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Response to: Movie clip as a button. Posted September 7th, 2009 in Game Development

better to make a button, but regardless you can do the same for both

button.onRelease = function(){
nextFrame();
}

Response to: Military Members! Posted July 23rd, 2009 in General

At 7/15/09 08:50 PM, HellboundNinja wrote:
At 7/15/09 08:34 PM, michelinman wrote:
At 7/15/09 08:24 PM, HellboundNinja wrote: i'm signal
i'm an MOST at fort gordon now. haha. nice to out of here?
Oh fuck yea dude. FTGordon as MOSI is fucking stupid. But I heard from a lot of MOST's and permanent party thats its not bad once your out of initial training.

permanent party is way better then tradoc. A few of my friends are sergeants and my first sergeant is funny as fuck. You have to put up with the occasional bull shit but other than that its pretty lax

Response to: Military Members! Posted July 23rd, 2009 in General

At 7/15/09 08:24 PM, HellboundNinja wrote: Im a PFC who just hit my one year mark of a 4 year term. Im in Germany right now and I deploy in dec or jan to Qatar I think. Im a 25N so my job is the TACHUB so I dont have to see any fighting I hope cause I joined to be used for my brain not my inability to kill something.
So far its OK at best. Things are pretty unorganized on a personnel level but considering how many personnel they have its understandable sometimes. Here in a few hour I have to go back to the Range to re Qual With my M16. Hopping for a first time go.

25U myself Ft. Gordon sucked dragon testicles. I got an m-4 myself, but I'd probably prefer an m16 as its longer and usually more accurate

Response to: Guns Posted April 23rd, 2009 in General

At 4/11/09 07:57 AM, Xavon wrote: Fuck guns.

Real men fight with swords.

Guns have no artistic value to them, using a sword is an art.

ok let me go get an M249-Bravo and see how your sword holds up. You tell me weapons have no artistic value to them. Tell that to my old drill sergeants.

Response to: Denver Meet 2009 Posted February 14th, 2009 in General

Hooah, Ill be able to go Im going to be stationed at Ft. Carson so it'll be a quick trip up there. Count me in.
4th ID lead the way

Response to: how do u make a money system? Posted June 29th, 2008 in Game Development

At 6/29/08 12:13 PM, CaiWengi wrote: You have a variable, called _root.money

When you find money, you have _root.money += whatever amount
When you use money, you have _root.money -= whatever amount

Im sorry that's not a great way to set it up. Have place everything on the main time line that way you wont have to worry about ._root. also you need to set it up in the correct formatting.

var money:Number = /* initial money amount*/;

Maybe you should learn your stuff kid before you start calling people idiots.

Response to: Bullets do damage? Posted June 22nd, 2008 in Game Development

please people get out of applying code to objects! Everything should be in its own file or on the main timeline. example:

 onClipEvent (enterFrame){}

should be something along the lines of

onEnterFrame = function{}
Response to: What makes a good pre-loader game? Posted June 18th, 2008 in Game Development

optimize your flash

Response to: What filter? Posted June 18th, 2008 in Game Development

looks like it has a solid color on top with a screen or multiply blending mode applied to it.

Response to: Coding question. Posted June 18th, 2008 in Game Development

yeah i definately think it would best to do some extensive research. Llike everyone else here im no lawyer. Oh and make sure to see if there's any open source project thats similar to what you're doing. Its free you can modify it however you want and there's usually a community there to help. Way better than being out by yourself trying to re-invent the wheel.

Response to: AS code Posted June 18th, 2008 in Game Development

the result will only show once you publish the movie. Flash needs to compile the code first before it can display the result

Response to: AS code Posted June 18th, 2008 in Game Development

this will go on a key frame on the main time line. It is important you have these actions on it's own separate layer. Make sure you have NO OTHER KEYFRAMES after this, it is important.

If you're unsure how to create a layer its the icon that looks like a small piece of paper with a plus sign on it right below the area with the label names(top right area). It is very important you have the instances named otherwise the code will not work.

Response to: Coding question. Posted June 18th, 2008 in Game Development

Yes if you want users to be able to upload music you would need a system to handle which people are uploading what songs, which may require users to sign up/log in. Which is all server side based(php mysql). You may also run into some licensing issues, those artists sure do love their royalties! Which may involve negotiation with record labels/song owners. You might want to check out www.pandora.com as they do something similar to this, same with youtube. I dont think the real challenge lies within the fact of creating the sufficient architecture to create a project like this but if it's open to the public the real challenge lies with the legalities of letting users upload somebody else's work and have other people listen to it. If you do this you would need to separate yourself somehow from what these people are doing. So you wont get sued.

Response to: I have a bit of problem. Posted June 18th, 2008 in Game Development

there's too much stuff here to decipher. Comments would be nice. Another great technique to use is trace() functions this will let you know where you are in certain areas of your programming.

It appears you don't have an if statement to handle what happens if you are both walking and punching. I think it gets stuck in the "patrolling" if statement, although the issue of why the character continues to move is still pure speculation. Obviously patrolling is set to true. That's why i recommend using the trace() function to find out where you are in your code when this event happens.

Response to: coding problems Posted June 18th, 2008 in Game Development

my mistake I put ">=" instead of "<=" in my explaination. You need "<=".

