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Author Search Results: 'Glaiel-Gamer'

We found 8,032 matches.


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Viewing 121-150 of 8,032 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7137268

121.

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


122.

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


123.

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


124.

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


125.

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


126.

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.


127.

None

Topic: As3: Main

Posted: 09/24/09 11:56 PM

Forum: Flash


128.

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


129.

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?


130.

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.


131.

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.


132.

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.


133.

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


134.

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


135.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/22/09 03:23 PM

Forum: Flash

You shouldn't need to get lasers involved, just tell addicting games that they'll get some bad publiciity if they don't help him


136.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/22/09 12:39 AM

Forum: Flash

Bacon > Ham

face it you must have gotten some crappy dennys bacon or whatever from a place that microwaves pre cooked bacon shipped frozen from 1000 miles away. You need to go buy fresh bacon and cook it yourself if you want to really taste the awesomness of a bacon burger.

Also, I hate ham.


137.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/21/09 08:59 PM

Forum: Flash

At 9/21/09 08:19 PM, Zuggz wrote: I'm trying to not put too much effort into all this since it really seems to be counter productive.

Balls. It won't take much effort to convince the sponsor to help out. The internet is a hate machine after all, and if they try to turn the other cheek all you need to do is write a short little blog post telling your side of the story. They won't want the bad publicity, and you can most definitely weasel the money out of the sponsor and let them deal with the jerk who ripped you off.

At 9/21/09 05:47 PM, Keith wrote: That must of filled you up and brought some closure to your hunger.

It didn't really fill me up but it was satisfying enough that I didn't feel like eating any more after I was done with it (just wanted the taste to stay in my mouth for as long as possible you know?)

I'm gonna try to figure out an easy to get bacon on it too, but bacon is a pain to cook so I might just cook like a pound at once and freeze what I don't need.


138.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/21/09 05:42 PM

Forum: Flash

I found the best lunch ever:

Heat up george forman grill
put a fresh burger patty on it, fill the rest of the space with portabella mushroom slices
Close the grill

wait

Melt cheddar cheese on the burger

take burger off grill

put bun on grill, close, grill for a minute

Assemble burger.

Put ranch dressing on burger (i used tostitos southwestern ranch dip)

eat.

So delicious, easy to prepare, difficult to screw up, practically no cleanup.

I'm gonna permanently add this to my college diet


139.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/21/09 04:08 PM

Forum: Flash

At 9/21/09 03:19 PM, Zuggz wrote: Is there anything I can do?

Luckily I've never been in that position. Well I've "not gotten paid" before but that's because I'm pretty sure the other guy never actually was able to get money for the game anyway.

Which sponsor was it? Depending on that, you can probably complain to the sponsor about it, ruin the animator's chances of making any more money off of a sponsor, and probably get some compensation from the sponsor for your work.

Trust me the sponsor will take it seriously.


140.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/21/09 01:08 PM

Forum: Flash

At 9/21/09 06:31 AM, The-Super-Flash-Bros wrote: I'm at Flash On The /Beach in Brighton, and the Adobe guys just showed Closure (the flash version) as a demo of what pixelbender can do in their big keynote speech. NG branding and all!

Tom-

Heh that's cool, they did that at the flash gaming summit too.


141.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/20/09 07:53 PM

Forum: Flash

At 9/20/09 07:49 PM, knugen wrote:
At 9/20/09 07:03 PM, Glaiel-Gamer wrote: a prize to who can tell me what I just wrote and how it's useful :P
Seems like you're taking the the flag values from the tiles to the left, right, above and below the tile at (i, j) then use them to generate an integer: 0 <= n >= 15. Each of these integers represents a certain combination of tile values around (i, j). Then you add 1 since that's what a movieclip's first frame index is, and use that movieclip b to somehow show this visually.

Ya pretty much, so tiles will only show the border when there's no tile next to it

here's your prize: boobies! (.Y.)


