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Art Portal being a bitch to me! Posted August 4th, 2012 in Art

Trying to submit some line art I did but, the art portal wont have any of it. I get the message "crop your picture" then if it doesn't say that it says. "Please select the area of your picture you'd like to have as your icon" Even though, nothing loads and if I "submit" it always uses the top of my picture so, you see a "blue" square as my icon.. I'm pissed because I spend a very long time on a lineart test "more then 5 hours" on a pose I found of lucy from Elfen Lied So, I used lineart in flash and made the picture of her! I'm trying to use perfessional looking art in my animations "in the future" but first, I want to find a way I can do it with a shity drawing pad.. So, it just won't do when I work my A$% off and I can't even submit it to newgrounds for feed back.. gawd.. So, anyone have this same problem and know how to fiz it? P.S. I'm going to just post the picture on the art forum.. for you guys to see what I'm trying to submit..

Art Portal being a bitch to me!

Response to: Animation Tournament: Round 2 Posted May 15th, 2012 in NG News

ok how do you know if you made it to round 2/1 lol I mean my animation on the nata page.. and I FINALLY have a drawing pad.. "a cheap one" but, one none the less.. so, "if" I'm part of round 1/2 then, I could pump out a waayyy better animation. :P

Response to: Need Help With Glitchs Rpg As2 Posted April 29th, 2012 in Game Development

yeah the issue was I moved my weak enemy "above" my player on the frame location and for some reason that messed up my enemy and he started hopping like crazy.. :/ btw, how would I make a timer??? I'm still semi new at actionscript and this is my first game sooo yeaahh.. lol
if(_root.weakenemy._y+_y > _root.player._y+_y && _root.weakenemy.timer <= 0){
_root.weakenemy._y -= 10;
}
if(_root.weakenemy._y-_y < _root.player._y-_y){
_root.weakenemy._y += 10;
_root.weakenemy.timer = 50;
_root.weakenemy.onEnterFrame = function(){this.timer--;}
this.gotoAndStop(1);
}

var canslash:Boolean = true;

//Then on the player
if(Key.isDown(Key.SPACE)){
if (_root.ground.hitTest(_x,_y+1,_true) && this.canslash){
this.canslash = false;
this.gotoAndStop(4)
this.attack1.play();
//Otherwise it keeps hitting space every frame. Not animating just
}
}
//the last frame of attack1 could have
_parent.gotoAndStop(1);
_parent.canslash = true;
//or on the hero
if(!Key.isDown(Key.SPACE)){
canslash = true;
}

thats from chesster he gave me that code once I put that onto my character the game is acting funny now it skips the 2nd frame and went straight to 3 and then back to 1 so, the play button again he sent me another messaGE TO CHANGE the gotoAndStops and the boolean=true but, it didn't fix anything then, I changed code to this,

//Then on the player
if(Key.isDown(Key.SPACE)){
if (_root.ground.hitTest(_x,_y+1,_true) && this.canslash){
this.canslash = false;
this.gotoAndStop(4);
this.attack1.gotoAndPlay(2);
//Otherwise it keeps hitting space every frame. Not animating just
}
}
//the last frame of attack1 could have
_parent.defaultplayerattacksquence.gotoAndStop(5);
_parent.canslash = true;
//or on the hero
if(!Key.isDown(Key.SPACE)){
canslash = true;
}

and it fixed the skipping but now my character doing this lol

http://www.newgrounds.com/dump/item/39e49e85cee60aa78ee5e4cb c8024dcd

btw if you can think of better music let me know lol

heres FLA again :P

http://www.newgrounds.com/dump/item/57790edd7b70d8a753c960ee 9ed6d4c5

Response to: Need Help With Glitchs Rpg As2 Posted April 28th, 2012 in Game Development

At 4/27/12 09:29 PM, Regentine wrote: From what it looks like, your code is working properly, the catch is the PC jumps higher than the enemy, thus the enemy lands sooner than the PC. Your jump code is triggering again because player._y is still greater than weakenemy._y. Thus, weakenemy jumps again until it hits player._y, creating the "hopping" effect. You might want to create a cooldown timer that waits half a second for the enemy to jump again. It also looks like weakenemy's MovieClip is a few dozen pixels higher than the player MovieClip, so you might want to check that as well.

yeah the issue was I moved my weak enemy "above" my player on the frame location and for some reason that messed up my enemy and he started hopping like crazy.. :/ btw, how would I make a timer??? I'm still semi new at actionscript and this is my first game sooo yeaahh.. lol

Response to: Need Help With Glitchs Rpg As2 Posted April 27th, 2012 in Game Development

