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Author Search Results: 'mayoarm11'

We found 1,002 matches.


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Viewing 601-630 of 1,002 matches. 1918 | 19 | 20 | 21 | 22 | 23 | 242934

601.

None

Topic: alt. account affecting main account

Posted: 08/03/08 04:32 PM

Forum: Where is / How to?

hello. first time im posting in this forum :)

I was wondering if the actions on an alternate account affect another account. For instance, if I make an alternate account, and submit flash, will it affect my 'mayoarm11' account in any way. And, just b/c i'm curious to know how it works, if I get banned, is it an IP ban, meaning I can't log on mayoarm11, or is just an account ban. I'm guessint IP ban, but just wanna know. I'm not planning to get banned, or spam the portal, I've just always wanted to know how it works on NG.

thnx in advance.


602.

None

Topic: Make your own turret!

Posted: 08/03/08 04:15 PM

Forum: Flash

At 8/3/08 03:40 PM, funkycaveman wrote: snow turret that shoots snow at enimies and kills them by encasing them with a large pile of snow, then the snow melts the enemy is gone

the snow pile can be used as an obstacle, slow rate of fire

any good?

no it's weird :(

obstacle turret:
The gravitational bomb launcher launches a max of 5 "bombs", that spin around the turret (hence the gravitational part of the name). So the gravitation bomb launcher is basically the same, just cooler.


603.

None

Topic: Make your own turret!

Posted: 08/03/08 03:37 PM

Forum: Flash

At 8/3/08 03:33 PM, funkycaveman wrote: y is it hard, u have done it 70 times, good work. i got a inkling idea but depending on the theme, this could be an extra unlockable turret or only available on kongregate or armor game or where ever,

guitar turret:

it has a guitar as the top turret but and it rotates where it is shooting and its shoots little picks out! good eh? hopefully, if it doesnt fit the theme, you can always make in an unlockable

you could have little string sounds when the pick hits the enemy?

it's not very unique. It's not unique at all >.>. Sounds like a regular bullet turret, just with picks as bullets.

MASSIVE MODE:
upgrade the guitar to put on rock mode that instead of hurting or killing the enemies it makes them play a guitar and rock for a bit defening nearby enemies slowing them down and hurting them, the guitar player then dies

thanks

hope this is a good one!

lmfao. That's just a weird-ass snow turret.


604.

None

Topic: Make your own turret!

Posted: 08/03/08 03:10 PM

Forum: Flash

At 8/3/08 02:49 PM, funkycaveman wrote: yea dont make it too advanced save some turrets for the next game! make it better and better, u can also get more money that way!, anyhow i have another idea for a turret!

I'm not gonna make any more turrets for the next release. So keep em comin.

At 8/3/08 03:06 PM, funkycaveman wrote: damn too late, i know you want orginal but its too orginial, but i will try to get you a stunner!

*think*

B) it's really hard adding to the turrets at this point.


605.

None

Topic: Make your own turret!

Posted: 08/03/08 03:03 PM

Forum: Flash

At 8/3/08 02:49 PM, funkycaveman wrote: yea dont make it too advanced save some turrets for the next game! make it better and better, u can also get more money that way!, anyhow i have another idea for a turret!

support turret:
its really weak to start with, when theres only one but build one within a certain range and they both become stronger, the connection is shown by a electrical beam from one to another, you can make a massive grid of them and they have uber power, the attack projetile could be anyting, maybe electrical bolts or somthing its the group power thats important!

funky

haha. dude this is hilarious. You just described my pos/neg magnetic turrets. When a pos magnetic turret is placed next to a neg turret, they form what you described, an electric bolt between them, that shoots little electric stuff at the enemies. And when two of the same kind are placed next to each other (pos&pos or neg&neg) they bombard the area between them. :D

thats the kind of originality im looking for. Too bad it's already taken :)


606.

None

Topic: Make your own turret!

Posted: 08/03/08 02:45 PM

Forum: Flash

At 8/3/08 02:35 PM, Timex247 wrote: Siege Cannon - A Tribute Siege Tank/Cannon from Starcraft.
STATS:
Fire Rate: Slow
Range: High
Damage: High
Splash: Medium
Cost: Medium

I have an
I didn't look at your turrets yet, but I see you just used reload-range-damage combos, which are very unoriginal. Ima look at them anyways to see if they give me ideas.

