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Response to: "Dead" Artists Posted June 11th, 2011 in General

I mean, not just those artists, but those people rarely know as well(yeah they might have posted crap for not being THAT known) but maybe i dunno... if a user doesn't go to NG for a year he's considered "dead"? it would be good if we could see if users were still going online or they just quit.

Response to: "Dead" Artists Posted June 7th, 2011 in General

would it be a good idea to have a "Tombstone" here in NG to remember dead artists?

Response to: So God is Jesus Posted June 4th, 2011 in General

Im not an atheist or anything(though I think I AM a hypocrite) But yeah God had a seven day homework and made earth because he was bored and most of all LONELY. Man was so lonely and scared they decided to make a person to be their boss to explain the things that they couldn't(for example, they had leprosy, which means they sinned in THEIR perspective since they say GOD DID IT if they have no other explanation.) And so this very smart doctor called Jesus cured everyone and made everyone think he was as cool as big ol' Daddy, Forcing the "rational" people of their day(we call them CRITICS now) to eliminate him.

Bottom line, you're right. also Jesus "liked" Peter too since he was also the next big boss of the exclusive fraternity of his called the APOSTLES if Jesus "goes on vacation" (though I never did know who led the sorority in partnership with the APOSTLES called Beatitudes)

Yeah that's about it for me I guess.

Response to: "Dead" Artists Posted June 4th, 2011 in General

It is disappointing to see great flash series have a good start but then artists either just leave them hanging or rush it to end. Whether they be flash artists, ART artists or composers, it's a shame to see them leave behind something that could have been something great.

"Dead" Artists Posted June 4th, 2011 in General

We all have them. Either they're the ones who really died in the real world(hopefully not) or those who stopped *gulp* animating.

There are probably lots of forgotten artists who had such a great promise starting flash, but for some reason either with or without saying goodbye, they fade away. Why? I wonder. Life probably got to them. It's just a shame that these artists could have reached a higher point in animating and enjoying it. Let's have a moment of silence to mourn for them(or you can post if you want XD)

Response to: menu disable Posted August 26th, 2008 in Game Development

okay since you guys R s on a game of mine.. the player MC has this code and has 4 key frames inside.

onClipEvent(load){
speed=11;
}
onClipEvent(enterFrame){
if(Key.isDown(Key.UP)){
this._y-=speed;
this.gotoAndStop(2);
}
if(Key.isDown(Key.DOWN)){
this._y+=speed;
this.gotoAndStop(1);
}
if(Key.isDown(Key.RIGHT)){
this._x+=speed;
this.gotoAndStop(4);
}
if(Key.isDown(Key.LEFT)){
this._x-=speed;
this.gotoAndStop(3);
}
}

i want it that if i press a certain button i get to the keyframe where i can place a FIFTH keyframe where he is aiming...after you press that button you get 2 the keyframe and these actions would be placed on that certain MC:

bc=1000; //bulletcount
onMouseDown=function(){
bc++;
if(bc>1100){bc=1000;}
duplicateMovieClip("bullet", "b"+bc, bc);
with(_root["b"+bc]){
spd = 20;
_x=gun._x;
_y=gun._y;
_rotation = _root.gun._rotation;
}
_root["b"+bc].onEnterFrame=function(){
with(this){
if (_rotation>180) {
_y += (spd*Math.cos( Math.PI/180*_rotation));
_x -= (spd*Math.sin( Math.PI/180*_rotation));
} else {
_y -= (spd*Math.cos( Math.PI/180*_rotation));
_x += (spd*Math.sin( Math.PI/180*_rotation));
}
if(_x>Stage.width || _x<0 || _y<0 || _y>Stage.height){
this.removeMovieClip();
}
}
}
}

onMouseMove=function(){
with(gun){
this.Xd =_root._xmouse-_x;
this.Yd =_root._ymouse-_y;
radAngle = Math.atan2(Yd, Xd);
_rotation = int((radAngle*360/ (2*Math.PI))+90);
}
}

and the "bullet" MC is on that keyframe too.. i can't shoot though even though i press that key. i can go on by myself with the hitests but if you can supply a code for attacking at all these four directions (up down left right) then that would be better(? i want it so that when he's facing that direction.. that's also the direction where he will fire.)

if you can't that's my problem XD

Response to: menu disable Posted August 25th, 2008 in Game Development

At 8/25/08 07:44 AM, hellhound2 wrote: oh and one more thing (if you guys don't mind and it doesn't even correspond with the thread) how can you make the BG scroll on both left and right AND up and down.. the code i have only enables it to either be up and down or left and right.

yes it goes left and right/up and down by the movement of MC "player"

Response to: menu disable Posted August 25th, 2008 in Game Development

oh and one more thing (if you guys don't mind and it doesn't even correspond with the thread) how can you make the BG scroll on both left and right AND up and down.. the code i have only enables it to either be up and down or left and right.

