>

Viewing 121-150 of 8,045 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7138269

121.

None

Topic: Cleveland show starting tonight

Posted: 09/27/09 07:03 PM

Forum: General

At 9/27/09 06:56 PM, TheSilverGuitar wrote: The Cleveland Show, on the other hand, looks like a piece of shit. I mean, there are so many more interesting characters on Family Guy to make a spin off of, and they pick the black guy with the speech impediment. The jokes look shit too (dfurr hurr they live next to bears lolol).

No see, if they got rid of quagmire or Joe or Brian to do a spin off with, then Family Guy would suffer, so they took the only character they could remove without having too much of an effect on Family Guy.

Even so the show is gonna suck.


122.

None

Topic: People who don't improve society

Posted: 09/27/09 07:01 PM

Forum: General

At 9/27/09 11:56 AM, leftBrain wrote: What is it with people who choose jobs like being a video game programmer...

Ok I'm gonna stop you right there because my games make millions of people happy and that does help society.


123.

None

Topic: Anyone know a feminist forum?

Posted: 09/27/09 04:32 AM

Forum: General

You aren't gonna get any chicks by stalking a feminist forum


124.

None

Topic: That Lonely Feeling

Posted: 09/27/09 02:22 AM

Forum: General

i make video games...


125.

None

Topic: can a mod ban another mod?

Posted: 09/26/09 10:23 PM

Forum: General

mods used to not be able to ban me but I think they can now... either that or it's just a lie to get me to behave myself


126.

None

Topic: College Food

Posted: 09/26/09 09:38 PM

Forum: General

I had another one of these today for dinner, with extra bacon this time.

Deliciousness of burger = d(ingredients) + bacon^2


127.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/26/09 08:03 PM

Forum: Flash

At 9/26/09 07:56 PM, BoMToons wrote: does depth swapping cause objects cached as bitmap to redraw and recache?

cache as bitmap is stupidly a huge black box


128.

None

Topic: Adobe flash CS5!

Posted: 09/26/09 05:28 PM

Forum: Flash

At 9/26/09 05:13 PM, GustTheASGuy wrote:
At 9/26/09 05:05 PM, biofusion wrote: The additions in CS5 for developers looks pretty solid. I have actually never done any programming but if I was interested in developing a game I could atleast test out some theories before having a developer jump on board it seems.
Flash is really not good for programming. Any text editor written by a guy as a hobby is better.

I tend to agree here. What they showed off for CS5 though looks like they brought the editor up to the level that others were at in 2002, which is an improvement.


129.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/26/09 03:14 PM

Forum: Flash

At 9/26/09 11:30 AM, zrb wrote: I tend to get tired of typing flash's built in functions sometimes cause they're longer to type and i'm lazy, so i made myself a class which is basically a set of the same functions but less typing.

Example: getNextHighestDepth();
Fuck that ! That one is the worst.
attachMovie() not as bad but i switched it to newClip.

Anyone else do something like that ?

no cause I switched to AS3 2 years ago so I wouldn't have to deal with that crap anymore


130.

None

Topic: I got puberty...

Posted: 09/26/09 04:57 AM

Forum: General

That's nothing, I fathered a child before I was even born, and that child went on to father me


131.

None

Topic: College Food

Posted: 09/26/09 02:30 AM

Forum: General

I had mac n cheese for dinner. It didn't stack up to the burger at all and was a general disappointment as a follow up to that lunch


132.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/26/09 02:24 AM

Forum: Flash

At 9/26/09 02:11 AM, ImpendingRiot wrote: of Tyler's contribution to the film.

what did I do now?


133.

None

Topic: Diagonal scripting?!

Posted: 09/25/09 09:46 PM

Forum: Flash

embed the font


134.

None

Topic: College Food

Posted: 09/25/09 09:06 PM

Forum: General

At 9/25/09 08:57 PM, TheFrozenBunny wrote:
At 9/25/09 08:52 PM, Glaiel-Gamer wrote:
At 9/25/09 07:36 PM, jewdudewtf wrote: Let us know how many heart attacks that gives you.
this burger is probably 300% healthier than the crap most people eat
Are you sure? Looks like a lot of sauce and bacon in that burger

the sauce was 60 calories, 5 grams of fat. Not that much. The bacon was 2 strips of bacon, crisp and drained of the grease. Bacon's not all that unhealthy for you unless you get soggy greasy bacon


135.

