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Author Search Results: 'korded'

We found 1,095 matches.


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Viewing 91-120 of 1,095 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 92337

91.

None

Topic: add variable to end of another

Posted: 06/14/08 04:32 PM

Forum: Flash

At 6/14/08 04:23 PM, milchreis wrote: I guess what you guys are looking for is a combined var-name:

..And there's the answer, nice one.

Haven't used the code formatting myself yet, but I think you just place code tags around the text you want formatted, just like html.. so start with a

 tag and end with 

, without spaces of course. May as well try it myself now:

onPress = whatever

92.

None

Topic: add variable to end of another

Posted: 06/14/08 03:15 PM

Forum: Flash

At 6/14/08 02:13 AM, Streetproject wrote: numberCounter = 5;
varName1=One;
etc etc

while(5!=0){
trace(varName[numberCounter]);
numberCounter--;
}

What this guy is trying to do though isn't just trace through a countdown of numbers, even though that's what the end result will be..

What he's trying to accomplish is targeting a variable by concatenating the string "myNum" with the current value of his numberCounter variable. So, if he did the trace while numberCounter equaled 5, the value of his myNum5 variable would be displayed. If he did the trace while numberCounter equaled 4, then the value of myNum4 would be displayed, and so on.

I messed with it a bit myself, and couldn't make it work. I know you can concatenate values to target movieclip instances by name, but it doesn't seem to work the same with variable names.

Hopefully someone knows more, I'd like to see the answer to this one.


93.

None

Topic: Flash Mmo!

Posted: 06/13/08 03:48 AM

Forum: Flash

At 6/13/08 03:12 AM, GustTheASGuy wrote: Yes it is. Your argument is based on that you expect them to use JS on the client side to connect to the server again to load the number while they could just add the number to the page directly. Look at like the time text on this forum.

There are a lot of things I'd like to learn, but server-side programming languages are definitely not one of them. I wouldn't of known that.. but I think my opinion was also somewhat skewed by the fact that I'm so tired of seeing so many of those games around.


94.

None

Topic: Flash Mmo!

Posted: 06/13/08 02:57 AM

Forum: Flash

Seem like a waste of time and money to me, and all look like the same thing.

I went to one of those sites the other day, it seemed fairly new. It showed the amount of members currently signed up/in and whatever, and the numbers seemed really high.

I checked the source code for the page, and where I expected to find some variable function or whatever that loaded the numbers in when the page was loaded, I found something like this:

<tr><td>Total Members: 65,243</td></tr>

So my guess is the numbers are fake, which I found amusing.. though I could be wrong. I'm no expert on html/php/asp/whatever, but I think "parsing" spits out page code based on a script, so the end user only sees the end result.. I somehow doubt that's what was happening there though.


95.

None

Topic: Shooting!!!

Posted: 06/13/08 02:51 AM

Forum: Flash

I'm not going to write out the actual actionscript as I'd have to figure it out myself first.. rather, I'm just going to explain the concept I'd use to accomplish what you're trying to do.

When the player clicks, use the duplicate movieclip function to create a duplicate of your missile movieclip. When you duplicate movieclips, you create a basic variable that begins at 0 and increases by 1 every time a new movieclip is created.. this is done so that (among other reasons) you can give each duplicated movieclip a dynamic instance name, like "missile"+i (i being the variable. These would then read as missile1, missile2, etc.

Each time a movieclip is duplicated, I would have a function run that first checks the X and Y position of the cursor, then sets the duplicated missile's rotation accordingly and moves it along a path toward those coordinates until it reaches it's destination. Reference the duplicated clips by their dynamic names you assigned upon their creation. You've done this already pretty much, but you have it currently set up so that the missile movieclip's destination coordinates are constantly being updated, as it does so as long as the mouse button is pressed. Maybe use onEnterFrame rather than onMouseDown, and have the function run as long as the missile's X and Y coordinates do not match those of the cursor's when the mouse was clicked.

I think that would basically be it.. sorry if it isn't much help, but at least you got a bump out of it.


96.

None

Topic: What's wrong?