Response to: menu disable Posted August 25th, 2008 in Game Development

At 8/25/08 06:59 AM, andy70707 wrote: Stage.showMenu=false;

just put that on your first frame. It is imposible to completely hide the menu, but it hides everything apart from settings and about, so you can't zoom in, or go foward and rewind etc.

thanks.. .. i guess i can't hide the Tab cheat so all things must correspond with keyboard actions (or the button is outside the box)

menu disable Posted August 25th, 2008 in Game Development

how do i disable the right-click menu? what code to be precise? (please don't send links to the AS:MAIN i've been there.)

Response to: Actionscript codes here! Posted August 20th, 2008 in Game Development

okay this thread is about 300 pages and i can't look in every one of em so i gotta ask,(but then i saw the guy on top of me asked it too) how do i do that? okay so when i click that certain item in the inventory it pops up to my chracter(you know.. MGS like.) so he's holding it right.. so i suppose i have to make another movieclip with 4 frames each with this following code at the MC:
onClipEvent(load){
speed=11;
}
onClipEvent(enterFrame){
if(Key.isDown(Key.UP)){
this._y-=speed;
this.gotoAndStop(2);
}
if(Key.isDown(Key.DOWN)){
this._y+=speed;
this.gotoAndStop(1);
}
if(Key.isDown(Key.RIGHT)){
this._x+=speed;
this.gotoAndStop(4);
}
if(Key.isDown(Key.LEFT)){
this._x-=speed;
this.gotoAndStop(3);
}
}

so after i make another MC of that.. how can i make that he can "shoot" by pressing a certain button?.. i tried playing around removing speed=+ whatever on the script. but it turns into a syntax. and what code do i have to add that he can fire a bullet and damage an enemy and displays the death MC of the enemy. and if hits the "wall" is gone to nextframe of the bullet MC which is a blank keyframe.( oh and how do i change it back to a normal character without a gun WITHOUT changing his position... wherever he was when he shot.)

masking help. Posted August 20th, 2008 in Game Development

you see i would like to make my character to be the only thing visible inside an alpha circle and while he moves and gets close to some random object hes walking into.. the alpha circle will allow that object to be seen through it. will i need an action scripted MC or will i have to do something with the mask? (i'm using flash MX 2004 by the way..sorry if it's old)

Response to: rpg battle damage problems... Posted April 8th, 2008 in Game Development

:: You of course remake this into


var damage:Number = Math.round(Math.random()*47)+462;
_root.badh -= damage;

pretty easy huh...

i did some playingwith the actionscript it turned out like this:
(i used a smaller number so i could subtract more easily.)

_root.badh -= Math.round(Math.random()*10)+100;

and it DID turn into a random number between 100-110.
thanks.

Response to: rpg battle damage problems... Posted April 8th, 2008 in Game Development

var damage:Number = Math.round(Math.random()*47)+462;
_root.badh -= damage;

pretty easy huh

i pasted it at the frame inside the movieclip where it damages the enemy but no damage was made... did i do something wrong?

Response to: rpg battle damage problems... Posted April 8th, 2008 in Game Development

still dont get it?
i wanted it to be random BUT the random number must be in between 462 and 509... YOUR suggestion was about 0 going to a high number such as 462.and thus is very hard to rely on in this kind of game where twists and random stuff like that happens.

oh and YES i wanted it to reduce my enemy's hp and YES again for clearing that the random number must be between 462-509

Response to: rpg battle damage problems... Posted April 8th, 2008 in Game Development

At 4/8/08 09:29 AM, chunkycheese12 wrote: wait, you just want to reduce damage and not randomise it?

_root.badh -= 468;

or whatever. Soz if i still got it wrong lol

still dont get it?
i wanted it to be random BUT the random number must be in between 462 and 509... YOUR suggestion was about 0 going to a high number such as 462.and thus is very hard to rely on in this kind of game where twists and random stuff like that happens.