142.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/20/09 07:03 PM

Forum: Flash

a prize to who can tell me what I just wrote and how it's useful :P

b.gotoAndStop((
						  (int(!!(tile(i-1, j)))   )      |
						  (int(!!(tile(i, j+1)))<<1)      |
						  (int(!!(tile(i+1, j)))<<2)      |
						  (int(!!(tile(i, j-1)))<<3)
						 )+1);

143.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/19/09 02:59 PM

Forum: Flash

At 9/19/09 02:53 AM, Duchednier wrote: Also i apologize for so much patchman stuff, i think i'm getting excited and i figure "If glaiel can talk about himself 24/7, then i can too!

Also i'm drunk right now sooooooo yeah glaiel dont be mad! I'm using drunk as an excuse!

hey well people show their true colors when they're drunk so FUCK YOU!


144.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/18/09 10:02 PM

Forum: Flash

this thing is too cool
http://www.yourworldoftext.com/ngreg


145.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/17/09 07:19 PM

Forum: Flash

At 9/17/09 06:49 PM, Paranoia wrote:
At 9/17/09 06:26 PM, adman1993 wrote: Yeahp, that's right. Kanye's a dick. ¬_¬
Careful he doesn't ban you :p

you're mixing up kayne and kanye again


146.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/12/09 07:54 PM

Forum: Flash

At 9/12/09 07:51 PM, The-Super-Flash-Bros wrote:
At 9/12/09 07:07 PM, Glaiel-Gamer wrote: It'd be cool if you could make a flash 10 playback API for it so people could playback the sounds simply based on a short list of parameters, or even "mutate" it on the fly.
I was thinking of doing exactly that, I know it'd be cool to use in my own code if nothing else. 5 KB for practically unlimited sound effects? Yes please!

I'm also going to look into the idea of packaging up the sound as a swf, loading it back in using loadBytes and letting you instantiate it as a Sound object, without any fancy FP10 sound stuff.

Now that the port is finished, I can get on to properly extending it with these kind of features

Tom-

I've seen that making a swf thing done before but I'd suggest just concentrate on the fp10 stuff. If anything it'll be motive to switch. (and pixel bender could be used for sound effect filters too, like "underwater" or other effects that could be useful).

Flash would be awesome with a rich sound manipulation API on top of it's low level stuff.


147.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/12/09 07:07 PM

Forum: Flash

At 9/12/09 06:53 PM, The-Super-Flash-Bros wrote:
At 9/12/09 06:48 PM, liaaaam wrote: Just checked the Google Code page and yes.. it's a direct port :X Awesome :)
Yep, Dim showed me sfxr and I thought it would be fun to port it. Plus a lot of people don't trust downloadable .exe files like the original was, so having it as a web app could be useful

The original didn't have copy/paste though :P

Tom-

It'd be cool if you could make a flash 10 playback API for it so people could playback the sounds simply based on a short list of parameters, or even "mutate" it on the fly.

var sound1:SFXREffectData = new SFXREffectData(.2, .4, .8. .1, -.4, .-27, 1.27);
var sound2:SFXREffectData = sound1.mutate();
SFXR.play(sound2); // generates on the fly
sound2 = SFXR.randomize();
SFXR.register(sound2) // pregenerates waveform for sound2
SFXR.play(sound2) // playback of raw waveform

or something similar


148.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/12/09 04:22 PM

Forum: Flash

IGF Submission Deadline is November 1st.
I'm working hard to ready Closure for it.

You guys should give it a shot if you have a good or original game and $100 to spend. It's worth a shot.


149.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/10/09 04:56 PM

Forum: Flash

At 9/10/09 09:28 AM, Jimp wrote: Well happy with how this is going, although Flash just crashed for the first time on my Mac and I lost an hours worth of khale :(

Anyway what do you guys think? Ive got one more seat in the rollercoaster, who should be in it?

ME


150.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/09/09 09:26 PM

Forum: Flash

At 9/9/09 09:25 PM, fluffkomix wrote: you still hot for Jon or has the love worn off?

dont make me slap you


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Viewing 121-150 of 8,032 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7137268