Limitless Turret - Neverending Rapid fire.
Fire Rate: N/A (Doesn't end until out of range)
Range: Medium
Damage: Extremely Low
Splash: None
Cost: Low

k ummm... nothing special. Already have like 5 turrets like this.

Mine Launcher: Launches a highly explosive mine.
Fire Rate: Low
Range: Medium
Damage: High
Splash: Medium
Cost: Medium

Already have the mine deployer turret.

Rapid Mine Launcher: Quickly Launches an explosive mine.
Fire Rate: Medium
Range: Medium
Damage: Medium
Splash: Low
Cost: Medium

what? the difference is the rate the mine is deployed?

Flame Bunker - Sets enemies on Fire at short range.
Fire Rate: N/A (Doesn't end until out of range)
Range: Short
Damage: High
Splash: Low
Cost: High

Already have the flame turret, and the flamethrower :)

Heavy Flame Bunker - Set enemies on Fire with Plasma at Medium Range.
Fire Rate: N/A (Doesn't end until out of range)
Range: Medium
Damage: Very High
Splash: Low
Cost: Very High

plasma? Wut difference does the plasma make? looks like it just adds damage. So it's like my frame turret, which does less damage, Than I have the flamethrower turret, which does like twice the damage.

If you need more, just tell meh. :D I have LOTS more.

ok. But uhh.... I need something very original. I have 70 turrets now, and if you wanna contribute more, you're gonna have to be very original. No range-damage-reload combinations. Something that has some kind of another effect to it, or smoething that makes it unique.


607.

None

Topic: Make your own turret!

Posted: 08/03/08 02:37 PM

Forum: Flash

At 8/3/08 02:20 PM, funkycaveman wrote: oh ok its gonna be a big game can you tell us what its called or breif explaination

it has no name at the moment. Explanation? a damn ass fine turret game. You make turrets, try to protect your base. There are types of enemies, with different speed variables, health, damage, etc. You make money by killing enemies, and spend it on turrets. There will also be different modes. Survival mode (normal mode), capture the flag mode (enemies try to get your flag, and return it to their spaceship), and maybe other stuff i'll think of.

It'll be a pretty cool game, but it's just an engine really. Preparing me for the next release, which will also include making your own units.


608.

None

Topic: Make your own turret!

Posted: 08/03/08 02:13 PM

Forum: Flash

around 70 I guess. I think at the end of everything, I'll have 80.


609.

None

Topic: Make your own turret!

Posted: 08/03/08 02:00 PM

Forum: Flash

At 8/3/08 01:36 PM, funkycaveman wrote: a grapple turret that graps enimies

grappling hook turret already suggested, and made.


610.

None

Topic: Make your own turret!

Posted: 08/03/08 01:30 PM

Forum: Flash

At 8/3/08 12:28 PM, ssjskipp wrote: Elaboration on the 'Swarm Missiles':
I just used that as a range -- Iduno how balanced you want it to be. Not random, but you'd set it so it fires off 20 missiles, once 1 enemy is in range (not all at once, but like every 0.2 second interval, until out of ammo), then once out of ammo, reloads back to 20, repeat.

oh ok. yeh i definetely like this idea.

The Peace Keeper is just a carrier that when fired up, breaks off into 10 MIRVs (Multiple independently targetable reentry vehicle), which means one missile goes up, breaks into 10, and EACH of those 10 itself is 20x the bomb the US dropped on Hiroshima. Yeah. Just saying you can get weapon ideas from real weapons.

ok obviously, im not gonna make it a superweapon. But uhh missile that breaks off into others. mmm. I thought of having a cluster bomb, which is basically the same thing. Idk, i'll consider it.

