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Response to: masking? Posted June 23rd, 2007 in Game Development

It's in there somewhere.

Response to: masking? Posted June 23rd, 2007 in Game Development

Masking is where an object is the display 'window' for the object behind it. Only the part of the masked object which is in the maskers zone can be shown, all the rest will be hidden.
Example, if you masked a picture, and you masked it with a square on top of the picture, you would only see what the square is on top of.

Response to: Can this be done? Posted June 23rd, 2007 in Game Development

It can.

Response to: Boulavard of Broken Songs Collab Posted June 23rd, 2007 in Game Development

At 6/23/07 04:07 AM, Power-Khord wrote: arrowsmith?

it's aerosmith buddy...

but anyways, it's probably too late for a part yes?

Indeed, we also figured out the arrowsmith thing AGES ago... 1st page infact.

@GibsonR
It's actually s'pose to be in katakana, since it's a japanses tranlation of Quoc.
</offtopic>

Response to: How smooth should your brush be on Posted June 23rd, 2007 in Game Development

FINE. *Cries in a corner*
You wouldn't use this optimise option for everything. Abstract and experimental flash would most definitely use the 65 - 100 range. You'd think there'd be a reason that Flash actually has this 65 - 100 range when they also have a optimisation tool.
(Mind you, no proud artist {I didn't say animator} would use an optimisation tool for a still picture{Seeing IF the person didn't use or didn't want to use optimise})
eg:

How smooth should your brush be on

Response to: Sound going out of synch, streamed. Posted June 23rd, 2007 in Game Development

Are you using scenes? Scenes are known to stuff up the sound syncing.

You can choose one of these options;
1. Put all of the sounds into a movieclip exactly like how they would be if they were on the main timeline and put it at the start of the movie.
2. Get a random noise (Or get Audacity to generate silence) that last for as long as your movie does, make the sound silent and set it to stream on a separate layer.

Response to: How smooth should your brush be on Posted June 23rd, 2007 in Game Development

That's exactly what I was saying!
1. There are more gaps the higher you go.
2. For FBF purposes, you'd probably stick near 50 if you intend to colour them with a bucket.
3. If you want higher quality FBF, you'd go higher, not lower.
4. 0 has the most dodgy lines, hence the reason you'd use 100 for art.
5. 100 has the most gaps, hence you wouldn't use it for most 'normal' drawings.

And just to prove to you that you wouldn't do these things with each other, here's a damn diagram:

How smooth should your brush be on

Response to: Sprites!!! Posted June 23rd, 2007 in Game Development

^ I was referencing another post you made earlier in another thread.

Response to: Sprites!!! Posted June 23rd, 2007 in Game Development

What the hell do you mean by 'again'?
AND TYPING IN CAPS MAKES YOU LOOK LIKE A DOUCHE BAG, USE THE DAMN BOLD NEXT TIME.

Response to: Sprites!!! Posted June 23rd, 2007 in Game Development

Is it all one graphic? (By chance did you get a sprite sheet?)
Select it, hit Ctrl + B as many times as it takes to break it to base form (It should be less than 2).
Then go to Modify > Bitmap > Trace Bitmap.
After you click OK, click on the white part, then delete it.

Response to: Zoom In Posted June 23rd, 2007 in Game Development

Get the vCam here.

*Read the article to understand how it works.

Response to: Dress-Up Game. Whats in a good one? Posted June 23rd, 2007 in Game Development

Well you have to start somewhere don't you?

Response to: adding a button to flash Posted June 23rd, 2007 in Game Development

Google or Newgrounds Tut collection.

But because I'm sure you can't be bothered>
1. Create a shape, doesn't matter what it is.
2. Select the shape, hit F8, select button and name it whatever you want.
3. Click on (Select the - ) the button, hit F9 and an AS window should come up.
4. In the AS, put :
on(Release){
//what ever you want to be done, eg; play(); OR stop();
}

Done. That's the basics, there's advanced stuff also though.