Posted: 06/13/08 02:27 AM

Forum: Flash

Hm, is it possible you have a line of code somewhere setting gamecomplete to false after that initial declaration? Off inside another movieclip somewhere or something?

Another trick to use if you don't already - create a text field on your main timeline, and in it's properties set it to the dynamic type, and give it a variable name of gamecomplete. Make sure you set the name within the Var box, not the instance name box.

Just creates a visual for you, and if the variable gets set to false somewhere along the line it'll help you know what's doing it. Let us know-


97.

None

Topic: need help with macromedia flash 8

Posted: 06/13/08 02:23 AM

Forum: Flash

If you're not breaking apart your sprites in Flash (by going to Modify > Break Apart or whatever) then you can change the quality setting that Flash exports them as when creating the swf file.. do this by going to File > Publish Settings then moving the image quality slider around.

I find the better way to cut down on filesize and lag though is to cut down the filesize before importing into Flash, and for this I use Photoshop.

In Photoshop, there are a number of things you can do...

-If you want transparent backgrounds for your images without having to break the image apart in Flash and crop out the background there, save the image as a .gif (allows you to use transparency, but only either fully transparent or not at all) or as a .png (allows you to use semi-transparent colors, gradient transparencies, etc.). Personally, I go with .pngs usually. I find the difference in filesize is pretty small if any.

-Of course, you can alter your image's resolution by going to Image > Image size, then changing the resolution value. 72 dpi usually is alright without causing much pixelation at all.

-Something less known is changing your image's color mode to indexed, by going to Image > Mode > Indexed color.. not too familiar with exactly how it works, but I believe it basically ditches all color info except for what your graphic is using. Doesn't always help, but when it does, it can help quite a bit - I've just about cut filesizes in half doing this. Keep in mind though, it often will make things look jaggier and sharp. Play with it.

Not sure what other advice to offer, I've never used sprites actually. Just don't have too much on the screen at one time, especially with lots of movement.


98.

None

Topic: Need mask help

Posted: 06/13/08 01:55 AM

Forum: Flash

I don't have too much experience with duplicating movieclips, so sorry if I'm not much help,

My first thought would be to mask kind of a container movieclip, and duplicate all your stripe movieclips so they fall within the container in your hierarchy. I assume then your mask would affect the container movieclip along with all of it's child movieclips.

Other thing that comes to mind - and this idea is more conceptual than anything - is code that actually sets masking in place at runtime. I assume the way it would work is, each time you duplicate a stripe movieclip, a line of code also applies your mask movieclip to the new stripe.

Sorry I don't have the exact line of code to give, but if you search for "gradient masking" you should come across it. I believe both the mask and objects to be masked have to be movieclips though, but that shouldn't be a problem.


99.

None

Topic: What's wrong?

Posted: 06/13/08 01:46 AM

Forum: Flash

At 6/13/08 01:27 AM, Reed-o wrote: Thanks, a trace reveals the boolean gamecomplete is false. I'm not entirely sure how to set it to true, I just placed this on the timeline:

gamecomplete = true;

Well, first - is this declaration for your gamecomplete variable on a keyframe in the same timeline as your other IF statement actions? I'm asking because (not sure if you know already) your IF statements will only be able to "see" that variable if it's on the same level as them. If you declare that variable to be true on another timeline, it won't do you any good. Boolean variables automatically equate to false unless you say otherwise. So anyway.. where exactly do you have all your actions placed?

Secondly, though Flash usually picks it up on it's own, it's always best practice to use strict data typing. That means when you declare a variable for the first time, write it out like..

var gamecomplete:Boolean = true;

That just tells Flash it's a boolean variable so it doesn't have to figure it out itself.

Lastly, if you want to make sure the problem is in the IF statement not seeing your variable, declare it globally. This means it will be "seen" on any timeline in your movie, and you don't have to specify it's path when referencing it. Do so like this:

_global.gamecomplete = true;

Notice you don't use "var" or specify the variable type when declaring a variable globally.


100.

None

Topic: What's wrong?

Posted: 06/13/08 01:22 AM

Forum: Flash

I didn't read the entire block of code, but it seems to be pretty much on the ball.