None

Topic: College Food

Posted: 09/25/09 08:52 PM

Forum: General

At 9/25/09 07:36 PM, jewdudewtf wrote: Let us know how many heart attacks that gives you.

this burger is probably 300% healthier than the crap most people eat


136.

None

Topic: College Food

Posted: 09/25/09 07:30 PM

Forum: General

At 9/25/09 07:23 PM, poxpower wrote: Aaaaaaaaaaand this is how you get the famed Freshman 15

Ya I did get that last year... except all it did was bring me from "underweight" to "almost average weight"


137.

None

Topic: College Food

Posted: 09/25/09 07:07 PM

Forum: General

At 9/25/09 06:52 PM, Sun-and-Moon wrote:
At 9/25/09 06:23 PM, Glaiel-Gamer wrote: Total: $6.41
I could get like 5 boxes of macaroni and cheese for that price. Good day, sir! I said good day!

Ya you could but this burger is 20x more satisfying than mac and cheese, and about 4x healthier


138.

None

Topic: College Food

Posted: 09/25/09 06:23 PM

Forum: General

At 9/25/09 06:14 PM, HighWayStar365 wrote: How much did the ingredients cost? It looks like you could sell that at a fancy burger joint for like $20.
You'd be fucking rich.

let's see

4 burger patties ($6.19, ~$1.55 per patty)
Pack of portabellas ($5.00, used about a third of the package so ~$1.67)
Bacon ($4.89, used 2 / 12 strips so ~$0.82)
Ranch Dip ($3.99, used about 1/8th jar, ~$0.50)
Cheddar Cheese ($5.19, used 1/20 slices, ~$0.25)
Lettuce ($3.99, used about a 6th of the pack, ~0.66)
Bun ($5.78, used 1 / 6 buns, ~$0.96)
----------------
Total: $6.41

not the cheapest meal, but well well worth it

You could also get cheaper ingredients, I got pretty lean meat and pretty high quality stuff


139.

None

Topic: College Food

Posted: 09/25/09 06:11 PM

Forum: General

Just cause I'm in college doesn't mean my diet has to be ramen noodles and mac'n'cheese

grilled southwestern portabella bacon cheddar ranch burger ftw

everyone should own a george foreman grill. best thing ever.

College Food


140.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/25/09 06:06 PM

Forum: Flash

I got me some bacon.

You are all hungry now

The Flash 'Reg' Lounge


141.

None

Topic: Dose AS3 support threads etc

Posted: 09/25/09 05:14 AM

Forum: Flash

At 9/25/09 05:13 AM, dELtaluca wrote: Or as glaiel points out

in a private conversation off thread


142.

None

Topic: Dose AS3 support threads etc

Posted: 09/25/09 05:06 AM

Forum: Flash

using pixel bender to batch process data is the closest you'll get to doing threading in flash.


143.

None

Topic: As3: Main

Posted: 09/24/09 11:56 PM

Forum: Flash


144.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/24/09 07:19 PM

Forum: Flash

At 9/24/09 07:14 PM, dELtaluca wrote: As me and glaiel have discussed.

The glitch is due to having the two clips being named the same
Flash will compile the class for the clip, as having a variable of the first type it encounters under that name, and ignore anything having the same name, assuming that it is the same object/of the same type without giving an error or anything
Thus when it attempts to cast the second object to the type of the variable, you get the runtime error.

Adobe should issue an error in the case of casting to different classes like this, and a warning in the case of casting to the same class (i.e. both clip1 or both movieclip)

and they should also have custom classes in the "treat as" drop down menu when placing a clip on the stage so I can make them all movieclips instead of linkage "clip1"/"clip2" classes


145.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/24/09 06:48 PM

Forum: Flash

I managed to replicate this glitch now...

http://www.glaielgames.com/glitch.fla

if you have cs4 download that, build it, and run it.
It should throw a runtime error.

I know how to replicate that glitch, and I can't quite tell if that's "expected behavior" or not. What do you think?


146.

None

Topic: As3: Share Level Code

Posted: 09/24/09 01:40 AM

Forum: Flash

As an exercise this is an encoded 2D array of integers:

87ad3e49664e4d764616061648346202f0f24896 8ffffffff141d98b12c5f030c940be6cd6b1a9e1 8902e67c161d0805ec8826c0e1b181887d0c881a 181909600af9ff268e10a0ef78487cf343a034f3 9810d85c308b363946d083c108b43090010056fc 32fe

if you decode correctly you should be easily able to see the 2D array.