I want to create multipule enemies and, my enemy after I added some new code that we talked about on this post is now skipping up and down

onClipEvent (load) {
var grav:Number = 13;
// gravity
var speed:Number = 15.7;
// how fast you walk
var jumpHeight:Number = 15;
// how high you jump
var slow:Number = .7;
// sets water falling speed
var slowspd:Number = speed / 1.5;
// sets water walking speed
var setspeed:Number = speed;
var scale:Number = _xscale;
var ex:Number = 5;
// makes hitTests better, change for a closer hitTest (warning, more buggy if smalle, less real if further)

this.gotoAndStop(2);
}

onClipEvent (enterFrame) {
grav++;
_y += grav;
while (_root.ground.hitTest(_x, _y, true))
{
_y--;
grav = 0;
}
if (_root.water.hitTest(_x, _y, true))
{
if (grav > 0)
{
grav = .5;
}
speed = slowspd;
}
else
{
speed = setspeed;

}
if (_root.player.ground.hitTest(_x, _y + 3, false))
{
grav = -jumpHeight;
_y -= 5;
if (_root.player.ground.hitTest (false))
{
this.gotoAndStop(2);
}
}

if(_root.weakenemy._x+_x > _root.player._x+_x){
_root.weakenemy._x -= 5;

_xscale=scale

}
if(_root.weakenemy._x-_x < _root.player._x-_x){
_root.weakenemy._x += 5;

_xscale=-scale
}
if(_root.weakenemy._y+_y > _root.player._y+_y){
_root.weakenemy._y -= 10;

}
if(_root.weakenemy._y-_y < _root.player._y-_y){
_root.weakenemy._y += 10;

this.gotoAndStop(1);

}

if(_root.weakenemy._x+_x < _root.player.stageWidth/20 - Width/20){
_x-= 0;

this.gotoAndStop(3);
}

if (_root.ground.hitTest(_x + (_width / 2) + ex, _y - (_height / 2), true) || _root.ground.hitTest(_x + (_width / 2) + ex, _y - (_height / 6), true) || _root.ground.hitTest(_x + (_width / 2) + ex, _y - _height, true))
{
_x -= speed;
}
if (_root.ground.hitTest(_x - (_width / 2) - ex, _y - (_height / 2), true) || _root.ground.hitTest(_x - (_width / 2) - ex, _y - (_height / 6), true) || _root.ground.hitTest(_x - (_width / 2) - ex, _y - _height, true))
{
_x += speed;
}
if (_root.ground.hitTest(_x, _y - _height - 1, true)){
grav = 1;
}

if(_root.player.attack1.hitTest(this)){
_root.weakenemy.weakenemyhealth.gotoAndStop(_root.weakenemy.
weakenemyhealth._currentFrame + 2);

}
}

and heres the file to show the glitch

http://www.newgrounds.com/dump/item/39e49e85cee60aa78ee5e4cb c8024dcd

Response to: Need Help With Glitchs Rpg As2 Posted April 27th, 2012 in Game Development

At 4/27/12 12:22 AM, MintPaw wrote: First of all use Math.random() instead of random(5)

Math.random() creates a random number between 0 and 1 and is what is used in the majority of programming languages. Don't get lazy about it. So to get a number between 1 and 5 use Math.round(Math.random()*5 + 1)

Secondly previousFrame() is a function and cannot be used in any other way then to go back one frame, again, don't get lazy with Flash's built in functions, you can use _currentFrame to get the current frame, so if you wanted to go five frames back you do this:

_root.vcam.health.gotoAndStop(_root.vcam.health._currentFram e - 5);

ok question with the _root.vcam.health.gotoAndStop(_root.vcam.health._currentFram e - 5); can you make it random so, it loads or unloads anyfrom 1-5 not JUST 5?

also, I "set" my health using tweening so, I have a very accurate health bar system..


Ok, I want random damage from some enemies and random health regeneration from potions and packs

so, for my healthpack "that doesn't work." I have the code

onClipEvent(enterFrame){
if(_root.player.hitTest(this)){
_root.vcam.health.prevFrame +=5+random(5)
gotoAndStop(2);
}
}

I even switched the + with negatives etc not very familure with the random function 2nd thing is when you press space I want to attack and with this there are 2 issues on the attack animation freezes at where the gotoAndStop or gotoAndPlay action is doesn't matter what I put same result. the script for that is,

player script

if (Key.isDown(Key.SPACE))
{

if (_root.ground.hitTest(_x, _y + 1, true))
{
this.gotoAndStop(4);