First of all though, tellTarget is really outdated actionscript, I suggest you drop it. Instead, use lines of code like...

_root.myMovieClip.gotoAndPlay(2);

Second of all, when troubleshooting, the trace(); function really comes in handy. I suggest that within each of your IF conditions, you place something like...

trace("this condition has been met");

Then at runtime, if those conditions are in fact met, it will pop up a message saying so.

If the trace messages aren't displaying, you know your conditions aren't being met. If they are displaying, your problem is likely in the code that is telling your movieclips to go to their 2nd frames.

Start with that, post back with results.


101.

None

Topic: Your first time skateboarding?

Posted: 06/12/08 02:38 AM

Forum: General

At 6/12/08 12:15 AM, DariusR wrote: I tried for a week and realized how much of a faggot I was becoming.

I guess by the time you managed to quit you realized it was too late huh


102.

None

Topic: Synax Error

Posted: 06/11/08 10:03 PM

Forum: Flash

If you're placing this action on a movieclip, the variable has to be declared within an onClipEvent function as well, like..

onClipEvent(load) {
var whatever:Boolean;
}

Or, if the action is being placed on a keyframe, you can't use onClipEvents.

Either way, put a space between var and your variable name if you haven't already.


103.

None

Topic: Help please.

Posted: 06/11/08 07:02 PM

Forum: Flash

I have a feeling it's something really obvious, but there may be a lot of runaround because of that in this thread.

Would you be willing to just email me the .fla if it's nothing too important? Addy is chancebanning2@gmail.com


104.

None

Topic: Bloomin hitTest

Posted: 06/11/08 06:57 PM

Forum: Flash

As the guy above me mentioned, depends where you're placing that code. If you placed it on a keyframe as is, it will only check for collision the first time that keyframe loads. If you placed it on a movieclip.. well, that code won't work as is, you'd get an error.

I assume too of course you have your movieclips named properly, along with the text field variable that shows the score?

Also, unless I'm missing something obvious, do you really need the Else statement in that code? All it does it tell your variable to equal itself when there's no collision.


105.

None

Topic: Help please.

Posted: 06/11/08 06:49 PM

Forum: Flash

Oh yea, and add a semicolon ; after that line of code.


106.

None

Topic: Help please.

Posted: 06/11/08 06:48 PM

Forum: Flash

You did give your square mc an instance name of "square", right?


107.

None

Topic: Actioningscript Errors

Posted: 06/11/08 03:32 AM

Forum: Flash

At 6/11/08 02:56 AM, GustTheASGuy wrote: Missed your 1k post. :p

Haha, whoops, I didn't even notice that,

aJayy, seems like you're off to a good start. I find that whenever I'm learning something new, it helps to create a file solely for what I'm learning and experiment with the code as much as I can. You'll likely end up with a little library of such files. Read all you can, and apply as you go to fully understand things.

As Gust said above, try not to just rip off code if you're serious about learning. If you do, make sure to really dissect it and mess with it so you can see what every little bit does. The best way to learn though is definitely to work things out yourself.


108.

None

Topic: Actioningscript Errors

Posted: 06/11/08 02:48 AM

Forum: Flash

It's encouraged, but preferably not for every little step you take. When you have something to show, post it up for comments and advice.


109.

None

Topic: rotoscoping

Posted: 06/11/08 02:44 AM

Forum: Flash

Haven't heard of rotoscoping before, but I think referencing is a brilliant way to draw or animate. If I had a setup that allowed me to easily capture things on video and transfer to my computer, I'd be referencing all kinds of stuff for my projects.. not just to nail the natural motion of walking or something, but even smaller detailed movement such as a water droplet rolling down a pane of glass, or an amber ball of honey slowly dripping.


110.

None

Topic: Actioningscript Errors

Posted: 06/11/08 02:27 AM

Forum: Flash

Begin learning by going here.

Lots of stuff to check out, if you want to move your box scroll down and find the AS:Main link. Make sure you go to the newer version of the thread though, as soon as you click that link you'll be presented with a link to the new one. There will be at least one tutorial in there on movement using keys.


111.

