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Author Search Results: 'Johnny'

We found 4,351 matches.


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Viewing 1-30 of 4,351 matches. 1 | 2 | 3 | 4 | 5 | 6 | 776146

1.

None

Topic: As3: Keys

Posted: 11/09/09 12:27 PM

Forum: Flash

At 11/9/09 12:17 PM, GustTheASGuy wrote: Idiotic implementation.

What Gust is trying to say is that even though he knows his shit, he can be horribly condescending, and instead of encouraging and 'politely' helping people, he'd rather shove his knowledge in your face.

Keep your bullshit to yourself and be more considerate about posting where kids might actually use it.

Gust, keep your bullshit to yourself and be more considerate about posting where kids might actually take your negative criticism to heart, and just stop trying because they can't reach you on your pedestal.

There are better ways to deal with people. Be nice.


2.

None

Topic: Experienced Programmer Required

Posted: 11/09/09 12:07 PM

Forum: Flash

At 11/9/09 10:35 AM, funkycaveman wrote: The coding I have done already is in AS2, if you decide to code in AS3 I wont be able to help out as much as I could with AS2, but tbh I don't wish to as there is a lot of art to be made, so it's your choice, again.

Coming from a programmer's standpoint, if I personally was on board to do this for you I would wipe out everything you've done programming-wise and start from scratch with my own classes/engines and what not.

Just to give you an idea how most of us thing. Generally, it's easier to build from scratch than add on to something that doesn't have the same 'flow' as our preferred method of programming/organization.


3.

None

Topic: Need some help with programing this

Posted: 11/09/09 12:20 AM

Forum: Flash

Check the programming forum. Those guys are the shizzle with php/mysql


4.

None

Topic: Half-Life ish ammo counter. AS2

Posted: 11/09/09 12:14 AM

Forum: Flash

Need to see the code in question. Anything relevant to the problem.


5.

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Topic: The Flash 'Reg' Lounge

Posted: 11/09/09 12:10 AM

Forum: Flash

Another go for more opinions!

I've taken some suggestions from you guys into account for Prismatica II. Things that have changed:

The star is now larger at the beginning and scales down as you level to make it a bit easier.
Upgrades now occur every 3rd level, instead of randomly. (As such, more often)
There is a small 'screen shaking' effect whenever anything clicked.
There is now a score multiplyer (based on not allowing more than 10 seconds between hits)
I think all pixel explosions should remove themselves from the screen now.
Pixel explosions are now larger (Which may cause lag... need to know this)
Preloader works (though still just a placeholder)

Thanks for all of the suggestions. I haven't changed anything with the instructions screen yet, but I'm thinking I'll have a basic instruction screen (sort of like there is now) with a link to more advanced ones for people who want to know.

Note: There is an issue with the star not scaling back to its original size after a 'size up' upgrade is supposed to wear off. Only happens sometimes. Working on it.

Touch pads... be warned. Not touch pad friendly.

Lemme know what you guys think of the changes, especially feelings on if it's too easy/difficult, and if there's any lag for you.

Prismatica II Beta again.


6.

None

Topic: The Flash 'Reg' Lounge

Posted: 11/08/09 03:28 PM

Forum: Flash

At 11/8/09 03:04 PM, zrb wrote:
At 11/8/09 03:01 PM, turtleco wrote: friggin hilarious
I LOL'd right before Stamper broke the camera.

On another note, is this too plain ?
(The structure and not the coloring lol)

I would add some basic shadowing, and possibly some small detail. (Moss/cracks..ect)


7.

None

Topic: Easiest way to learn actionscript?

Posted: 11/08/09 03:00 PM

Forum: Flash

At 11/8/09 02:30 PM, CkGordon wrote: Thanks these comments are really helpful. I spent all night going through the tutorials and reading the forums and experimenting.

Then you're well on your way. I generally read/tutorial, then use that information and experiment the hell out of it.


8.

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Topic: Geometry wars style background

Posted: 11/08/09 02:49 PM

Forum: Flash

At 11/8/09 02:45 PM, CkGordon wrote: Hi, not sure if this is much help from a noob but maybe you could try and fake it by just adding the background "sucking in" animation to the explosion movie clip on a lower layer and masking off everything outside of your boundries? Sometimes the quickest and simplest can achieve the same effect as the complicated. ;)

The lines would only line up a small percentage of the time, and it would be horribly obvious that it had been cheated.


9.

None

Topic: Geometry wars style background

Posted: 11/08/09 12:24 PM

Forum: Flash

I think you could achieve something like that using bitmapData and either a convolution or displacement filter.


10.

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Topic: action script 3??