Response to: rpg battle damage problems... Posted April 8th, 2008 in Game Development

Isn't it:
_root.badh = _root.badh-random(30);

That deducts damage from 0 to 30. Put it on the frame. That should work

uhh you haven't been listening... im using a very large amount of damage counter here.. its 462 just to remind you... and if i were to fight an enemy with an hp worth 5000 and my hp is just 3751... and luck is just so bad that all my random numbers are either 0 or very low for a damage...i would die you know...

Response to: rpg battle damage problems... Posted April 8th, 2008 in Game Development

At 4/8/08 08:21 AM, Kirk-Cocaine wrote:
At 4/8/08 08:02 AM, hellhound2 wrote: the outcome is from 1-462... what i want is that the damage would start from a higher number such as 462 and then the maximum damage is somehow 509.
_root.badh = Math.round(Math.random()*47)+462;

it only turns the hp of the enemy into 462 and above and below 509..
i wanted it to be a damage.all it did was change the enemys hp again and again between those numbers... i need to subtract the outcome of the number between 462 and 509 to the hp of the enemy.

Response to: rpg battle damage problems... Posted April 8th, 2008 in Game Development

At 4/8/08 08:21 AM, Kirk-Cocaine wrote:
At 4/8/08 08:02 AM, hellhound2 wrote: the outcome is from 1-462... what i want is that the damage would start from a higher number such as 462 and then the maximum damage is somehow 509.
_root.badh = Math.round(Math.random()*47)+462;

That generates a number between 462 and 509 inclusive (47 + 462 = 509).

oh okay thanks...

Response to: rpg battle damage problems... Posted April 8th, 2008 in Game Development

i dont see any difference...


i got some problems with what i want my battle damage in thew game to appear...
this is the code i use for the damage:

_root.badh = _root.badh-(462);

the thing is.. its an exact damage.. but when i use a random command like this:

_root.badh = _root.badh-random(462);

the outcome is from 1-462... what i want is that the damage would start from a higher number such as 462 and then the maximum damage is somehow 509.

anyone care to help?

Response to: Pinoy club Posted November 4th, 2007 in Clubs & Crews

wait a sec... isnt this thing supposed to be for filipino people like me to help our asses out? what are you doing here chatting at your projects?(but if you ARE filipinoes. why not speak the language that WE do?)

Why Ng? Why?!?!?! Posted October 25th, 2007 in General

NG was good even before this big changing thing.but this change has some ups and downs..let me list some:

THE GOODS.

A)those smiley things that look likes the ones on YM.
B)those useful buttons in reviews and when you vote on a sub.
C)the web/user page or something that's the same(i think) at denvish art or whatever it was called.

THE BADS(only one bad thing cause i like NG)

A)okay..blame it all on internet connection or DSL but uploading your flash on the browse button when submit DOES take long.

and thats about it..can you add more?

Response to: Piconjo day Posted October 12th, 2007 in General

maybe i
was just whimpering till some guy re thinks of piconjo and makes a decent flash...yeah maybe that...

Response to: Piconjo day Posted October 6th, 2007 in General

it may look like that no one cared to make one or no one would want to..i just wish thjat piconjo could start as a new symbol for NG(you know..like the UBERkids.)

Piconjo day Posted September 28th, 2007 in General

pico day,CC day... with all these event...why not include piconjo? i know people here has no much care for some piconjo flashes that recently suck.but im sure the great minds and authors of NG can kick up something right?

Response to: Moar Madness! Posted September 23rd, 2007 in NG News

youre' alive? i thought you died out last year! well mdness day was nice(seeming it has gotten to be longer..) hope this will turn more of a week!

Response to: NG survivor:Spritew Island Posted September 19th, 2007 in Game Development

don't worry.. i will return... for the other readers..wait for the the continuation of this thread.(or pm me if you want to be in)

Response to: NG survivor:Spritew Island Posted September 18th, 2007 in Game Development

yeah all my subs suck..so now im making one submission to pull up myself with the help of people who will randomly come up here

NG survivor:Spritew Island Posted September 18th, 2007 in Game Development

i need 7 people to help me in this project....i saw now that somebody else had this idea..so i changed it...as all other survivor series go.. this may be the 2nd.at least 4 people should have some mikes to have some sounds right? who would want a boring movie with only subtitles?

(and you'll be co-authored...that's what we do right?)