147.

None

Topic: As3: Share Level Code

Posted: 09/23/09 08:07 PM

Forum: Flash

AS3: Main

THIS ASSUMES YOU ALREADY HAVE A BASIC LEVEL EDITOR AND A WAY TO CONSTRUCT YOUR LEVEL FROM AN ARRAY.

Typically your level will be stored as a 2D array of tiles, with some object in each slot representing how to reconstruct your level. Do not directly store MovieClips in the array, this is not the level, just the data for the level.

i.e.

map = [[0, 1, 1, 1, 1, 0],
[1, 1, 1, 1, 0, 0],
[0, 1, 1, 1, 0, 0],
[0, 0, 0, 0, 0, 1],
[0, 1, 1, 1, 1, 1]]

Your map can be anything you want, store numbers, strings, ints, more arrays, it doesn't matter.

EXPORT LEVEL CODE STRING

var raw:ByteArray = new ByteArray();
raw.writeObject(map);
raw.compress();
levelstring = BAtoString(raw);

Simple right? You write the entire map object to the byte array. Flash encodes everything about it so it can be reconstructed exactly as you wrote it when decoding. Then you just compress it, which will turn any level with a ton of similar tiles into a short code. I tried, a 100x100 level was converted into about a 250 character code. BAtoString (ByteArray to String) will be covered later.

IMPORT LEVEL CODE STRING

var raw:ByteArray = new ByteArray();
raw = StringtoBA(levelcstring);
raw.uncompress();
map = raw.readObject();

StringtoBA (String to ByteArray) will be covered later
This is the exact inverse of the code above. We read in the string, convert to a bytearray, decompress, and then read in the map. You dont even have to do anything special! map will be reconstructed exactly as you left it when encoding.

UTILITIES: THE MEATY PART
ByteArray is fun enough, 4 lines of code for export, 4 lines of code for import, it couldn't be that easy, could it?

Not quite, but the good part is the required functions are very simple and easy to understand. Here's the conversion functions:

function BAtoString(a:ByteArray):String{
	var s:String = "";
	a.position = 0;
	while(a.bytesAvailable){
		var b:uint = a.readByte();
		s += ['0','1','2','3','4','5','6','7','8','9','a','b','c','d','e','f'][b%16];
		b=b>>4;
		s += ['0','1','2','3','4','5','6','7','8','9','a','b','c','d','e','f'][b%16];
	}
	a.position = 0;
	return s;
}

This will take a byte array, convert it to a string, and return that string. There is a toString function on the bytearray, but it's not useful here because of the large amounts of non printing characters and other funkiness that will make your string really hard to copy and paste and import. So I'm rolling my own which will basically represent each byte as 2 hex characters. One hex character (4 bits) can be represented as any of the following characters: 0123456789abcdef

while(a.bytesAvailable){
var b:uint = a.readByte();

this will read every byte in the string. A byte is 8 bits, and i'm gonna represent them like this:
[01010101]

There's no byte type in flash so we pack it into an unsigned integer (32 bits). The rest of the bits will just be 0, like so:

[00000000 00000000 00000000 qwertyui]

There's no function for reading 4 bits at a time so we need to convert the top 4 bits and the bottom 4 bits into hex characters separately.

['0','1','2','3','4','5','6','7','8','9'
,'a','b','c','d','e','f'][b%16];

Looks complicated, but let me break it down:
['0','1','2','3','4','5','6','7','8','9'
,'a','b','c','d','e','f']
is an array

[b%16];
is an index into the array

b%16 will read the bottom 4 bits of the byte and return a number 0 to 15 which acts as an index into the array. Come to think of it this is functionally equivalent to b&15 (bitwise and [byte]&[00001111]), so use whatever you wish. Bottom 4 bits converted to hex, added to the string, we're good.

b=b>>4;
will now shift the byte over 4 bits to the right, so

[qwertyui] >> 4 = [0000qwer]

Now the top 4 bits are the bottom 4 bits so we just do the same thing as above to extract them and convert to a character.

At the end we reset the bytearray's read position to 0 and return the string.

Now we move on to the same function, but in reverse:

function StringtoBA(s:String):ByteArray{
	var a:ByteArray = new ByteArray();
	for(var i:int = 0; i<s.length; i+=2){
		var b:uint = (hint(s.charAt(i))) + (hint(s.charAt(i+1))<<4);
		a.writeByte(b);
	}
	a.position = 0;
	return a;
}

This time we're reading a string and converting it to a byte array. It's a little easier, but again we have to read 2 characters at a time, so the for loop there has +=2 instead of ++ in the 3rd field. Also, this WILL NOT handle line breaks or spaces gracefully, but it shouldn't be too hard for you to process the string to remove all non hex characters before calling this function.

