449 Forum Posts by "Halosheep"
ME3 (Xbox)
WoW: Cataclysm
Cant think of any others atm.
Tododile FTW.
Him and his evolutions are the 3 best pokemans EVER.
Something simple and fun, Jak and Daxter (The first one), any one of the first 3 or 4 Ratchet and Clank games, classics, Mario/Tetris.
I'd really like to say Shadow of the Colossus, but I know not everyone likes it.
But they should.
It's actually very clever advertising
The only problem is that these women aren't actually in the game.
=P
What classe/s do you like to play most?
Vanguard/Adept for me. Anything where I can kill with my mind and a shotgun.
Build time machine, go back in time, punch self in face for being a fucktard.
OR
Go to an A&E
That is how it's meant to look. Assuming the code works, you can just paste that into your movie.
Yeah, I think making a giant box the size of the screen on the back layer and changing it's color would be the best option.
I assume your checking if the right key is down. To do this I use:
var right:Boolean = false;
function keyDowns(event:KeyboardEvent) {
if (event.keyCode == 39) {
right = true;
}
}
function stuff(Event){
if(right == true){
trace("stuff");
}
}
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDowns);
stage.addEventListener(Event.ENTER_FRAME, stuff);
Just add a second function to check for if the key is up if you want that too.
lol, plox don't bump 2 year old threads.
At 3/12/10 06:16 PM, SmartNoob wrote: I am posting this from my iPod touch. It's so awkward lol. Anyone ever do this enough to get good at typing long messages?
Some of my friends can, but it's a bit fiddely to start with.
I guess you just get it eventually, same as when you start out with anything else.
The Room.
I don't care what you've seen. Some big-shot but terrible hollywood movies, some low budget crapfest like Megashark vs. Super Octopus, but this one is the worst. And the best, since it's so bad it's halarious
I swear to god, just look up scenes on youtube.
The Room rooftop scene, to start with
You coy little bitch.
Took me 5 seconds to figure it out. 5 seconds of furious clicking.
If you went to some of the secluded parts of the map in Shadow of the Colossus, you really felt alone, and scared.
Actually, most of the game felt like this.
At 3/2/10 03:53 PM, Deathcon7 wrote: stuff
I realized that, and I've tried it as well. No such luck.
=/
That didn't work, and I've checked through a little but, didn't find anything that could cause this that I know of, so I might as well post the relevant code.
import flash.events.*;
var right:Boolean = false;
var down:Boolean = false;
var left:Boolean = false;
var up:Boolean = false;
var xspeed:Number = 0;
var xacl:Number = 0.8;
var xdecay:Number = 0.3;
var xmax:Number = 5;
function movment(Event) {
if (right == true) {
xspeed += xacl;
player.gotoAndPlay(3);
}
if (left == true) {
xspeed -=xacl;
player.gotoAndPlay(4);
}
if (right == false && left == false) {
xspeed *= xdecay;
player.gotoAndPlay(1);
}
player.x += xspeed;
if (xspeed >= xmax) {
xspeed = xmax;
} else if (xspeed <= -xmax) {
xspeed = -xmax;
}
}
stage.addEventListener(Event.ENTER_FRAME, movment);
The rest of the code (there's more) is just on the keypresses and other stuff which wouldn't affect this.
AS3. I only posted a small segment of my code, cus you really don't need the full version.
In the real version I have player.gotoAndPlay(frame);, but w/e
So, if I take out the stop on the frame in question and leave it as gotoAnd Play, it should work?
I'll try it.
I have some basic code, something along the lines of
if(right == true){
xspeed += xacl;
gotoAndPlay(walking);
}
That's in my movement engine, but when I test it, it will go to the walking frame, but not play the animation on that frame.
Walking is not really there, the frame number is, I put that there for clarity.
The animation is an MC nested within the greater MC of the player.
If you need the full code for this, just ask.
I can help with smoother movement, at least. The trick to it is to have two variables, the current speed of the player, say xspeed, and the acceleration, xacl. Set xspeed as 0, and xacl as a small number, 0.5.
var xspeed:Number = 0;
var xacl:Number = 0.5;
Where you have
player.x += speed;
or whatnot, change it to:
xspeed+=xacl;
and do that for each one you want. Now, if you test it you won't move, since you're never actually change the players x. After all the code which changes the xspeed, just put
player.x+=xspeed;
Now, you can smoothly accelerate your character, but he wont slow down.
If you want a really sudden stop, just put
xspeed = 0;
After the movement code in another if function,
if(right == false){
xspeed = 0;
}
so that way, when you stop pressing the key down, your speed drops back down to 0.
However, the way I prefer is to have a gradual deceleration. for this, you need another variable, the decay, called xdecay.
var xdecay:Number = 0.9;
Now, instead of putting xspeed = 0 in the new if function, put this in
xspeed *= xdecay;
Now, if you put it all together, you should have a some code which will allow you to gradually accelerate and decelerate your character.
var xspeed:Number = 0;
var xacl:Number = 0.5;
var xdecay:Number = 0.9;
if(right == true){
xspeed += xacl;
}
if(right == false){
xspeed *= xdecay;
}
player.x += xdecay;
Congratz
You should'ave grabbed her cock.
Flash Fourm btw
Graphics are lacking, questions are obscure, the entire thing is simply ridiculous.
I LOVE IT.
And have ex in the street.
Cmon guys, can't you see he's obviously a hardcore hacker with mad skillz?
I for one think it's amazing that you could acomplish such a feat!
None of this is real code btw, I'm just using it to try and convey my ideas.
Also, this is a question, not a guide or something.
Hey, I was making a game, but one part of it need that my attacks only affect enemies within a certain radius, say, 50 pixels, but how would you go about doing this? The only ways I can think of are giving each enemy a code just saying
if(abssolute value of enemyname.x -= player.x <= 50){
//stuff
}
But I'm not sure this would work if you had duplicated enemies or something similar, so I was also thinking, is there a way of giving each enemy a different instance name depending on how close they are to the player? It would be something like this:
if(distfromplayer <= other enemy distances){
this instance name = enemy 1;
}
So that would mean if there were three enemies on the screen, that moved, the closest one would be called "enemy1", then another piece of code would figure out who's second, third, ect.
if(distfromplayer >= enemy1dist && distfromplayer <= enemy3dist){
instance name = enemy 2;
}
You would probably have to switch around the code, so the furthest one is calculated first, then go inwards toward the player, or something, but I'm only wondering if this is possible, and if it is, could you point out a guide on how to do it, or explain it yourself?
Thanks in advance.
I only wash my hands after going to the bathroom.
And I never go to the bathroom.