Posted: 11/08/09 12:22 PM

Forum: Flash

At 11/8/09 12:07 PM, henke37 wrote: As 3 is easier to code in, since it tells you when it finds an error.

So does 2.0 if you use the debugger. (Which is kind of garbage... but gets the job done)


11.

None

Topic: AS3 Question

Posted: 11/08/09 12:04 PM

Forum: Flash

At 11/8/09 10:53 AM, Jynxxx wrote: Anyway, as a result, I'm looking or what the equivalent is of onClipEvent(enterFrame) for the timeline? (Basically a chunk of code that will execute over and over and loop).

You'll eventually want to code everything in seperate classes and .as files, but to get you started with AS3.0, you can do the following. Draw a ball. Convert it into a movieclip and keep it placed on the stage. Give it an instance name "ball".

Put all of this on the first frame of the movie.

stage.addEventListener(Event.ENTER_FRAME, mainLoop);
function mainLoop(e:Event)
{
  ball.x++;
}

I'll explain the code a bit to get you on your way.

AS3.0 uses 'Event Listeners' which basically just sit around waiting for certain events to happen. When those events do happen, it can call a specific function. In the example above, we create a listener on the stage that listens for ENTER_FRAME events. Whenever one happens, it will run the mainLoop function. It's a bit more advanced than that with how it passes arguments and what not, but we won't get into that. =)

Now, if you had 3 different clips, a ball, triangle and square, you could do this.

stage.addEventListener(Event.ENTER_FRAME, mainLoop);
function mainLoop(e:Event)
{
  ball.x++;
  square.y +=30;
  triangle.x --;
}

And all three would move their respective ways every frame. If you want to take it one step further, you can add INDIVIDUAL events to different shapes by changing something simple..

instead of ;
stage.addEventListener(Event.ENTER_FRAME , mainLoop);

You could do something like..

ball.addEventListener(Event.ENTER_FRAME, ballLoop);

And change the name of the function.

function ballLoop(e:Event)
{
//Whatever you want the ball to do every frame
}


12.

None

Topic: The Flash 'Reg' Lounge

Posted: 11/08/09 11:52 AM

Forum: Flash

At 11/8/09 10:28 AM, zrb wrote: Generic Monsters FTW
Yeah that's right, the one project I didn't give up on. Its that forest game thingy btw.

That's adorable.


13.

None

Topic: As3 Oop

Posted: 11/08/09 11:50 AM

Forum: Flash

Try these things.

Change:

import AS.key.key;

to

import AS.key.Key; //capital K or the class.

If that doesn't work..

The 2nd thing, just to avoid any classpath problem.

Try placing it in the same folder as your .fla.
Remove the import command completely
Remove everything after 'package' (no AS.key)

That should remove any classpath problems completely so you can test your class and narrow down the problem.


14.

None

Topic: As3 Oop

Posted: 11/08/09 10:21 AM

Forum: Flash

At 11/8/09 10:18 AM, Yambanshee wrote: for (var p:uint; p<l; p++) {

clearly showing that p is defined. wtf? is it because i need to put private/public in front of it? or define it on its own?

Not when used like that, you don't.

Is that the exact line that's causing you error? If so, I don't know what's going on. If it's another line, it could be because it's not in the same function as where it was defined.


15.

None

Topic: timing/ nesting question

Posted: 11/08/09 10:19 AM

Forum: Flash

At 11/8/09 10:12 AM, cannonfist wrote: Yeah they're side by side. I don't know actionscript, so i reckon I'll give your method a try. Thanks very much.

If you want to animate them, you can put each 'layer' into 1 movie clip. You can do that an infinite number of times. It's nested that way, but sometimes that's the way the cookie crumbles.

Other times, it crumbles onto the carpet and my GF yells because she has to vacuum.

16.

None

Topic: The Flash 'Reg' Lounge

Posted: 11/08/09 10:14 AM

Forum: Flash

But I had the last laugh!

Tony Danza ftw.


17.

None

Topic: The Flash 'Reg' Lounge

Posted: 11/08/09 10:09 AM

Forum: Flash

At 11/8/09 08:37 AM, zrb wrote:
At 11/8/09 06:51 AM, knugen wrote: Did anyone try this thing out? It's almost unbelievable how he He "guesses" right almost every single time :O
Holy shit he got me right twice !

I would have bet $1000.00 he wouldn't have gotten "John Doe" from Se7en, and he did. How in the fuck??


18.

None

Topic: Vampires Vs. Humans-mmo Needs Coder

Posted: 11/08/09 09:58 AM

Forum: Flash

At 11/8/09 09:07 AM, ZehGameMaker wrote: I'm using Smartfox, if none of you have heard of it, let me just say it basically does everything for you.