Anyway, here's the meat that reads 2 characters, converts into a byte, and writes it into the bytearray:

var b:uint = (hint(s.charAt(i))) + (hint(s.charAt(i+1))<<4);
a.writeByte(b);

lets break it down:

var b:uint = (CHAR1) + ((CHAR2)<<4);

char1 will be 4 bits, char2 will be 4 bits, so

char1: [0000asdf]
char2: [0000ghjk]

char2 << 4 shifts the byte over 4 bits to the left so it's now [ghjk0000]

we add together:

[0000asdf] +
[ghjk0000]
----------------
[ghjkasdf]

and we have our byte, which we write to the bytearray.

but it's not just a raw character lookup, we need to look up the character in the string then convert it to an int

hint stands for "hex character to integer", will be covered below.

s.charAt(i) is one character, s.charAt(i+1) is the next character. We convert them to ints with hint and now we have out CHAR1 and CHAR2 which we can plug into the equation above.

And finally, hint:

function hint(s:String):uint {
	switch(s){
		case "0": return 0;
		case "1": return 1;
		case "2": return 2;
		case "3": return 3;
		case "4": return 4;
		case "5": return 5;
		case "6": return 6;
		case "7": return 7;
		case "8": return 8;
		case "9": return 9;
		case "a": return 10;
		case "b": return 11;
		case "c": return 12;
		case "d": return 13;
		case "e": return 14;
		case "f": return 15;
	}
	trace("invalid character");
	return 16;
}

There most likely is a shorter way to do this by converting characters to their key codes and subtracting, but since abcdef and 0123456789 are in a different range there'd still have to be a comparison and well this is a lot easier to visualize.

We just use a switch statement to easily and return the int we want.

And there we go. This will work with any object you want thanks to ByteArray magic, and compressing it will make it very difficult for someone to modify the code and get a glitchy level. Flash will throw errors if it has a problem decompressing the level code, so I recommend you wrap the decode function in a try...catch statement so you can correctly say when the level couldn't be reconstructed from the code.


148.

None

Topic: Moving A Vcam With Actionscript

Posted: 09/23/09 03:54 AM

Forum: Flash

At 9/23/09 03:22 AM, Sound-O-Vision wrote: Interesting, but I don't understand how to make this move my Vcam object. I do like using a Vcam, but I just wish I could move it with actionscript.

The code your suggesting will move everything on the stage? I'm afraid I'm not understanding.

Setting the X and Y of a vcam WILL move it through AS. Your problem is you're going through way too many layers to get there. and any one of those could mess up or so something you didn't expect along the way, because you lose control.

Pop the game into a movieclip. Then you can move just the movieclip around. Or just move the root around like you normally do. The transform is (base is either root, not recommended, or a game container clip):

[base].x = (-camera.x + screenwidth / 2)

same for y

its more complicated if you want scale or rotation, which is when you need to take out your college level math or linear algebra book and start reading.


149.

None

Topic: Moving A Vcam With Actionscript

Posted: 09/23/09 03:16 AM

Forum: Flash

you don't need Tweener or vcam for that.

this is precisely why you should write your own camera code.

on the camera, store "actual" x and "actual" y coordinates.

then

function cameracontrol(){
//int ax, ay = actual x, actual y
//if shake:
    //ax += Math.random()*10-5
    //ay '' '' '' '' '' '' '' '' '' '' '' '' '' ''
//roll your own code here, but use ax and ay to control it
//parent.x = blah
//parent.y = blah
}

hopefully that helps, and is alot simpler than trying to warp what you need into complicated dependencies


150.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/22/09 07:03 PM

Forum: Flash

At 9/22/09 03:33 PM, Zuggz wrote: It does seem like he wants to pay me but the main issue for me is... how long will that actually take since he apparently has none now? The longer I'm broke the more the interest shall rape me.

This is called a "delay tactic". You're better off getting the money from the sponsor then letting the sponsor chase the other guy down for the money. And dont be afraid to keep sending off emails


All times are Eastern Standard Time (GMT -5) | Current Time: 07:43 AM

<< < > >>

Viewing 121-150 of 8,045 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7138269