Here's what a Prism Tower did in Red Alert 2:
When 1 tower fired, it would shoot a laser to the target.
When there is another tower within range, it'd bounce the laser between the tower, and the resulting laser would do significantly more damage to the target. Basically, it uses power from other Prism Turrets to make it's laser much more powerful.
This effect is daisy chained.

dude I know what a prism tower does -_-
I designed a turret out of it so >.>
I mean, graphic-wise, it doesn't look like RA2's prism tower. But the way it attacks is just the same, it's awesome. My fav turret. I said that like 10 times, but idc. The prism tower does 15 damage, and there's an advanced prism tower, which does uhhh... either 20, 22.5, or 25. I don't remember, and am too lazy to check. But it's looks sweetsorz.


611.

None

Topic: Noobish question about Math.Random

Posted: 08/03/08 10:42 AM

Forum: Flash

At 8/3/08 10:32 AM, Ismael92 wrote: So, I've been learning AS3, and to try something out I created the following function:

function randomNumber():void {
var Random:int = Math.random()*10;
trace("Random is " + Random);
}

What I want, is to get a random int between 0 and 10, but I have a question. Can the var Random be 10? I mean, is 10 included?

That's all, thanks =)

no. it's 0<=x<10

but I don't see why your function is void. Instead of tracing your w/e u wanna trace, why not return the value.

Unless you just made that so you can see if it works or something.


612.

None

Topic: Make your own turret!

Posted: 08/03/08 10:30 AM

Forum: Flash

At 8/3/08 10:20 AM, adam2510 wrote: thats the point once they hit they slowly destroy the object at a moderate rate + initial hit hp

well the nanobots idea is definetely interesting and fitting to my game theme, but I can't picture this, and besides, I already have the poison turret that does damage over time. Not that I couldn't use another thing like this, but I need a different idea that does this.


613.

None

Topic: Make your own turret!

Posted: 08/03/08 10:10 AM

Forum: Flash

At 8/3/08 01:10 AM, ghost741 wrote: A Tom Fulp cannon that shoots blammed submissions at enemies.

p

genius. And the enemies have a %50 change of watching the submissions, which makes them not move for about 5 seconds, then they have a %50 change of commiting suicide from watching the submission. Awesome.

At 8/3/08 02:09 AM, ssjskipp wrote: More ideas:
Portal Turret
Creates a temporary portal from wherever to wherever. Has very high cooldown (perhaps once per wave?), but could be used as a 'saving grace' for bad leeks.

it's definetely interesting. I'll see what I can do.

Link Turret
Gains power from other nearby link turrets (of any level, if there's advanced). Essentially, the more link turrets you have close to each other (chains, etc), the more damage each link turret does - they gain power from each other -- kinda' like the Prism Tower from Command & Conquer: Red Alert 2

gain power? just by standing next to each other? they gain power from each other AND from units? You're gonna have to elaborate on how they gain power, and what their attack is like.

Chrono Turret
Control the passage of time. Can be upgraded in two ways -- 1. Slow enemies within range, or 2. speed up turrets within range. Obvious useage:
Slow enemies near fast turrets with short range or
Speed up turrets with long range and high cooldown. Pretty strategic.

"upgraded in two ways"? It's a very interesting idea. I may use it, except for the upgraded in two ways part. If I use it, it will just do both simultaneously, but its powers will be relatively quick.

Just some cooler style missile firing:
Missile Swarm Turret
Has a fairly long cooldown, but fires in bursts of 5 - 20 missiles at enemies, each missile choses a random target within range + seeks in.

ok random number of missile isn't a good idea, but the other part is very cool. An explansion of the guided missile launcher. I was thinking relatively ok reload, but the missile don't do that much damage.

Peace Keeper
Same idea as the actual Peace Keeper missile. http://en.wikipedia.org/wiki/LGM-118A_Pe acekeeper

looks like a regular missile to me. Or am I not seeing something

Enjoy.
thank you very much, sir. Very nice ideas.

At 8/3/08 02:21 AM, adam2510 wrote: nano rocket : a rocket which inside has nano bots with fusion bombs attached, when the rocket hits the target, the target will get disintigrated (nanobots will not survive the explosion)

well, it's an ok idea, but how am I going to show nanobots if they're microscopic. ^.^

At 8/3/08 04:18 AM, Wolfears2 wrote: sledgehammer turret:
Can only be placed next to the road, it smashes downwards with high damage and medium splash, then cranks slowly back up. It doesn't just atttack when enemies are near, it just attacks, cranks up, atttacks, cranks up etc, so enemies have a chance of slipping through unharmed.

