The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.36 / 5.00 33,851 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.09 / 5.00 12,195 ViewsAt 9/22/09 03:53 AM, johnnymoha wrote: sorry to double post, but I wasn't really clear about what I meant. Is your hitTest evaluating to true or false? it may or may not be the root of the problem.
true. When the character touches it, the frame resets. my hitTest is evaluating true
Yeah. That's fine, but I think that was written before the flash ads system was rampant.
Not necessarily, websites are required by law to update their website's user agreement every year, because of any new features they have. Theres bound to be something there about flash ads.
At 9/22/09 12:44 AM, InGenius wrote: I am starting a company. I don't want to pay workers, can I find a place to buy slaves?
Different question, same inability to understand the true definition of "greed". Using copy written music is "supposed" to mean you can't make money off your flash. I don't think there's much real policing of this on NG, though. But that's why we have the Audio Portal. There are thousands of artists who are struggling just as much as the flash artists and would be MORE than willing to come to some understanding, maybe even asking for nothing more than recognition. Too bad this view of "It's mine, I don't want to share" proliferates amongst flash developers so deeply. My music took time, your flash took time, I think we both deserve some pay if there is money made from the end result. My opinion and also the opinion of most civil courts.
Dude, the NG licence says yuo can use audio artists's work freely-but if you use it for commercial uses, you have to give them a fraction of the revenue or talk to the author about not giving him any revenue at all...
At 9/22/09 12:24 AM, Kart-Man wrote:At 9/21/09 11:06 PM, linc186 wrote: if(this.hitTest(_root.ground.spikes)==tr ue)if (this.hitTest(_root.ground.spikes)) {
_root.resetFrame();
}
_root.resetFrame();
}
Try that and see if it works.
it didnt work, so i modified it:
if(this.hitTest(_root.ground.spikes)==tr ue){
_root.resetFrame();
}
still didn't work.
Any im trying to make it so when you touch the spikes the frame resets itself, but it's not working. Heres the script:
if(this.hitTest(_root.ground.spikes)==tr ue)
_root.resetFrame();
}
I sound like an idiot, but it wont work. I didn't know where else to go...lol.
sorry for double post but, tr ue is spelled true in my script, just a typo on NG
Befoer you read on, no. I'm some idiot beginner at AS2.0, I actually know how to program. But one simple script i can't get to work, after a series of complicated scripts...:P. Any im trying to make it so when you touch the spikes the frame resets itself, but it's not working. Heres the script:
if(this.hitTest(_root.ground.spikes)==tr ue)
_root.resetFrame();
}
I sound like an idiot, but it wont work. I didn't know where else to go...lol.
im making a game, but I don't want to split the revenue with anybody, so I don't want to use music for the audio portal. Should i use real music from bands? (im horrible with FL studio...lol) any suggestions on what I can do?
At 9/14/09 11:44 AM, Final2Legion wrote: and say something nice about it..... For example: I hate Bioshock but it sure does make a nice doorstopper!
pokemon platinum is fun to hit with a desk lamp.
At 9/20/09 07:13 PM, BillyTh3Kid wrote: where at least I know I'm free, and I wont forget the men who died and gave that right to me.
ahhhh. This is the life
hell yes.
At 9/15/09 10:21 PM, squidly wrote: Curse you that day one year ago that I dared click on the NG ad that had brought me to endorse such a useless pleasure, to start leveling up cute characters by defeating smiling mushrooms and slime balls, curse that day, and curse that day three mornings ago that I dared re-download said game and awaken my character after a year of slumber.
Curse that day, for now I am once again rigurously leveling up said character in hopes of bringing honor the Princess Cygnus and defeating the develish Black Mage who had come back to plague said Maple World.