Response to: AS code Posted June 23rd, 2007 in Game Development

I'm pretty sure the startDrag goes like:
startDrag("instancename", true);

Response to: action panel. Posted June 23rd, 2007 in Game Development

Hit F9 by itself.

Response to: Opinions? Posted June 23rd, 2007 in Game Development

The most tears could do is make 2 small dots on the ground, and since you're not even zoomed in that much, they should just fall to the ground, make maybe a small splash and then disappear.

Response to: the library Posted June 23rd, 2007 in Game Development

You're supposed to make the circle, select all of it, then go to Modify > Convert to Symbol.

Response to: Laggy lash? Posted June 23rd, 2007 in Game Development

At 6/23/07 12:38 AM, jesseRYU wrote: Macs run flash way better than dells so if you get the chance invest in a mac.

Who the HELL uses a Dell? ANYTHING is better than a Dell.

If it's 600 frames and 24mb, then that's a serious problem.
Have you tried saving it in another location? Sometimes that reminds flash that the file size has changed.

Response to: Laggy lash? Posted June 23rd, 2007 in Game Development

That isn't THAT small, my computer lags at those sizes and I'm running with a Duo Core as well... 'Cept that I have XP Pro, And I'm pretty sure that the 'requirements' for Flash are XP~

Have you tried Save + Compact?

Response to: Game scripter!! Posted June 23rd, 2007 in Game Development

You DO realise you bumped it 4 minutes after you made it?
You're only supposed to bump it if it's near the end of the viewable forum. Or hasn't had replies in like, hours if not days...

Response to: Game scripter!! Posted June 23rd, 2007 in Game Development

At least say what type of game you want, some people only know how to script one type of games in some cases...

Response to: Laggy lash? Posted June 23rd, 2007 in Game Development

I advise you to both clean out your library of unneeded MC's, buttons, graphics etc.
After that, get rid of all music/sounds that you REALLY don't need. You can import them after you finished and are ready to publish.
Doing that should reduce your size a quite a bit.
How big is your .fla file now?

Response to: How smooth should your brush be on Posted June 22nd, 2007 in Game Development

I use 75 with a mouse. 50 is too jerky for my liking, you get all these random bulges you didn't even go near...

Here's what you should be using as a reference for whatever you're doing:
0 - No gaps, but it won't be as sharp as a higher rate. Draft or tracing drawings.
50 - Default, used for most plain drawings. OR satisfactory FBF.
75 - Smoother, use for high quality stuff, eg ; art, FBF.
100 - Art only, pretty much useless for anything else, there's too much gaps.

*Note; most settings from 50-100 give plenty of gaps

Response to: Laggy lash? Posted June 22nd, 2007 in Game Development

The more bigger the file gets, the more harder/longer it is for a computer to process it.
It's normal.

Response to: School bus. Posted June 22nd, 2007 in Game Development

I don't see how any change in the colour, be it from green to grey, can change the fact that that bus is being driven by wheels that are oval.
Have you ever seen a vehicle with oval wheels?

Response to: My personal newbie question thread Posted June 22nd, 2007 in Game Development

Well... When it's on the stage, can you double click it and edit it?
Or.
Are you using any AS inside the movieclip?

I'm out of ideas.

Response to: Flash CS3 action script problems Posted June 22nd, 2007 in Game Development

Do what DarkMana said, but replace the 'button1' with the (It's either MCname, or instancename) and the '//dostuff' with - play(); or whatever you want.

Response to: My personal newbie question thread Posted June 22nd, 2007 in Game Development

Are you sure you're copying the whole movieclip (it should have a blue rectangle around it when selected) and not just the graphic inside? (the graphic will have white dots when selected.)

Response to: Flash CS3 action script problems Posted June 22nd, 2007 in Game Development

In AS3, you add the script for the buttons directly on the frame.
I don't remember how it goes though...