Response to: coding problems Posted June 18th, 2008 in Game Development

you have it so that when it is EXACTLY zero then go to the end frame, your are not considering the fact that there are negative numbers after zero. so instead of having it "==" you need to have it so that its ">=" this accounts for all the numbers under zero. You would also need to put an if statement in there that might look something similar to this.

if(variableName <= 0){
gotoAndStop("end");
clearInterval(variableName);
}
Response to: AS code Posted June 18th, 2008 in Game Development

there are different methodologies for solving this problems such as using layers. However this worked fine when I tested it.

sonic.swapDepths(1);
shadow.swapDepths(0);

you are going to have to give each mc an instance name. To do that, click on the mc and give it an instance name. The instance name field is found and the bottom left corner in the properties menu.
name them "sonic" and "shadow" accordingly. Just a reminder 0 is the lowest depth level where as a positive integer represents a higher level. Have fun and dont be afraid to mess up.

Response to: As2? Why? Posted June 18th, 2008 in Game Development

give me $700 for cs3 and ill learn it =)

Response to: Automatically updating Posted June 17th, 2008 in Programming

just a guess here MySQL is able to remove tables and such through the DELETE query you might want to try that method. Here's what I found.

<?php
// Connect to MySQL
mysql_query("DELETE FROM example WHERE age='15'") 
or die(mysql_error());  
?>
Response to: Problem with ! statement Posted June 17th, 2008 in Game Development

onEnterFrame = function () {
var keys:Array = new Array(Key.isDown(Key.LEFT), Key.isDown(Key.RIGHT), Key.isDown(Key.UP), Key.isDown(Key.DOWN));
	if (keys[0]) {
		trace("Key Array 0");
	} else if (keys[1]) {
		trace("Key Array 1");
	} else if (keys[2]) {
		trace("Key Array 2");
	} else if (keys[3]) {
		trace("Key Array 3");
	} else if (!key) {
		trace("nothing");
	}
};

This will give you a general idea hopefully this is what you're looking for. I would consider checking to see if the key is Up rather then down as this may present another problem further along.

Response to: Need help with file size Posted May 17th, 2008 in Game Development

you said you were using sprites, which I assume is .jpg I would suggest you trace them in flash that way they are simple vectors. From there you can optimize the shapes from following the steps above. I would probably do the same thing for the backgrounds as well if they are raster based.

Response to: why wont it work >:( Posted May 17th, 2008 in Game Development

few questions

what is the result? what do you want it to do?
do the variable names match the instance names on the objects?
how is the information being loaded. text document or something else? If it is, is the file in the same directory as your flash file?

Response to: Flash 3d Help please. Posted May 1st, 2008 in Game Development

you dont need any plug-ins actionscripting ftw...

flash 3d

you do need to know actionscripting to do this however

Response to: Testing website offline Posted May 1st, 2008 in Programming

I suggest using wamp for windows or lamp, and mamp, for linux and mac respectively if you need to test your php locally. Just do a search on it and I'm sure you'll find a site to d/l it.

Response to: How do you attach something? Posted May 1st, 2008 in Game Development

heres something i made really quick:

onEnterFrame = function () {
	/*name of button here*/.onRelease = function() {
		this.attachMovie(/*id name here(needs quotes)*/,/*new name here(needs quotes)*/, 0);
		this./*new name here*/._x = _xmouse;
		this./*new name here*/._y = _ymouse;
	};
};

its Important you understand this before you go off copying and pasting. This may not what you are asking for but its a very general idea of how to attach a mc. In order for this to work you need

1) create a movie clip which will act as a button. Leave this on the stage and give it an instance name.

2) create a movie clip which you will want to attach to the button movie clip. Delete this off the stage.

3) in the library right click the movie clip you want to attach and go down to the "Linkage" menu item.

4) once in the menu click the "Export for Actionscript" option. then give it an id name.

the rest is up to you. I recommend you fool around with it to understand it better.


I've noticed a lot on this forum lately that a majority of programmers insist on using onClipEvents. I this sometimes gets a little tricky when somebody sends over their .fla for troubleshooting and general problems. I would recommend that everything be placed on the main time line or even into its own class or .as file. I rarely see any sort of oop in here and I strongly recommend following this format, due not only to the fact that you can re-use the code for pretty much any other project, but it keeps everything nice and organized if you come back to it later or are working with somebody else. Change isn't necessarily evil.

Response to: help me Posted April 19th, 2008 in Game Development

I can hear the songs, is this the issue? reason it works locally is you probably have those files on your computer. if you have it hosted somewhere it wont be able to access those same files. you have to have them hosted somewhere

Response to: ComboScript Posted April 19th, 2008 in Game Development

sorry double post, read it was on the frame. So whats the issue then

Response to: ComboScript Posted April 19th, 2008 in Game Development

where do you have canHit set to true

Response to: issues with vertical scrolling... Posted April 10th, 2008 in Game Development

ok, so the background is going to be the only thing that moves around then, right? If this is the case then I would migrate all the movement code to the background so instead of the character name or "this" in your case. you would change the parenting to _root, however it maybe easier to simply use the instance name to avoid confusion. I wanted to go through your code and optimize a few things, but it'll take me awhile to do. For the time being see if those minor changes will work. If they don't then ill try to get around to modifying your current stuff, and will release a .fla