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Response to: The Lazymuffin Draft Collab Posted November 15th, 2009 in Game Development

Sorry for not being to active around here, but i was kinda busy finishing off this game:

I will continue the making of my part once i get my wacomm back from my friend!

Response to: AS2 game help Posted November 12th, 2009 in Game Development

_root.bot is the player.
_root.cur is the cursor.

"dyr" is the enemies
"bullet" is the bullets (duh).

AS2 game help Posted November 12th, 2009 in Game Development

I AM TRULY SORRY FOR YOU WHO BELIEVE THAT AS3 IS BETTER, IT IS, BUT I UNFORTUNATLY HAVEN'T TAKEN MY TIME TO LEARN IT YET

I have been working on this game for about four days now, but something is awfully wrong.

The enemies seem to just randomly dissapair instead of dissapearing only when hit by the bullets. Also, sometimes the enemies just kinda flies towards the player twice as fast as him instead of acting normal and being three times slower than him!

here are the bullet and enemy control and spawn functions:

function spawn_enemy() {
	dyrX.push(attachMovie("dyr2", "dyr", _root.dyrX.length, {_x:0, _y:0}));
}


function spawn_bullet() {
	if (shootX.length<maxBullet) {
		var angle:Number = (_root.bot._rotation-90)*_root.radians;
		var xv = bulletSpeed*Math.cos(angle);
		var yv = bulletSpeed*Math.sin(angle);
		shootX.push(attachMovie("bullet", "bullet", _root.getNextHighestDepth(), {_x:_root.bot._x, _y:_root.bot._y, _rotation:_root.bot._rotation-90, xv:xv, yv:yv}));
	}
}
enemy_control = function () {
	for (var id = 0; id<dyrX.length; id++) {
		var B1 = dyrX[id];
		var Dx:Number = _root.bot._x-B1._x;
		var Dy:Number = _root.bot._y-B1._y;
		var D:Number = Math.atan2(Dy, Dx);
		var xu = _root.dyrSpeed*Math.cos(D);
		var yu = _root.dyrSpeed*Math.sin(D);
		B1._x += xu;
		B1._y += yu;
		B1._rotation = D/radians+90;
		if (shootX.length>=1) {
			if (B1.hitTest(shootX[1]._x, shootX[1]._y, true)) {
				trace("works");
				dyrX[id].removeMovieClip();
				shootX[1].removeMovieClip();
				dyrX.splice(id,1);
				shootX.splice(1,1);
				id--;
				ib--;
			} else if (B1.hitTest(shootX[2]._x, shootX[2]._y, true)) {
				dyrX[id].removeMovieClip();
				shootX[2].removeMovieClip();
				dyrX.splice(id,1);
				shootX.splice(2,1);
				id--;
				ib--;
			} else if (B1.hitTest(shootX[3]._x, shootX[3]._y, true)) {
				dyrX[id].removeMovieClip();
				shootX[3].removeMovieClip();
				dyrX.splice(id,1);
				shootX.splice(3,1);
				id--;
				ib--;
			} else if (B1.hitTest(shootX[4]._x, shootX[4]._y, true)) {
				dyrX[id].removeMovieClip();
				shootX[4].removeMovieClip();
				dyrX.splice(id,1);
				shootX.splice(4,1);
				id--;
				ib--;
			}
		}
	}
};
bullet_control = function () {
	for (var ib = 0; ib<shootX.length; ib++) {
		var B2 = shootX[ib];
		B2._x += B2.xv;
		B2._y += B2.yv;
		if (B2._x>600 || B2._x<0 || B2._y<0 || B2._y>600) {
			shootX[ib].removeMovieClip();
			shootX.splice(ib,1);
			ib--;
		} else if (B2.hitTest(B1._x, B1._y, true)) {
			dyrX[i1].removeMovieClip();
			dyrX.splice(ib,i);
			ib--;
		}
	}
};
Response to: The Lazymuffin Draft Collab Posted November 12th, 2009 in Game Development

im just dropping in to say that im still making my part.

Response to: The Lazymuffin Draft Collab Posted November 9th, 2009 in Game Development

any moar responses, who will actually finish their shit and stuff..

Response to: You're worst animation ever? Posted November 9th, 2009 in Game Development

you're supposed to show your worst animation ...
it didn't look half that bad to me :|

Response to: The Lazymuffin Draft Collab Posted November 9th, 2009 in Game Development

what is the status, sir?

Response to: The Lazymuffin Draft Collab Posted November 8th, 2009 in Game Development

add another coffe cup ...
for the lols

Response to: This clock... Posted November 7th, 2009 in Game Development

I don't really know, ive been trying to get this right but it wont sync with my clock.

i use getHours/Minutes/Seconds function.

