You need a Grounds Gold Account to post on the NG BBS! If you don't have one, click here to sign up now! It's fast, free, and easy — and opens up tons of great NG features!

Author Search Results: 'kylelyk'

We found 361 matches.


<< < > >>

Viewing 1-30 of 361 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 91113

1.

Elated

Topic: attach movie clips inside of one mc

Posted: 12/19/08 10:24 AM

Forum: Flash

got it, thanks: min.getNextHighestDepth


2.

None

Topic: attach movie clips inside of one mc

Posted: 12/19/08 10:15 AM

Forum: Flash

ok, so should just put a random depth in there are should i try still do get next highest depth, but different?


3.

None

Topic: attach movie clips inside of one mc

Posted: 12/19/08 10:11 AM

Forum: Flash

so what should i change?


4.

None

Topic: button halp

Posted: 12/18/08 06:09 PM

Forum: Flash

you could use a movie clip and have on(rollover, press, rollout, and release) so it acts like a button, but is much easier to control.


5.

None

Topic: attach movie clips inside of one mc

Posted: 12/18/08 06:02 PM

Forum: Flash

so with this script, it should put 3 mcs inside of another mc. it only replaces them though so i only see the last mc on the list.
how can i fix this?

min = attachMovie("minion", "minion"+monsters_placed, _root.getNextHighestDepth(), {_x:40, _y:-20});
min.attachMovie("bottom_line", "bl"+monsters_placed, _root.getNextHighestDepth(), {_x:-6, _y:-8});
min.attachMovie("verticle_line", "vl"+monsters_placed, _root.getNextHighestDepth(), {_x:0, _y:-7});
min.attachMovie("middle_line", "ml"+monsters_placed, _root.getNextHighestDepth(), {_x:-3, _y:0});


6.

Goofy

Topic: attach moive instance names

Posted: 12/18/08 01:17 PM

Forum: Flash

well i knew i could put minion=attachmovie but i didn't know that i could do minion.attachmovie!


7.

None

Topic: attach moive instance names

Posted: 12/18/08 01:10 PM

Forum: Flash

mc1.attachMovie("mc1","mc2",this.getNext HighestDepth);
that was what i was looking for!


8.

None

Topic: attach moive instance names

Posted: 12/18/08 01:02 PM

Forum: Flash

ok so i have mc1 in the library. it has mc2 inside of it. when i attach movieclip to mc1, i can only give mc1 a name. i want to be able to give mc2 a name also.
thanks for actually listening to me!


9.

None

Topic: Key Controls in Actionscript

Posted: 12/18/08 12:58 PM

Forum: Flash


10.

Crying

Topic: attach moive instance names

Posted: 12/18/08 12:51 PM

Forum: Flash

why doesn't anybody know this? *sigh*


11.

Angry

Topic: attach moive instance names

Posted: 12/17/08 05:00 PM

Forum: Flash

well, i gues nobody on this site knows how! oh well, aren't we all smart?!?!?


12.

None

Topic: Help please.

Posted: 12/17/08 03:32 PM

Forum: Flash


13.

Misunderstood

Topic: attach moive instance names

Posted: 12/17/08 03:30 PM

Forum: Flash

hello?
it not that hard of a question!


14.

None

Topic: help with preloader

Posted: 12/16/08 09:00 PM

Forum: Flash

after making a button put this code into it
on(press){
nextFrame()
}


15.

None

Topic: Actionscript Platformer Problem

Posted: 12/16/08 08:56 PM

Forum: Flash

At 12/16/08 08:49 PM, CherinoGears wrote: K, Im working on making a simple platformer, to hone my skills in actionscript.

ive got ONE problem. The frkin player keeps fallin through the floor!

I got everything else to work, movement, running, all the animations n shit. i even put in a quick dash feature.

The player keeps going half way, then entirly through the floor. i cant put ma finger on it.

if (_root.ground.hitTest(_x,_y,true)) {
touchingGround = true;
} else {
touchingGround = false;
}

see im using boolean variables for the collisons so that gravity wont effect the character when touchingGround is true. I think of all things ive coded reguarding gravity and collisons, this is where the problem is.

perhaps i need to have the collison more defined by changing something in the _x,_y?

ill keep working at it but i must prepare for school in the morn, so i cant work on it much longer tonight. I would appriciate any help that you all could offer, thanks.

Your code is saying if ground thouched the origin of the player, which is one point, then stop doing gravity. it needs to be:
if (_root.ground.hitTest(this)) {
touchingGround = true;
}else {
touchingGround = false;
}


16.

None

Topic: Question about Flash Icons.

Posted: 12/16/08 08:47 PM

Forum: Flash

well, if you are using a background, or anything, for that matter, that its alpha is less than 100, it is slightly transparent and it cannot be accepted


17.

Sad

Topic: attach moive instance names

Posted: 12/16/08 08:46 PM

Forum: Flash

anybody?!?!?!


18.

None

Topic: Need Flash Progammer

Posted: 12/16/08 06:54 PM

Forum: Flash

ok, but i am still learning stuff, so it is not going to be me doing script for 4 hours, that 4 hours may include 1/2 hour of learning script.