1) there is no road in my game
2) any turret, no matter what damage it has, that has a 1-tile range, sux xD
cuz my game's terrain is very big... so...


614.

None

Topic: Make your own turret!

Posted: 08/03/08 01:06 AM

Forum: Flash

At 8/2/08 11:49 PM, Tivaelydoc wrote: Can you post a updated word document or something?

In doc format if possible so we all can enjoy it.

as requested

At 8/2/08 09:44 PM, chickendance333 wrote: How about a turret with super powerful shots that fire every 4 seconds but the tower doesnt aim, it just shoots in random directions.

sounds too powerful, and the concept of random shooting is boring.


615.

None

Topic: Make your own turret!

Posted: 08/02/08 08:56 PM

Forum: Flash

At 8/2/08 07:35 PM, dogdgey5 wrote: howbout a fucking turret that fucks anythin that muves!!!!!!111!!Q1!!1

wuldent tht be awesum!!!!!!!! ahahahahahahhahahaha im crzy

very awesome!


616.

None

Topic: Ammount of mc's affecting framerate

Posted: 08/02/08 07:33 PM

Forum: Flash

At 8/2/08 07:29 PM, Climbnaked wrote: so I came across a problem while making a game and I thought that I could fix it by moving the mcs that were nested in my character out onto the main stage (about 50 mc's). I typed in some code to fix it up, hit play, and BLAM. My framerate goes from running smoothly previously, to being insanely choppy and laggy.

so with that problem, is there a limit to how many mc's you could have on the main stage or does your framerate just gradually decrease as you add more?

ofcourse there is no limit. But you probably bombarded your MC's with filters. Set your filters to low.


617.

None

Topic: Inspiring Ralph Bakshi Speech

Posted: 08/02/08 06:58 PM

Forum: NG News

At 8/2/08 05:14 PM, TomFulp wrote: He also linked to a video from a panel at Comic-Con, where Ralph Bakshi basically tells everyone to get off their asses and make something.

to make an animation, we'd have to sit down.


618.

None

Topic: HitTest over a area?

Posted: 08/02/08 03:15 PM

Forum: Flash

At 8/2/08 02:56 PM, jozojozojozo wrote: No I was saying it before some troll came along.

look dude. yo keep saying no to everything, and you fail to provide us with your script or your game or anything, so we are limited here. Either provide us w/ someone, or do it yourself.


619.

None

Topic: HitTest over a area?

Posted: 08/02/08 02:45 PM

Forum: Flash

At 8/2/08 01:19 PM, jozojozojozo wrote: But isn't that for say, a straight piece of floor?

The floor i'm using isn't straight.. o.o

in a non gay way D:

no it's for nething.


620.

None

Topic: HitTest over a area?

Posted: 08/02/08 12:51 PM

Forum: Flash

At 8/2/08 12:30 PM, jozojozojozo wrote: Yeah i've tried this, but I don't want to use this method.

Thats why I was wondering how to do it over a certain area, I know it is possible. ;s

no it's not. Give us a visual aid

Draw your shape, and then highlight the part you want to hitTest. Perhaps hittest is not nessecary and simple math is sufficient.


621.

None

Topic: HitTest over a area?

Posted: 08/02/08 12:07 PM

Forum: Flash

At 8/2/08 12:06 PM, bloodmage2 wrote: well you could make another movieclip that is identical to the part that you want to hittest, then make it spawn whenever you spawn the other movie clip and hittest it.

yep. Or if the are you want to hitTest is a simply geometrical shape, then you can use simple math.


622.

None

Topic: flash AS3 keyboarder

Posted: 08/01/08 10:10 PM

Forum: Flash

i never heard of such a thing. cant you ask your teacher for a copy


623.

None

Topic: flash AS3 keyboarder

Posted: 08/01/08 04:56 PM

Forum: Flash

>.> wtf does the file do... lol


624.

