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Author Search Results: 'mayoarm11'

We found 1,013 matches.


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Viewing 661-690 of 1,013 matches. 11020 | 21 | 22 | 23 | 24 | 25 | 263034

661.

None

Topic: side scrolling game help

Posted: 07/31/08 02:34 PM

Forum: Flash

At 7/31/08 02:23 PM, dogdgey5 wrote: never mind i got it just put

onClipEvent (enterFrame) {
_x = _root.Hero._x;
_y = _root.Hero._y;
}

and now it follows you

idk what that code means, but this is wut u should have done:

in ur hero, right now u have something like

if(Key.isDown(Key.RIGHT))
_x += speed;

instead, put that on your background movieClip's AS, and reverse the direction, so it should be like:

if(Key.isDown(Key.RIGHT))
_x -= speed;

... :)


662.

None

Topic: Make your own turret!

Posted: 07/31/08 02:16 PM

Forum: Flash

Just wanted to say that I have made a significant progress in the last 2 days, and the game is nearing completion with each passing day. I am very satisfied with the way it looks up to date, and am hopeful it will stay this way till the end. If anyone requests it, I can post the updated version of the turret development tree.

blood-leach:

I decided to do your orbiting idea. And I just finished the turret. It's a pretty weak turret (in the beginning of the development tree), and instead of meteors I used little bombs. It looks cool, there this gravitational field around it, it looks pretty nice.


663.

None

Topic: A little problem...

Posted: 07/31/08 01:21 PM

Forum: Flash

look this is a very simple code. ur obviously doing something wrong. This is what you should have in your frame's AS:

_root.health = 100;
onEnterFrame = function(){
if(_root.health <= 0){
gotoandStop(2)
}
}

if this doesn't work, it's your wrong doing. Check your code for when the timeline is supposed to go to frame 2.


664.

None

Topic: how do u make a inventory like in

Posted: 07/31/08 12:46 PM

Forum: Flash

lmfao. I hate those short sentences that start at the topic's title, and then they finish it w/ the topic itself.

r u too lazy to type a decent title for ur thread, and then ask the question?

newayz click


665.

None

Topic: Mc frames

Posted: 07/31/08 12:42 PM

Forum: Flash

At 7/31/08 10:33 AM, Xeptic wrote: He's asking about AS3, so I'm pretty sure it's .currentFrame :)

oh -_- AS3 sucks donkey balls.


666.

None

Topic: A little problem...

Posted: 07/31/08 12:41 PM

Forum: Flash

make your health variable global. When you initiate it you say:

_root.health = 100; //or w/e u want
instead of
health = 100;


667.

None

Topic: Trouble with Unlocking etc

Posted: 07/31/08 10:27 AM

Forum: Flash

ok it's ok that yo have "worlds", but you should still have everything on your timeline. You shouldn't have movieclips of it. You can organize it so frames 1-3 is "world 1", and 4-10 is "world 2" or w/e. But you should have it on your main timeline. Much more organized, and simpler to work with. I can provide a ss if u dont get wut im saying.


668.

None

Topic: Mc frames

Posted: 07/31/08 10:26 AM

Forum: Flash

(if num == 3) {
if (player.currentFrame > 3) {
player.gotoAndPlay(1);
}
}

it's _currentframe with the _
I'm sure it was a type-o, but he may not know that.


669.

None

Topic: A little problem...

Posted: 07/31/08 10:24 AM

Forum: Flash

go to frame 2 in ur movieclip or main timeline. i'm guessing main timeline:

onEnterFrame = function(){
if(_root.health <= 0){
gotoAndStop(2);
}
}


670.

None

Topic: Trouble with Unlocking etc

Posted: 07/31/08 10:20 AM

Forum: Flash

At 7/31/08 10:00 AM, Twist-Chao06 wrote: onClipEvent (enterFrame) {
if (this.hitTest(_root.player)) {
_root.world2.gotoAndPlay(2);
}
}

What ive tried to do here is when my character walks into the portal ("this") a movie clip on a different frame goes to frame 2 where it has AS:- Allowing my Character to go into world 2 after world 1.

so, when he finishes World 1, and returns to the world map, World 2 Will be open. is the code i should use for it? I really need help on this, as its driving me crazy.

well in your main timeline you should have the different levels. And then the code is:

onClipEvent(enterFrame){
if(this.hitTest(_root.player)){
_root.gotoAndStop(_root.currentframe + 1);
}
}

this simply advances your main timeline by 1.


671.

None

Topic: shooting game

Posted: 07/31/08 10:18 AM

Forum: Flash

At 7/31/08 10:05 AM, Twist-Chao06 wrote: I Can't Make a Code but i would think that you should have in the code

"if Score=0 (//Score = Bullets... whatever)"
KeyIsDown(R (//Key Code) Score= 7 (Number of bullets placed))

I Could be able to code that, (Im Not Very Advanced in AS) but if you know what your doing, yeah.

