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Author Search Results: 'mayoarm11'

We found 999 matches.


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Viewing 211-240 of 999 matches. 135 | 6 | 7 | 8 | 9 | 10 | 112234

211.

None

Topic: 3d rotation

Posted: 11/01/08 01:54 PM

Forum: Flash

At 11/1/08 01:01 PM, funkycaveman wrote: looks good, i found this

http://www.gotoandplay.it/_articles/2004 /07/3dCube.php

that's awesome, but the light source is fucked up in that.


212.

None

Topic: hitTest on something inside a MC?

Posted: 11/01/08 09:49 AM

Forum: Flash

the shapeflag hitTest (the form of hitTest(x,y,condition)) searches for a global point. meaning if you have two mc's within another mc, and you wish to check if the first mc contains the second mc's x and y values, you would have:

_root.bigmc.mc1.hitTest(_root.bigmc.mc2.
_x + _root.bigmc._x, _root.bigmc.mc2._y + _root.bigmc._y,true)

hope that helped.


213.

None

Topic: Newgrounds: Whats you browser?

Posted: 11/01/08 09:34 AM

Forum: General

firefox


214.

None

Topic: 3d rotation

Posted: 11/01/08 09:27 AM

Forum: Flash

rotation of complex shapes (not cubes, etc.), i believe, is impossible even with cs4. You should try some 3d software if u really want to, but im not sure how exactly they are imported into flash.


215.

None

Topic: need A.I actionscript!

Posted: 11/01/08 09:20 AM

Forum: Flash

give us more info, dumbass


216.

None

Topic: Win A Cintiq 21ux Tablet

Posted: 11/01/08 05:15 AM

Forum: Flash

it was all a hoax. They purposely gave it to someone who they can market. It wasn't a completely random drawing. see here:
link


217.

None

Topic: Make your own turret!

Posted: 10/29/08 03:52 PM

Forum: Flash

can a mod lock this shit? i got what i wanted out of this thread. it doesn't need to be bumped constantly.


218.

None

Topic: Make your own turret!

Posted: 10/29/08 01:17 AM

Forum: Flash

I'm also gonna add an undo button (for misclicks) for the modification of the path.


219.

None

Topic: Make your own turret!

Posted: 10/28/08 08:11 AM

Forum: Flash

At 10/27/08 06:27 PM, LesPaulPlayer wrote:
At 10/27/08 04:55 PM, LesPaulPlayer wrote: Not really, I'm assuming you're using a tile based system, so when a player edits the map, save the current map as a variable and then if the new map doesn't work set it back to the saved one.
rather just save the value of the tile that the player is editing.

"save the current mape as a variable"? lol as a variable? array maybe... but i dont like arrays.

At 10/27/08 06:22 PM, SeanGrounds wrote: An Irish turret (slow to fire),it turns the enemy into a butter puddle that makes 20 enemies slide back and when the slowed down enemies are destroyed they give extra money :D
or
A cheesy knob(for boss levels?)makes it smell rather revolting so that all turrets in a certain area take aim and focus on only the turrets that were affected with the vile stench?
or
A washing machine turret, gives them dazzeling whites, that tempoarily blind surrounding enemies.

i chuckled off of the washing machine one. I thought the irish turret would have some kind of leprauchan in it or somethin like that, or at least beer, or hitting your wife. but no, it turns enemy into butter.


220.

None

Topic: Make your own turret!

Posted: 10/27/08 04:53 PM

Forum: Flash

At 10/27/08 04:50 PM, LesPaulPlayer wrote:
At 10/27/08 04:48 PM, mayoarm11 wrote: ofcourse i've thought of that. if a user does not form a complete path, the previous path form will be re-built with an error message. I havn't coded this yet, but i know it's not impossible, in fact, i have something in mind.
You could simulate the path of a monster really fast and check if it ends up at the right place

thats what im doing. while(imaginary monster not reached end){
//monster movement here
//condition for path not being complete, which i dont feel like actually explaning{
/end loop
}
}

thats the easy part. the more challenging part is retacing the previous path.

At 10/27/08 04:48 PM, funkycaveman wrote:
At 10/27/08 04:41 PM, mayoarm11 wrote: nah, i aint going for that nooby crappy. here's what im gonna have:
nooby crappy, you mean gemcrafty

says the guy w/ the cunt for a head :P


221.

None

Topic: Make your own turret!