Damn it, I'm playing Maplestory again, and I can't quit.
kill yourslef, now.
jk.
heres the steps to recovery:
denial
anger
bargaining
depression
acceptance
you make it through denial, so check that off.
anger, you're not very angry so F***k that one.
bargaining you're not doing that either...
depression-im replacing with obsession you're stuck at this one:
to get through obession:
smash your computer
eat chocolate frosting till your problems melt away- or you vomit
force yourself to watch barney and friends for seven hours straight
make a mexican friend named pablo
log on to your maple story account and make sexual and inappropriate jokes mixed with swearing until you get banned, if that doesnt work scream: DOING GIRLS FOR FREE!
make fun of maplestory webmasters
pretend you love runscape and make yourself sound like a pathetic loser and say its so much better in maple story public servers
so next: depression:
do all these things you'll be banned while laughing your @$$ off.
acceptance: obviously you accept because you just got banned and now you quit.
congratulations on going through a five step rehab course created by a teen ager. whoopdy-F***king-doo.
Before you think this is a worthless desperate attempt to find a voice actor, you're wrong. I have all the required hardware, and im using a freeware program named Audacity, but I can't really do any audio mixing with that program so is there any software (preferably freeware but software i have to pay for is cool to...) that i could use?
thanks for waisting your time on me :D!,
linc186.
At 9/15/09 09:58 PM, Grind29 wrote:At 9/15/09 09:36 PM, hdxmike wrote: Urm im sorry i cant help with that 1 but i do have 1 question and one bit of adviceFirst- Learn how to spell
first : how can you have so many frames in a game Usually it should be around 5-10 frames in a game maybe less
secondly: try not to use scenes unless your doin serious animation
Second- Learn to read what I posted and stay on topic.
if you're going to be mean to a reply you got from your crappy post, don't post on the forum at all.
At 9/15/09 10:06 PM, samus802 wrote: come on!
cant any1 help me with this?
dude, im sorry (no offense) but the is a ridiculously easy As 2.0 (not to mention boring, once again no offense) and nobody is going to want to waist there time programming that. So if you want to post on the forum, it should at least be a programmer for a platformer or something. sorry.
At 8/6/09 07:34 PM, cobra0528 wrote: Hello everyone. I am planning on putting together a collaboration all about the man himself, Tom Fulp.
What is the concept?
The concept is to make an animation about what you think a day in Tom Fulp's life is like. Make it subtly funny or absolutely ridiculous, whatever suits you.
How many spots are there?
The number of spots will depend on the length of the entries that people turn in. Earning the spots will not be first come, first serve; it will be decided by the quality of the work.
When is the deadline?
No deadline as of right now
Contact me through PM if you are interested.
I have an idea, but i dont have a tablet so i have to draw with my bar of soap (my mouse) instead of a tablet, so I'll see what i can do....
At 9/12/09 12:09 PM, zrb wrote:At 9/12/09 12:05 PM, Rustygames wrote: LOLLmao.
Did you just call me half a programmer?
Which one of us has been working as a programmer in the industry the longest? Oh yea that's me
Hey what about me >:(
I use As 2.0 and it can be very hard.
i created internet conflict :D! But, maybe i must have not read carefully, i thought this was a game not an animation, so yeah you're right sorry. Animators pretty much are doing 95% of the work
At 9/15/09 08:10 PM, jakenator85 wrote: How can I make my flash loop, without going back to the beginning? I want to make it so that, say there's 15 frames hypotheticly, when it reaches the end, I want it to loop, but back to frame 2. How can I do that?
AS2 BTW.
no offense, this is (ridiculously) basic As2.0 that you should no, but what ever. Put this in the frame where you want it to go back to the second frame:
goto.AndPlay(2)
if(this.hitTest(_root.floor.wall))
_root.bg._x+=_root.speed;
there! All done :)
explanation:
well, hitTest you means, when you hit the object (little obvious innit?)
x+=_root.speed;
x+=. is the part of the code you would use to move left. root.speed means it (somehow not sure how maybe from the frame :P) it finds the speed of the character and uses it to contradict the character.
explanation(one that makes more sense, more a appropriately a summary):
This code is for a wall on the right side. All this means is that when the character touches the wall, the wall makes the character move left the same speed he is moving to the right, thus contridicting the movement of the character making him stop. to make a wall that goes on the left side, simply change x+= to x-=.
wait on part i forgot to mention, heres how you work it into the script:
else
if(this.hitTest(_root.bg.wall))
_root.bg._x-=_root.speed;
}
and "bg" is just the instance name of my floor.