19.

None

Topic: whats wrong with this loop

Posted: 12/16/08 06:35 PM

Forum: Flash

This:

for[i=0;i<=_root.gunarylt.length-1;i++){

should be this:

for<strong><em>(</em></strong>i=0;i<=_root.gunarylt.length-1;i++){


20.

Sad

Topic: Need Flash Progammer

Posted: 12/16/08 06:32 PM

Forum: Flash

never mind me then!


21.

Happy

Topic: attach moive instance names

Posted: 12/16/08 06:30 PM

Forum: Flash

suppose if mc2 was inside of mc1, if I did this script,

attachMovie("mc1","mc1",_root.getNextHighestDepth())

it would copy mc1 and mc2, but give a instance name to mc1 only. How do I give an instance name to mc2 too?
Thanks for any help.


22.

None

Topic: Need Flash Progammer

Posted: 12/16/08 06:15 PM

Forum: Flash

im kinda interested, i started AS this summer, and have learned alot. I have been doing some tests for my abilities(becuase when i do tests, i learn more than just trying to learn about it) and my latest one is a defense game(no plan to finish).


23.

None

Topic: First "game"

Posted: 12/16/08 06:12 PM

Forum: Flash

thats not really a game, it hase three options and the clicking of the options has some issues


24.

Expressionless

Topic: attach moive instance names

Posted: 12/16/08 06:09 PM

Forum: Flash

so if i had an mc called mc1 and i had a mc inside of mc1 that is called mc2, how would i be able to give orders to both mc1 and mc2 if i attach movie to them. if i just attach mc1, mc2 does not have an instance name so it cannot be talked to.
Help!


25.

None

Topic: Plz Help I'm A Newbie

Posted: 12/14/08 07:38 PM

Forum: Flash


26.

None

Topic: when speed = 2;

Posted: 12/14/08 06:23 PM

Forum: Flash

pixels. it can be changed through modify>document>ruler units


27.

None

Topic: td22

Posted: 12/14/08 05:02 PM

Forum: Flash

At 12/14/08 04:32 PM, Jucom wrote: Where have I seen this code...

oh right! on a website, it was a tutorial!

Wow, you cant even make a correct code with a tutorial to follow?

My god, stop using actionscript!

i changed the code form the tut so it could shoot at an interval instead of everytime the previous bullet was removed. i know it is the if statement of the deleting script that is not working, but i don't know how to make it work.


28.

None

Topic: td22

Posted: 12/14/08 04:18 PM

Forum: Flash

thanks for the help, here is the code.
added comments to the code, it is now 150 lines:

bc = 1000;
base_range = 300;
clicked = false;
can_be_placed = false;
placed = false;
firing = false;
attachMovie("path", "path", _root.getNextHighestDepth());
attachMovie("cant_build_part1", "cant_build_part1", _root.getNextHighestDepth(), {_x:20, _y:0});
attachMovie("cant_build_part2", "cant_build_part2", _root.getNextHighestDepth(), {_x:20, _y:120});
attachMovie("cant_build_part3", "cant_build_part3", _root.getNextHighestDepth(), {_x:120, _y:80});
attachMovie("cant_build_part4", "cant_build_part4", _root.getNextHighestDepth(), {_x:120, _y:40});
attachMovie("cant_build_part5", "cant_build_part5", _root.getNextHighestDepth(), {_x:200, _y:40});
attachMovie("cant_build_part6", "cant_build_part6", _root.getNextHighestDepth(), {_x:60, _y:220});
attachMovie("cant_build_part7", "cant_build_part7", _root.getNextHighestDepth(), {_x:60, _y:260});
attachMovie("cant_build_part8", "cant_build_part8", _root.getNextHighestDepth(), {_x:100, _y:300});
attachMovie("cant_build_part9", "cant_build_part9", _root.getNextHighestDepth(), {_x:320, _y:80});
attachMovie("cant_build_part10", "cant_build_part10", _root.getNextHighestDepth(), {_x:360, _y:80});
attachMovie("cant_build_part11", "cant_build_part11", _root.getNextHighestDepth(), {_x:400, _y:0});
for (var j:Number = 1; j<12; j++) {
_root["cant_build_part"+j]._alpha = 0;
}
attachMovie("range", "range", _root.getNextHighestDepth(), {_width:base_range, _height:base_range});
attachMovie("base", "base", _root.getNextHighestDepth());
//array for checkpoint
waypoint_x = new Array(40, 140, 140, 220, 220, 80, 80, 340, 340, 420, 420);
waypoint_y = new Array(140, 140, 60, 60, 240, 240, 320, 320, 100, 100, -20);
delay = 25;
new_monster = 0;
monsters_placed = 0;
onEnterFrame = function () {
//placing "monsters"
if (monsters_placed<25) {
new_monster++;
}
if (new_monster == delay) {
monsters_placed++;
new_monster = 0;
min = attachMovie("minion", "minion"+monsters_placed, _root.getNextHighestDepth(), {_x:40, _y:-20});
min.alive = true;
min.point_to_reach = 0;
min.speed = 3;
min.health = 2;
min.onEnterFrame = function() {
//movement for monsters
dist_x = waypoint_x[this.point_to_reach]-this._x;
dist_y = waypoint_y[this.point_to_reach]-this._y;
if ((Math.abs(dist_x)+Math.abs(dist_y))<3) {
this._x = waypoint_x[this.point_to_reach];
this._y = waypoint_y[this.point_to_reach];
this.point_to_reach++;
}
angle = Math.atan2(dist_y, dist_x);
this._x = this._x+this.speed*Math.cos(angle);
this._y = this._y+this.speed*Math.sin(angle);
this._rotation = angle/Math.PI*180-90;
//hitests
//not working
for (var i:Number = 1; i<=20; i++) {
if (_root["bullet"+i].hitTest(this)) {
trace(1);
}
}
//not working
if (bullets.hitTest(this)) {
bullets.removeMovieClip();
min.health -= 1;
if (min.health<=0) {
this.removeMovieClip();
}
}
};
}
};
//firing
int1 = setInterval(function () {
if (placed) {
//get enemy in front of the pack
for (var i:Number = 1; i<=monsters_placed; i++) {
if (_root["minion"+i].alive == true) {
target = i;
//figure out the distance
distance_from_turret_x = gun1._x-_root["minion"+target]._x;
distance_from_turret_y = gun1._y-_root["minion"+target]._y;
//if enemy is in range
if (Math.sqrt(distance_from_turret_x*distance_from_turret_x+distance_from_turret_y*distance_from_turret_y)<base_range/2) {
i = monsters_placed+1;
//resetting bullet count if too large
if (bc>1019) {
bc = 1000;
}
//get angle for gun, which is then passed down to the bullet
dir = Math.atan2(distance_from_turret_y, distance_from_turret_x);
gun1._rotation = int((dir*360/(2*Math.PI))-90);
//gets a new bullet
bullets = duplicateMovieClip("bullet", "bullet"+bc, _root.getNextHighestDepth());
bc++;
//makes sure gun is on top of the bullets at all times
gun1.swapDepths(_root.getNextHighestDepth());
//to see if bullets touch edge of screen
if ((bullets._x<0) or (bullets._y<0) or (bullets._y>400) or (bullets._x>500)) {
bullets.removeMovieClip();
}
}
}
}
}
}, 250);
//to keep the base following the mouse when it is not placed yet
base.onEnterFrame = function() {
if (!placed) {
this._x = _root._xmouse;
this._y = _root._ymouse;
_root.range._alpha = 100;
can_be_placed = true;
if ((_root.cant_build_part1.hitTest(this)) || (_root.cant_build_part2.hitTest(this)) || (_root.cant_build_part3.hitTest(this)) || (_root.cant_build_part4.hitTest(this)) || (_root.cant_build_part5.hitTest(this)) || (_root.cant_build_part6.hitTest(this)) || (_root.cant_build_part7.hitTest(this)) || (_root.cant_build_part8.hitTest(this)) or (_root.cant_build_part9.hitTest(this)) || (_root.cant_build_part10.hitTest(this)) || (_root.cant_build_part11.hitTest(this))) {
_root.range._alpha = 0;
can_be_placed = false;
}
}
//to hide or display the range mc when clicked on
if (placed) {
base.onPress = function() {
if (!clicked) {
range._alpha = 100;
clicked = true;
} else if (clicked) {
range._alpha = 0;
clicked = false;
}
};
}
};
//to keep the range follwoing the mouse when it is not placed yet
range.onEnterFrame = function() {
if (!placed) {
this._x = _root._xmouse;
this._y = _root._ymouse;
}
};
//if you click and the base is not ontop of the path, it then is ready too shoot, and doesn't follow the mouse anymore
onMouseDown = function () {
if ((can_be_placed) && (!placed)) {
placed = true;
//applys the gun mc to the base
attachMovie("gun1", "gun1", _root.getNextHighestDepth());
gun1._x = _root.base._x;
gun1._y = _root.base._y;
range._alpha = 0;
}
};


29.

None

Topic: td22

Posted: 12/14/08 03:50 PM

Forum: Flash

here is the code that is not working, but you need to see everything to figure out why.
Should i post every thing? (140 lines of code)
//not working
for (var i:Number = 1; i<=20; i++) {
if (_root["bullet"+i].hitTest(this)) {
trace(1);
}
}
//not working
if (bullets.hitTest(this)) {
bullets.removeMovieClip();
min.health -= 1;
if (min.health<=0) {
this.removeMovieClip();
}
}


30.

None

Topic: td22

Posted: 12/14/08 03:35 PM

Forum: Flash

for this file at http://spamtheweb.com/ul/upload/2608/488 45_td22.fla im having trouble doing some hittests. Have a look at my script and you will see what the script is. (marked by a comment) Could anybody help me just a bit?
Thanks


All times are Eastern Standard Time (GMT -5) | Current Time: 09:05 AM

<< < > >>

Viewing 1-30 of 361 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 91113