_root.player.attack1.gotoAndStop(2);
}
else
{
this.gotoAndStop(2);
}

tried doing gotoAndPlay on the root attack1 no difference

and then I even tried adding this on the actual attack sequence

stop();

if (Key.isDown(Key.SPACE)){
gotoAndPlay(2);
}

if thats there or not the only difference seems to be, he doesn't even move his sword lol so, obviously that code helped me..

and the last thing is, I want enemies to stop before overlapping with player and, to do "walking, jumping, standing, and attacking animations. the codes i have so far for that is,

code at my attempt for follow movement and to prevent overlap.. the overlap code doesnt work..

if(_root.weakenemy._x+_x > _root.player._x+_x){
_root.weakenemy._x -= 5;

_xscale=scale

}
if(_root.weakenemy._x-_x < _root.player._x-_x){
_root.weakenemy._x += 5;

_xscale=-scale
}
if(_root.weakenemy._y+_y > _root.player._y+_y){
_root.weakenemy._y -= 10;

}
if(_root.weakenemy._y-_y < _root.player._y-_y){
_root.weakenemy._y += 10;

this.gotoAndStop(1);

}

if(_root.weakenemy._x+_x < _root.player.stageWidth/20 - Width/20){
_x-= 0;

this.gotoAndStop(3);
}

btw I'd also like it where enemy DOESN'T follow character if he "past" a certain range
and the gotoAndStop is sposed to be the walking standing jumping segments.. only thing I can think of to fix that is, to change position of the this.gotoAndstop into different bracket areas.

btw, last thing here is a demo version showing the glitchs etc..

http://www.newgrounds.com/dump/item/39e49e85cee60aa78ee5e4cb c8024dcd

and if you REALLY wanna help heres the project file

http://www.newgrounds.com/dump/item/57790edd7b70d8a753c960ee 9ed6d4c5

Response to: as2 Vcam help Posted April 25th, 2012 in Game Development

At 4/18/12 05:53 PM, Kjynin wrote:
At 4/17/12 11:35 PM, MintPaw wrote: No, people know, you're using a very bad combination of coding practices that makes people think it's not worth their time helping you
Sorry for putting it so harshly, but that's what's up.
The harshness is appreciated. Thanks, I'll find better references to make up my own code.

ok these people are just being rude lol I'll help you it's very simple. :)

for the actual vcam it's

onClipEvent (enterFrame){
_y += (_root.player._y - _y) / 4;
_x += (_root.player._x - _x) / 4;
}

now this you may have to copy down. :P

//vcam frame:
parentColor.setTransform(camColor.getTransform());
function camControl() {
parentColor.setTransform(camColor.getTransform());
var scaleX = sX / this._width;
var scaleY = sY / this._height;
_parent._x = cX - (this._x * scaleX);
_parent._y = cY - (this._y * scaleY);
_parent._xscale = 100 * scaleX;
_parent._yscale = 100 * scaleY;
}
function resetStage() {
var resetTrans = {ra:100, rb:0, ga:100, gb:0, ba:100, bb:0, aa:100, ab:0};
parentColor.setTransform(resetTrans);
_parent._xscale = 100;
_parent._yscale = 100;
_parent._x = 0;
_parent._y = 0;
}
//make frame invisible
//Capture stage parameters
var oldMode = Stage.scaleMode;
Stage.scaleMode = "exactFit";
var cX = Stage.width / 2;
var cY = Stage.height / 2;
var sX = Stage.width;
var sY = Stage.height;
Stage.scaleMode = oldMode;
//create color instances for color
//transforms (if any).
var camColor = new Color(this);
var parentColor = new Color(_parent);
//Make the stage move so that the
//v-cam is centered on the
//viewport every frame
this.onEnterFrame = camControl;
//Make an explicit call to the camControl
//function to make sure it also runs on the
//first frame.
camControl();
//If the v-cam is ever removed (unloaded)
//the stage, return the stage to the default
//settings.
this.onUnload = resetStage;

notes added. :)

make sure when you open up the vcam movie clip you put the long code on a seperate tab named "actions" it's more clean that way.