No it doesn't. It lessens the burden a bit though.


19.

None

Topic: As3 Oop

Posted: 11/08/09 09:56 AM

Forum: Flash

You can put it in the same folder as the .fla you're using it in, and it's imported automatically.

The other option is to change the classpath of the package.

Whether it's good practice or not, I generally keep a copy of all the classes I'm using in the same folder as the .fla I'm working on.


20.

None

Topic: vcam question

Posted: 11/08/09 12:13 AM

Forum: Flash

If you've downloaded the file and brought the clip into your movie already, just double click on the symbol. The code is on the first frame.


21.

None

Topic: vcam question

Posted: 11/07/09 11:46 PM

Forum: Flash

By itself, generally.


22.

None

Topic: [as3.0] Document Class / Preloaders

Posted: 11/07/09 09:26 AM

Forum: Flash

At 11/7/09 07:17 AM, GustTheASGuy wrote: You don't need an explicit class if you're good with code on the frame. It's the same thing anyway.

I ended up just leaving the doc class blank and coding the preloader on the first frame, and then calling my class a few frames later.

Of course there will be problems with that setting. You might even think they'd be exactly the same as in previous version of Flash.

Blarg...


23.

None

Topic: AS3 Packages & Classes

Posted: 11/06/09 05:57 PM

Forum: Flash

What is the exact name you've given your package? (That sounds dirty)
Is it in the exact same folder as the .fla you're working on?


24.

None

Topic: AS3 Packages & Classes

Posted: 11/06/09 05:18 PM

Forum: Flash

At 11/6/09 05:16 PM, yoyobebob wrote: I know there is a certain folder layout thing I need to have. So if I want the folder on my desktop, how do I get my classes to work in flash?

The easiest way is to just keep all of your classes in the same folder as your .fla. If you do that, its imported automatically.


25.

None

Topic: The Flash 'Reg' Lounge

Posted: 11/06/09 05:17 PM

Forum: Flash

At 11/6/09 04:09 PM, BoMToons wrote: New game, the band I was trying to get a hold of finally gave me permission to use their song at the end:
http://www.newgrounds.com/portal/view/51 7150

The second I started playing, I thought "Wasn't this in the movie 'big'?" Then, I read the description. Great homage to a game that everyone my age wanted to play when that move came out.


26.

None

Topic: Audio Overlay

Posted: 11/06/09 05:13 PM

Forum: Flash

If that's how you have it set up, I believe removing the movieClip should do the trick. Been awhile since I dealt with audio on a timeline.

You could cheat and put it all in a separate scene. It's a cheap fix, though not the best.


27.

None

Topic: [as3.0] Document Class / Preloaders

Posted: 11/06/09 05:12 PM

Forum: Flash

Alright, I hope I've found a workaround...

I was able to get my main initialization/game loop class to work correctly on the 2nd frame and completely removed the document class.

I have my preloader in the first frame.

Should everything work now? I've tried simulating download, but it's always 100% instantly, so I'm cautious.

Should I put the preloader in the Document Class, or leave that blank?
Will there be any problems with things set to "Export to first frame" in their linkage settings?


28.

None

Topic: Easter Egg

Posted: 11/06/09 04:25 PM

Forum: Flash

Please god, amend one of your other 2 posts that touch on this topic.


29.

None

Topic: [as3.0] Document Class / Preloaders

Posted: 11/06/09 07:22 AM

Forum: Flash

At 11/6/09 03:50 AM, GustTheASGuy wrote: Stop doing things stupidly and you won't have problems.

Unfortunately, when transitioning into AS3.0, 2 of the books I used for reference used the shit out of the Document Class, so I was under the assumption that was where the main game loop should reside.


30.

None

Topic: [as3.0] Document Class / Preloaders

Posted: 11/05/09 11:39 PM

Forum: Flash

Well, it's always a learning experience transitioning to a new language. With AS2.0, it was the onLoad function for me.

With AS3.0, it's the document class.

I used it as my main actionscript file, controlling initialization, the main game loop and controller class for all of the other classes.

Now, after trying in vain to get a preloader to work properly, I see the problem in that the Document class is loading before my preloader.

My simple fix was to remove the document class entirely, and on the first frame of my game to just create an instance of my main class on that frame, and then run the init function.

At that point, none of my references to any stage objects would work properly even after attempting adding stage or parent before the clips in question.

Are there any simple ways to repair this situation that you guys have run across?


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Viewing 1-30 of 4,351 matches. 1 | 2 | 3 | 4 | 5 | 6 | 776146