At 9/13/09 07:05 AM, daft-krunk wrote: OK so I've spent all weekend try to make the basics of this RPG game
and I cant get the wall collisions to work, Ive searched possibly 100 different tutorials on various
hitTest methods but NOTHING will work :(.
This is the link to the .FLA
http://www.mediafire.com/sharekey=de2fc3 ecd1ff0f291f8e0fff488e27e05c8bc0893e9736 ce5be6ba49b5870170
Please don't just fix, I really would like to know how to do this for future programming.
Cheers :)
if(this.hitTest(_root.floor.wall))
_root.bg._x+=_root.speed;
there! All done :)
explanation:
well, hitTest you means, when you hit the object (little obvious innit?)
x+=_root.speed;
x+=. is the part of the code you would use to move left. root.speed means it (somehow not sure how maybe from the frame :P) it finds the speed of the character and uses it to contradict the character.
explanation(one that makes more sense, more a appropriately a summary):
This code is for a wall on the right side. All this means is that when the character touches the wall, the wall makes the character move left the same speed he is moving to the right, thus contridicting the movement of the character making him stop. to make a wall that goes on the left side, simply change x+= to x-=.
At 9/13/09 06:02 PM, finaiized wrote: Hi fellow Newgrounders:
I got a question. I was implementing jumping in a platformer, and I have it working fine. However, if I tap the up key quickly, then my player jumps up only a little, then back down. If I hold it down during the entire jump, then my guy goes a little higher before coming down.
Now, I was playing Cave of Wonders, and I saw that no matter how quickly I tapped the jump key, I would always do a full jump (and it makes no difference if I held it down).
So I was wondering how to program a jump exactly like the one in Cave of Wonders. I mean, I know what I am doing wrong- adding to a velocity variable in my KEY_UP, so the longer I hold it up (until an if statement brings it down) my guy jumps up a little higher. The shorter I do, the velocity variable increments very small, so I barely jump. Anyway to do it like Cave of Wonders and have the velocity variable go up to what it's suppose to so I can quickly tap and still get a full jump?
Jumping does the same thing to me, im not sure how to fix it, but i always liked the feature of the difference between holding it, and just pressing it. If you play any of nintendo's games, they have that. It seems more realistic to me because, if you jump (in real life) and you put less power into it, you don't jump as high. If you put more power into it, you jump higher.
At 9/13/09 09:22 AM, whistlingboy wrote: thanks all...
now all i need is to find out how to code it...
Well, i was wrong... you can do this :D. I could code if you need it, or want to be taught how to.
At 9/12/09 08:44 PM, whistlingboy wrote: there's this game for the DS called Drawn to Life where you draw your own character straight into the game. is this possible to do in flash? cos i want to make my own version of it for kids to play for free on the net.
i'm totally addicted to this game but i want everyone to be able to play it for free online.
www.drawntolife.com is there url if you want to take a look.
thanks for reading...
um... probably not. There is a forum topic on the script for using the cursor as a paint brush (you may want to make a custom cursor that actually is a paint brush though :P) now as for making the character and object during the game. No. It wont work. There probably is a code to convert it to a symbol during the actual game, but i am unaware if you can make a walking cycle for it or animate the character at all, because it will be custom drawn and i am not aware of a way that flash can use the custom drawn character and use the walking cycle you animated (you have to animate a walking cycle...) to make the character. an again, i'm sorry. I'm not sure if i'm coming off very clear here, i'm not really sure how to explain it. But there really is no way to do that in flash, sorry. There maybe a more advanced program that can detect the joints (or action points) in a characters body and use a walking cycle (thats how they did it in the real game). But no. Not in flash.
At 9/8/09 03:11 PM, GustTheASGuy wrote:At 9/8/09 02:56 PM, Urugurn wrote: Okay, let me look at this from a neutral way. This COULD happen,Not really. There have been thousands of wannabe proposals like yours, none have gone anywhere.
He is the main animator, and i've seen some of his stuff.So he's an animator? Earlier you said he wasn't, and he's not listed in the news post.
Well, ill still be on the lookout for more folks. so maybe if you're interested? ;3Understand that animators are the ones to be doing 95% of the work. All you other wannabes don't matter, you're not needed for the production of an actual animation.
Think of another model of doing this instead of waiting for people to stand in line to apply to your project.