Response to: How do I change var's ? Posted April 25th, 2012 in Game Development

At 4/25/12 04:43 AM, LifeShadow wrote: Hello Guys ,

I have a movie clip with the following code :

var speed:Number = 3;

how can I change that from the frame ?! I want it to be 10 when it enters a frame .

onClipEvent (enterFrame){ and put that on frame 10 then, put your other code. or, you can go.

onClipEvent (enterFrame) {

if(this._currentframe < 9){
or you can say
if(this._currentframe=10){


making a game warriors way and I have a few glitches that I NEED to figure out

http://www.youtube.com/watch?v=ZcQETuPE9âEU¦

audio is a bit out of sink.. must of not made frame rate high enough on hypercam.. :/

theres a video link.. and to explain further I want to know if you can "list" variables etc on actionscript. I want my player attack to work right and I want the enemies to stop at right place no dead center of character and I want my enemies to have a walk animation when they move.. and to have a stop animation when they are not moving and of course a jump animation and I want to be able to to create a actual damage ammount not justa on (_root.hitTest(this)){ _root.weakenemy.health.nextFrame)} I wanna be able to load a random ammount of frames anywhere from 1-5 lets say not JUST 1 :/ also, how do I add more then 1 of the same enemy without it being glitchy. I try to add other enemies but, my original will stack the variables of it's copies and become very glitchy.. ;(

need help with programming!! Posted April 25th, 2012 in Programming

making a game warriors way and I have a few glitches that I NEED to figure out

http://www.youtube.com/watch?v=ZcQETuPE9âEU¦

audio is a bit out of sink.. must of not made frame rate high enough on hypercam.. :/

theres a video link.. and to explain further I want to know if you can "list" variables etc on actionscript. I want my player attack to work right and I want the enemies to stop at right place no dead center of character and I want my enemies to walk animation when they move.. and to stop when they are not moving and of course to jump animation and I want to be able to to creat ad actual damage ammount not just on (_root.hitTest(this)){ _root.weakenemy.health.nextFrame)} I wanna be able to load a random about of frames anywhere from 1-5 lets say not JUST 1 :/ also, how do I add more then 1 of the same enemy without it being glitchy. I try to add other enemies but, my original will stack the variables of the it's copies and becoome very glitchy.. ;(

Response to: buttons not working on newgrounds. Posted April 18th, 2012 in Programming

At 4/18/12 12:43 PM, mechanicalmaham wrote: I'm trying to post a animation and on the end it has links locally they work.. but on new grounds they don't..

I tried on(press){ getURL("www.twitter.com/keolamation"){ for example I even tried the "_blank" and the onClipEvent(mouseDown){ nothing working PLEASE help lol this is AGROVATING ME!

nevermind FIXED it for some reason I REDID the code to on(release){ getURL("http://www.blah.com/whatever","_blank"){

buttons not working on newgrounds. Posted April 18th, 2012 in Programming

I'm trying to post a animation and on the end it has links locally they work.. but on new grounds they don't..

I tried on(press){ getURL("www.twitter.com/keolamation"){ for example I even tried the "_blank" and the onClipEvent(mouseDown){ nothing working PLEASE help lol this is AGROVATING ME!

Response to: 60 Frame Collab 4 Posted March 29th, 2012 in Collaboration

I'll become part of it why not. I won't be able to submit it until a few days to a week because, I was working on a few serious projects then, my computer crashed and the replavement was a lemon so, I JUST started up again and my artwork is "try hard" quality so, if your interested I'll be more then happy to partake

60 Frame Collab 4

need gear sound and oil pump sounds Posted February 27th, 2012 in Audio

I'm looking to make a loop for my logo for every one of my movies I was able to get an electrical soud that can easly be loops but, I need help getting gear sounds and pumping/hydrolic sounds so far I havent succeeded and I'm been wasting almost a day now looking for some and, I need to get back to making my actual animation so, some help links or, even some files would be AWESOME!

Response to: needhelp with play button/preloader Posted February 25th, 2012 in Animation

At 1 hour ago, BirdyBells wrote: There are plenty of preloaders at Newground's Flash Loader section of Downloads and FlashKit.com.

don't post if your not going to answer question.

needhelp with play button/preloader Posted February 25th, 2012 in Animation

  • Preloader help!
    Preloader help! by mechanicalmaham

    can't figure this shit out! read description

    Score
    1.46 / 5.00
    Type
    Movie
    Popularity
    394 Views
    Rated
    Everyone

thats what I need help with. I tried making a earth and sun "movie clip" symbol so, that entire animation would be 1 frame long so, I then made the preloader as a movie clip with code for bytes.loaded*100 it worked then, I made a play button in the movie clip of the preloader how ever, I had to make flash longer then 1 frame with the preloader because, it would go to next scene EVEN if I put stop(); function so, I added 9 frames and on the tenth frame of the preloader scene I added the gotoAndPlay(1); that fixed the issue but, the entire time the play button never work even if I specify a scene as in on(press){ gotoAndPlay("Scene 2",1); } it would bring it to frame on of "movie clip" I tried the nextScene function and even moving entire movie chunk to the same scene ("Scene 1",11) and nothing changed I had same problem with a game I tried to make except there wasn't even a movie clip the damn play button just wouldn't work what am I doing wrong here!?