None

Topic: You shouldn't criticize furries

Posted: 06/11/08 02:11 AM

Forum: General

At 6/11/08 02:01 AM, Keebalicious wrote: So then why do you come in here criticizing? If you don't like it, gtfo and move on with your life. You don't see me coming into your threads and bitching about your mental retardation, now do you?

If I ever start a thread, I invite you to come and bitch in it about my mental retardation all you want.

Just wondering though, when you fantasize about guys or whatever, do they have regular human penises or do they have to have weird looking animal penises too?


112.

None

Topic: Actioningscript Errors

Posted: 06/11/08 02:00 AM

Forum: Flash

Either your friend is messing with you or he's an idiot.. I don't use AS3, but I doubt that's it, and it sure as hell isn't properly written AS2 (Actionscript 2.0 that is).

If you have a movieclip on the MAIN timeline with an instance name of "box", your code would look like this:

onEnterFrame = function() {
box._x += 5;
}

Place that on the first frame of your main timeline, it will work.


113.

None

Topic: You shouldn't criticize furries

Posted: 06/11/08 01:55 AM

Forum: General

..oh yea, I feel bad for any pets you guys may have.


114.

None

Topic: You shouldn't criticize furries

Posted: 06/11/08 01:53 AM

Forum: General

Wow, I never knew "furries" actually took themselves so seriously.. fuckin weird stuff. Conventions? Wow. I don't understand why anyone tries to rationalize it either, can't you guys just admit it's pretty out there? You should try getting with a normal girl, those creepy fantasies might subside.

Posting in topics like these makes me feel like my intelligence is dropping, but it's hard to resist sometimes.


115.

None

Topic: My skater friends are idiots

Posted: 06/11/08 01:42 AM

Forum: General

At 6/11/08 12:13 AM, Tekken9292 wrote: Because you expected someone with skates under their feet intelligent?

Funny how you nerds deem someone unintelligent just because they skate.. makes you look pretty stupid yourselves.


116.

None

Topic: webcam help

Posted: 06/10/08 08:11 PM

Forum: Flash

I don't have an answer, but I'm replying anyway.

I want to see someone make a movie based on teletubbies, playing out like on the show, and when that baby sun appears you have the webcammers face appear in it instead of the baby's. Then the sun continues to murder the teletubbies and everything around with deadly sun ray blasts.


117.

None

Topic: Trigonometry help?

Posted: 06/10/08 01:21 AM

Forum: Flash

Here's a link to Denvish's turotial in AS:Main

You'll very likely run into problems tailoring it to work for your game, especially if you're going to be reversing your player's _xscale property and limiting the range to which his arm can rotate.

I recommend that, if you don't understand already, you go trial and error with it so you really learn how it works, rather than coming here for any little problem that comes up.. definitely more valuable for you.


118.

None

Topic: wheres my font?

Posted: 06/09/08 02:07 AM

Forum: Flash

Yeah, did you restart Flash after installing the font?


119.

None

Topic: Simple As problem

Posted: 06/08/08 11:43 PM

Forum: Flash

Two things...

First, when working with global variables, you only have to DECLARE them globally, like this:

_global.myVariable = false;

..So you only need to call it by it's name within the IF statement.

Secondly, when checking conditions with the IF statement, use two equal signs instead of one, or, in your case, it will actually set your variable to true whether it's true or false.


120.

None

Topic: Question

Posted: 06/04/08 11:49 PM

Forum: Flash

First off, if you don't care about the cursor changing to a "pointy hand" like on browser rollovers (assuming the default cursor isn't hidden in place of your own custom one), you can just use the following script:

btn.onPress = function() {
prevFrame();
}

If you really want to use the hitTest and onMouseDown function though, just switch things around in your code so that the hitTest is within the onMouseDown function rather than vice versa. Also, ditch the onEnterFrame.. ah, your code should look something like this (notice I changed your hitTest so it checks against the cursor position rather than your "mouse" movieclip):

onMouseDown = function() {
if (btn1.hitTest(_xmouse, _ymouse, true)) {
nextFrame();
} else if (btn2.hitTest(_xmouse, _ymouse, true)) {
prevFrame();
}
}

Haven't tested that.


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