None

Topic: game boss?

Posted: 08/01/08 04:52 PM

Forum: Flash

At 8/1/08 03:43 PM, antonyscorner wrote:
At 8/1/08 03:36 PM, Wolfears2 wrote:
At 8/1/08 03:29 PM, antonyscorner wrote: (Also, I'd like a code where the boss can shoot a gun)
Well, I just assumed...
oh, ur right- it looks like im asking for a code. sorry. So does anybody know a tutorial for hard bossees w/ a gun? Ty

look at duplicatemovieclip function, and you'll need a counter and health variables. Try it first, then if you fail, we'll help.


625.

None

Topic: Comic Consternation '08

Posted: 08/01/08 02:23 PM

Forum: Flash

firstly, let's call it what it is - a collab :)


626.

None

Topic: Simulate download

Posted: 08/01/08 02:21 PM

Forum: Flash

what does it do? ~_^


627.

None

Topic: Action Script Problem (movieclip)

Posted: 08/01/08 02:16 PM

Forum: Flash

At 8/1/08 02:13 PM, ChazzGoth wrote: Nah man not working.

is there any way to edit this code to say unless the right arrow or space bar are down it goes to frame 1?

if(Key.getCode() == 40){
this.wDown.gotoAndStop(1);
}
}

if(Key.getCode() == 40 && !(Key.isDown(Key.RIGHT)||Key.isDown(Key.
SPACE))){


628.

None

Topic: Action Script Problem (movieclip)

Posted: 08/01/08 01:26 PM

Forum: Flash

At 8/1/08 01:22 PM, CaiWengi wrote:
At 8/1/08 01:13 PM, mayoarm11 wrote:
he hasn't provided the code, so we don't know what it does exactly, so stop being a dumbass prick, and trying to prove me wrong all the time. I helped the guy, and that's it, stop wanting to have the last fucking word.
Excuse me? Werent you the first one to criticise my helping and trying to be condescending? And also that post looks to me like you want the last word. Hypocritical somewhat? Dont bother posting if your not even going to try and help

And chazzgoth Im confused as to what you want exactly. I think you want this

onClipEvent(enterFrame) {
if (Key.isDown(Key.RIGHT)) {
gotoAndStop(whatever)
} else if (Key.isDown(Key.RIGHT) && Key.isDown(Key.SPACE)) {
gotoAndStop(10)
} else {
gotoAndStop(1)
}
}

Hope this helps.

cuz your code was wrong, and wasn't what he was looking for. I don't mind you posting a suggestion. That else if suggestion you posted was very appropriate, and will likely solve his problem, but the sarcasm was unnesecary.


629.

None

Topic: Action Script Problem (movieclip)

Posted: 08/01/08 01:18 PM

Forum: Flash

At 8/1/08 01:16 PM, ChazzGoth wrote: Right have tried that and a couple other code variations still having a little trouble..

I'm gonna have to add something along the lines of

} else {
gotoAndStop(1)
}
}

at the end, but trying to stop it so that it only works if either the right arrow and the right arrow and space bar are down is the tricky part.

post your damn code -_- it's what I've been talking about for like 3 posts now :P


630.

None

Topic: Action Script Problem (movieclip)

Posted: 08/01/08 01:13 PM

Forum: Flash

At 8/1/08 01:02 PM, CaiWengi wrote:
At 8/1/08 01:00 PM, mayoarm11 wrote: he doesn't want it to be either frame 10 or frame1.
so...
Oh clever you. Wait, no.

onClipEvent(enterFrame){
if(Key.isDown(Key.RIGHT) && Key.isDown (Key.SPACE)) {
gotoAndStop(10);
} else if (Key.isDown(ANYTIHNGELSE) {
} else if (IN AIR OR SOMETHING) {
} else {
gotoAndStop(1)
}
}

he hasn't provided the code, so we don't know what it does exactly, so stop being a dumbass prick, and trying to prove me wrong all the time. I helped the guy, and that's it, stop wanting to have the last fucking word.


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Viewing 601-630 of 1,002 matches. 1918 | 19 | 20 | 21 | 22 | 23 | 242934