This clock... Posted November 7th, 2009 in Game Development

is this clock on-time?

Response to: Rate my site layout please? :] Posted November 6th, 2009 in Game Development

Helvetica!

I love that name <3

Response to: "1037: Packages cannot be nested" Posted November 6th, 2009 in Game Development

thats like kinda... stupid...


OMFG!!!!!!

im finaly taking everybodys advice and converting to AS3, but I always get the error:
1037: Packages cannot be nested

At the end I copied the code directly into my flash and i got the same error -.-

AS3, on main timeline:
package 
{
	import flash.display.Sprite;
	import flash.text.TextField;
	
	public class Starter_1 extends Sprite 
	{
	       private var tField:TextField;
	       public function Starter_1 () 
	       {
	               myTest();
	       }
	       private function myTest():void 
	       {
	               tField = new TextField();
	               tField.autoSize = "left";
	               tField.background = true;
	               tField.border = true;
	               tField.x = 20;
	               tField.y = 75;
	               tField.text = "Hello, world";
	               addChild(tField);
	       }
	}
}
Response to: Spawning Multiple Movieclips Posted November 6th, 2009 in Game Development

oops, forgot "id"

var id:Number = 0
var maxMC:Number = 4 //Number of max notes on screen
NoteAttach = function(){
    _root.attachMovieClip("Notes","Note"+id,id);
    _root["Note"+id]._x = Math.Random()*Stage.width;
    _root["Note"+id]._y = Math.Random()*Stage.height;
    if(id<=maxMC){
        id++;
    }else{
         id=0;
    }
}

setInterval(NoteAttach, 1000);
Response to: Spawning Multiple Movieclips Posted November 6th, 2009 in Game Development

Something like this?:

AS2 - on main timeline(_root)
var id = 0
NoteAttach = function(){
    _root.attachMovieClip("Notes","Note"+id,id)
    _root["Note"+id]._x = Math.Random()*Stage.width
    _root["Note"+id]._y = Math.Random()*Stage.height
}

setInterval(NoteAttach, 1000);
Response to: create your very own mangatar Posted November 6th, 2009 in General

Woah! ill have to submit here as well then :D

create your very own mangatar

Response to: The Lazymuffin Draft Collab Posted November 6th, 2009 in Game Development

You probably should PM everybody and check if everybody is still doing their parts ...

Response to: I got... Raped Posted November 6th, 2009 in General

oh i feel sorry for you, EpicFail

Response to: The Lazymuffin Draft Collab Posted November 6th, 2009 in Game Development

At 11/5/09 03:40 PM, turtleco wrote: okay sounds swell. I hope that everyone is working on their part. I wonder who is actually making a part, since a billion ppl said they'd make one....

I'm still working on mine :D

Response to: The Lazymuffin Draft Collab Posted November 4th, 2009 in Game Development

meh, I did them voices myself :o

Response to: The Lazymuffin Draft Collab Posted November 3rd, 2009 in Game Development

Just to let you know

I just finished the 1st draft of my animation.

Any voice actors out there?

Response to: Espionage Collab Relaunch! :O Posted November 3rd, 2009 in Game Development

Deja vu

Response to: Help me out here (CS4 required) Posted November 3rd, 2009 in Game Development

cheers!

Response to: Flash CS3 crashing with copy/paste Posted November 3rd, 2009 in Game Development

Don't ever copypasta!!!

Response to: Represent A Country 3 [Contest] Posted November 3rd, 2009 in Audio

At 11/3/09 10:34 AM, SBB wrote: Country: Norway

dam!

meh, i wouldn't have made one anyway...
Response to: Panned to the right Posted November 3rd, 2009 in Audio

I have the habit of creating tons of short loops and never ever use them to anything ever.

ever
Response to: Really new to action script. Posted November 3rd, 2009 in Game Development

Check out AS: Main

You will find your answer there :D

Response to: Image Quality and Bones. Posted November 3rd, 2009 in Game Development

I haven't really gotten into bone animating so I might not be qualified for answering ...
but i would suggest you make one new symbol at full quality and stick to them as long as you can (by resizing and such).
The frames with half-bended hands you could just do really quick, people don't notice as only the poses that last more than about three frames are noticed.

It might sound confusing, but heres a picture to clear things a bit up (hopefully)

Image Quality and Bones.

Response to: hey does this game run slow Posted November 3rd, 2009 in Game Development

Meet Canonhead!

hey does this game run slow

Response to: The Lazymuffin Draft Collab Posted November 3rd, 2009 in Game Development

It looks awesome!

what happens next?