Btw, i know what ive written above isnt actual code, its just what i think you would have to do.

yh well kinda. it's more like this:
in hand's AS:

onClipEvent(enterFrame){
if(Key.isDown(82)) { //if R is pressed
gotoAndStop(#); // # being the number of frame where you have an animation of him reloading
bullets = maxBullets; //w/e ur maxBullets r.
}

very simple...


672.

None

Topic: Make your own turret!

Posted: 07/30/08 09:32 PM

Forum: Flash

At 7/30/08 09:20 PM, thejdcole wrote: causing the enemy to explode

auto-kill? hell no.


673.

None

Topic: Ah fan mail

Posted: 07/30/08 09:31 PM

Forum: Flash

At 7/30/08 07:53 PM, Snubby wrote: Yeah I got a lot of angry stuff about the worlds hardest game. some guy wanted me to buy him a new keyboard because while playing my game he got so pissed that he hit it and it broke. i dont think he was joking, either. :\

lmfao!!!!

that is so fucking funny. How much money did he demand? And did he threaten to take legal action of some sort?


674.

None

Topic: Make your own turret!

Posted: 07/30/08 08:41 PM

Forum: Flash

At 7/30/08 08:15 PM, Helloworld00 wrote: Icicle Cannon: Shoots giant spears of ice at enemies. Can go through several enemies if they are close enough together. Medium firing rate (has to freeze water for every shot), medium-high damage

The only special thing about the turret is its ability to hit more than one unit. I have around 5 turrets that do that, so this wouldn't really contribute anything new.

If the enemies can attack the towers, then:

Shield Tower: Projectiles launched at it can be repelled back at the enemy. If you can upgrade it, then it repels more stuff back at them.

like your sig says, The only way it'd work is with 42 million dollars, 5 strippers and a cheeseburger.
lol jk, but enemies can't attack the turrets, so...

At 7/30/08 08:25 PM, JCesta wrote: some kind of time warp turret that has a 25% chance of moving the enemies that pass it to the beggining of the level

weird. I want turrets that do physical damage for the most part. no weird stuff :)


675.

None

Topic: Tab and right click menu.

Posted: 07/30/08 08:12 PM

Forum: Flash

on frame's AS:

onEnterFrame = function(){
if(Key.isDown(Key.TAB) || Key.isDown(2) ){
_root.gotoAndStop(#);
}
}

1. Where do I put the script.
2. Please make a copy/pasteable copy so i can copy/paste it and then just enter the frame I want
inside. Sorry that I wan't so much, but Its just I want to make my game good.

that is a horrible approach to learning AS. We provide you the code so you can learn from it, not just copy / paste.


676.

None

Topic: Tab and right click menu.

Posted: 07/30/08 08:01 PM

Forum: Flash

sorry. As for the right click part:

instead of if(Key.isDown(Key.TAB))
you have:

if(Key.isDown(Key.TAB) && Key.isDown(2) )

but right clicking in flash opens that annoying window, so...


677.

None

Topic: Tab and right click menu.

Posted: 07/30/08 08:00 PM

Forum: Flash

lol, his code is right. You just need to fill in the blanks.

onEnterFrame = function(){
if(Key.isDown(Key.TAB)){
_root.gotoAndStop(#);
}
}

replace # w/ the number of frame you want.
If you want your timeline to go to that frame, and continue playing from that frame, you replace Stop with Play in the gotoAndStop function, like that guy wrote.


678.

None

Topic: Advice from other flash developers.

Posted: 07/30/08 07:58 PM

Forum: Flash

At 7/30/08 07:22 PM, IOUPAIN wrote: honestly tell her the cost of like dreamweaver and flash. and then try to get her to ante up. remember she probly dont know what they are so you get more.

she probably is inexperienced, but if he charges too much, she will just refuse to pay, and then he gets nothing.
But you should aim for a higher than average price, and if is not sure, lower it.

I can't give you an actual price b/c I have no experience w/ this what-so-ever. sorry.


679.

None

Topic: Make your own turret!

Posted: 07/30/08 07:51 PM

Forum: Flash

boring.

dude slow down a bit. I'd prefer less, but good ideas, than a lot of crappy ones xD


680.

None

Topic: Make your own turret!

Posted: 07/30/08 06:36 PM

Forum: Flash

lol no.

k dude that's enough w/ this turret, I'll see wut i can do.

You can also use household items for inspiration. I got my pos/neg magentic turrets by looking at a battery that was on my table :)


681.

None

Topic: 2D physics: personal help?

Posted: 07/30/08 06:34 PM

Forum: Flash

sorry for dbl post, only saw ur swf now.
that looks very nice. I didn't see ne problem w/ it. so Idk wdh u want ^.^


682.

None

Topic: 2D physics: personal help?

Posted: 07/30/08 06:33 PM

Forum: Flash

At 7/30/08 05:45 PM, Conlor wrote: it looks like neither, there are no curves: each angle is flat and has it's own MC and instance name, ad is inside the MC "levels". For example, this:
\
...is"_root.levels.degrees"

And I don't want to use math functions because this isn't the only function of the game I want, and the other function will majorly effect the level; I also want it to rotate via the mouse, but that comes later. And also, math.atan scares me.

the curves weren't the point of the pictures. Is your MC just lines, or is it thick, and filled in.
this helps w/ hitTesting.