Dude, you only say that because you CAN'T program, im not saying that one is harder than the other, its just you should not compare the two in such away like that. program and animaiton are totally two different things, animating is definitely very hard, but in some scenarios As 2.0 can be very hard. I think you were very wrong on that.
At 9/8/09 02:42 PM, Urugurn wrote:At 9/7/09 09:22 PM, linc186 wrote: I will gladly be part of the team of programmers :DThanks for helping out!
Ill send a PM to yukao.
Again, thanks alot!
no problem. I can tell this will come out very epic :D
dude, im not liking making this game to prove i know how to program (please dont make me i started, but dude i cant im not enjoying doing that.) so heres a programing "bank".
well, you saw the sidescroller programming, so to make one thats not a side scroller is to do the same thing but dont make the background move. Also, ive learned more advanced moving codes that i really don't want to type up, so heres a sliver of it:
onClipEvent(load){
var gravity:Number = 0;
var speed:Number = 5;
var wlk:Number = 2.5;
and so on and so forth, im positive you know how this code works. I know how to do double jumps and preloaders. im not writing out the script for the double jump (pm me if you want more of the programming, im not explaining it very well because im tired....) but, i do know how ot program, pm me for more.
At 9/8/09 01:06 PM, BloodSucker150 wrote:At 9/8/09 10:07 AM, linc186 wrote: Oh k. Could have more specific about that :l. But yeah, all do it :Dtry to make a simplae RPG game engine with smart AI enemies on AS2 ok??
eh, i was kind of planning to do like a platformer, with special power ups you receive along with AI enemies that are there. It will be a platformer, but with the same features as an rpg (enemies, items, power ups, crappy graphics, etc...)
Oh k. Could have more specific about that :l. But yeah, all do it :D
im not sure how to do that if you mouse over it, but there is an alternative. inside you're main char's movie clip animate a frame and in that frame put the text "player one" over his head. and in the main char's actions put in the script:
on(release){
this.gotoAndStop(frame number here)
}
wait! nvm! i figured it out :D
on(rollOver){
this.gotoAndStop(frame number here)
}
proof of programming? sure: movement and other functions, such as touch winlvl to go to next frame and touch this go to next frame of healthBar, punching etc...:
onClipEvent(enterFrame){
if(this.hitTest(_root.bg.platform)==fals e)
this._y+=_root.gravity;
}
onClipEvent(enterFrame){
if(key.isDown(Key.RIGHT)){
_root.bg._x-=10;
this.gotoAndStop(2);
}
if(key.isDown(Key.LEFT)){
_root.bg._x+=10;
this.gotoAndStop(3);
}
if(key.isDown(Key.A)){ (NOTE: on keys that are not up,down,left,right instead of just putting the letter you might have to put in a certain number ex: A is 66, i forgot if i have to do this or not)
this.gotoAndStop(4);
else
this.gotoAndStop(1);
if(this.hitTest(_root.bg.wall))
_root.bg._x-=_root.speed;
if(this.hitTest(_root.bg.wall1))
_root.bg._x+=_root.speed;
if(this.hitTest(_root.bg.enemy))
_root.healthBar.nextFrame();
if(this.hitTest(_root.bg.winlvl))
_root.gotoAndPlay(35)
}
so thats just an example of the way i would script the main char, if you need anymore just ask.
At 9/7/09 09:52 PM, jackkyboy wrote: okay thank you that's great, now if there is more than one player per-say, then if I wanted to Identify the player how would I make it to be able to Identify by when I scroll over the player their name would appear over their head.
im not sure how to do that if you mouse over it, but there is an alternative. inside you're main char's movie clip animate a frame and in that frame put the text "player one" over his head. and in the main char's actions put in the script:
on(release){
this.gotoAndStop(frame number here)
}
At 9/7/09 03:13 PM, DANNY135 wrote:At 9/7/09 03:01 PM, Alpharius120 wrote: All you need to do is change around some things in the code to make a right and bottom wall.That's what I'm trying but you guys aren't HELPING!
Learn to code.
dude, all you have to do is contradict the way the character is moving. If he's going to left, make the wall push you to that right:
if(this.hitTest(_root.floor.wall))
_root.floor._x-=_root.speed;