683.

None

Topic: Make your own turret!

Posted: 07/30/08 06:30 PM

Forum: Flash

At 7/30/08 06:13 PM, thejdcole wrote: sounds like a good idea....you could either make it so it has to suck a certian amount of health and then it shoots a beam...

that is exactly what I said, sir.

OR you can tell it when to shoot and its power depends on how much health its sapped.

I thought about that, but when will it be able to tell the difference from when to suck and when to 'zap'.


684.

None

Topic: sound affects

Posted: 07/30/08 06:05 PM

Forum: Flash

At 7/30/08 05:38 PM, Hamaku wrote:
At 7/30/08 04:10 PM, mayoarm11 wrote:
At 7/30/08 03:13 PM, Hamaku wrote: srry but like sonic and dragon ball z sound affects
I heard they have a revolutionary invention in the 21st century. It's called google.

They also invented this thing w/ forums, that enable users to click certain words, and it will direct them to web pages. If you click that google text, you will be directed to the awesome that is google.

hey i asked a question i did not want sarcasm matta FACT i tried the new thing called GOOGLe so get off my jock thats why i dnt like commin to forums askin questions

there are thousands of website for sound effects. And I am sure a lot of them contain sonic / dragonball Z sound effects. There is no need to make a thread out of every little thing. You were directed to some decent sound effect websites, that might contain what you are looking for. And if it's not fonud on those websites, it's probably not on the net, so you need to make the sound effects yourself. I persume you own some dragonball z dvd's or something, just make the sounds urself.


685.

None

Topic: Make your own turret!

Posted: 07/30/08 06:02 PM

Forum: Flash

turrets have no health. But here's an idea based off of yours:

sucks health. this does very little damage to the unit, but this is the turret's way of recharching. Then when the turret reaches a certain amount of 'energy', it shoots its main weapon. Some kind of energy shit or something.

idk it's a bit weird, I'll think about it.


686.

None

Topic: Make your own turret!

Posted: 07/30/08 05:51 PM

Forum: Flash

At 7/30/08 05:48 PM, thejdcole wrote: what about a turret that shoots an electric beam to another turret of its own kind constantly and it damages the enemy that goes thru it... you could also make it that the longer the beam is between the two turrets, the weaker it is.

thus it would damage slower emeies more and therfore would make more people use turrets to slow the enemy before hand.

that's interesting. A bit underpowered though, but I think I have something in mind. I'll post it here once it's fully developed.


687.

None

Topic: Please test our demo

Posted: 07/30/08 05:49 PM

Forum: Flash

i waited about 10 mins and it wasnt even halfway done. I exited and tried again, same loading speed.
I just exited.

sorry I can't give u a review, idk y it did that. I don't have a slow connection or somethin'. If you want you can upload the .swf file to megaupload so i can download it and preview it with flash.


688.

None

Topic: Make your own turret!

Posted: 07/30/08 05:46 PM

Forum: Flash

At 7/30/08 05:33 PM, thejdcole wrote: Any room for some sort of Mine turret... you know... a turret that shoots mines

sorry didnt read that part of the post.

Mine turret has been suggested about 4 times. the first time it was suggested I said i'd do it and I did. :)
soo. it's done :O


689.

None

Topic: Make your own turret!

Posted: 07/30/08 05:40 PM

Forum: Flash

i'm sorry dude, really!
most of the good ideas have already been taken, that's why it's so hard.
For future refrence, avoid combinations like your last invention: combination of the snow turret and some other gay turret that helps the enemy xD


690.

None

Topic: 2D physics: personal help?

Posted: 07/30/08 05:38 PM

Forum: Flash

At 7/30/08 05:18 PM, Niallmeister wrote: It's nice of you to give us your (rather large!) code to have a gander at, but it would be helpful if you could tell us the problems that need fixing. Then we may be able to help.

he just did -_-

I have no intention of reading that entire code. So here is what I need to know:

do you have a movieclip of the terrain (you probably do), and does it look like this or this
#2 is better for hittesting.

why do you only have 8 possible rotation possibilities. You should have used a variable named angle (or w/e ofcourse), and have the ball go in the direction of the angle, like so:

_x += -Math.sin(angle*180/Math.PI)*speed; //if this doesn't work try angle*Math.PI/180
_y += -Math.sin(angle*180/Math.PI)*speed;

speed is your speed variable obviously :P. then play w/ the angle variable. for example, if hits the ceiling or the ground:

angle = -angle;

or if it hits a side wall:
angle = 180-angle;

I know this would mean you will have to change your whole AS, but 8 possible rotation possibilities is not enough.


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Viewing 661-690 of 1,013 matches. 11020 | 21 | 22 | 23 | 24 | 25 | 263034