Posted: 10/27/08 04:48 PM

Forum: Flash

At 10/27/08 04:44 PM, LesPaulPlayer wrote:
At 10/27/08 04:41 PM, mayoarm11 wrote: 2)
path modification feature. This allows the user to actually change the path the monsters walk in!!! this includes removing blocks, and adding blocks. Each block removed will not cost money, but each block added will cost a ton. It will be very expensive to use this feature.
I'm sure you've dealt with this, but won't people be able to take out a block and leave an uncompleted path? Will this matter or just not be allowed?

ofcourse i've thought of that. if a user does not form a complete path, the previous path form will be re-built with an error message. I havn't coded this yet, but i know it's not impossible, in fact, i have something in mind.


222.

None

Topic: Make your own turret!

Posted: 10/27/08 04:41 PM

Forum: Flash

nah, i aint going for that nooby crappy. here's what im gonna have:

1)
kill counter (how many kills each turret has). each turret will feature a self-destruct option. The explosion's radius (size) and damage depends on its experience (kills).

2)
path modification feature. This allows the user to actually change the path the monsters walk in!!! this includes removing blocks, and adding blocks. Each block removed will not cost money, but each block added will cost a ton. It will be very expensive to use this feature.

3)
a touch of defend your castle is added here. You are defending a castle of some sort, which has 4 bunkers / towers. In each tower you can garrison up to 4 units. Units include infranty (cheapest + crappiest) , sniper (long range duh) , rocket launcher dude (for air units), and some other units i'll think of later. Each tower's location is different, so you have to strategize there as well. and when monsters hit your castle / hut / w/e, units may die as well.

i'm willing to take suggestions on other additions to the game, but please, no crappy shit. they have to be well thought-out, and preferably something that hasn't been done before (i havn't seen my ideas in any game i've ever played).


223.

None

Topic: Make your own turret!

Posted: 10/27/08 04:23 PM

Forum: Flash

At 10/27/08 11:47 AM, PowerUpload wrote:
At 10/26/08 03:05 PM, mayoarm11 wrote:
At 10/26/08 02:21 PM, PowerUpload wrote: Hey.. Do you have some pictures of the turrets ;) ?
if you do, please post :D
http://spamtheweb.com/ul/upload/2708/671 47_flash.php
NICE! i can't wait playing this game (:

it looks crappy right now compared to what i have in mind for the game.

At 10/27/08 11:48 AM, PowerUpload wrote: I forgot to ask..
Did my tower get in the game ?

what was ur turret?

At 10/27/08 12:45 PM, DelphinusMach1 wrote: Clone turret - exactly the same as the worst turret in the game, but clones itself into another of the weakest turret for each enemy it finishes off, up to a limit (maybe extendable by upgrades).

ah god, that would cause lag.

Devourer turret - 'Eats' enemies and grows larger, increasing range and damage dealt.

i've said this numerous times, i don't really like increasing damage / stats. I just need cool ways of dealing physical damage, like the swarm missile launcher another user suggested in this thread. it launches 4 (6 in upgrade) missiles that pick a random target within the range of the turret (each missile pick a target, they don't go to the same one). so it's like cool how they like home-seek it n shit. another great turret is the prism tower (as seen in red alert 2), and the + / - magnetic turrets. + next to - creates an electrical field, + next to +, or - next to - creates a bombardment field.


224.

None

Topic: The physics game collab!!

Posted: 10/26/08 04:57 PM

Forum: Flash

i don't get it... it's just a compilation of physics engines?

what's the point? at least if you made it a tutorial or smoething... but just physics engines?


225.

None

Topic: my flash.

Posted: 10/26/08 04:23 PM

Forum: Flash

At 10/26/08 04:11 PM, DocSprite wrote:
At 10/26/08 04:03 PM, ojo66 wrote: madness random shit is comming later.

heres a frame!:-|
NO RANDOM MADNESS!

If you're gam=nna make Madness, make it good.

And that arm looks like a penis.

it IS a penis.


226.

None

Topic: Make your own turret!

Posted: 10/26/08 03:05 PM

Forum: Flash

At 10/26/08 02:21 PM, PowerUpload wrote: Hey.. Do you have some pictures of the turrets ;) ?
if you do, please post :D

http://spamtheweb.com/ul/upload/2708/671 47_flash.php

i know the bottom menu thing looks sucky. im working on that now. I'm adding lots of features now. Up to now, all I have done is the basic engine of the game (85 turrets + creeps + etc.) The left side of the screen thing is a copy from gemcraft, i know. I intend to change that - it is TEMPORARY.
Among the features added are a 'modify path' feature, which will enable the user to modify the path of the units (to make the distance longer). For every block added, a certain amount of points will be reduced (expensive). Also, I'm adding a 'defend your castle' kinda thing too. You can hire units to guard your tower (infantry, sniper, etc.). And i'm adding more features, which i won't describe now.

At 10/26/08 02:49 PM, kittenclock wrote: ok I thought of something cool

a stability turret Is that how you spell it?
a unstable turret that fires energy but the more enemy's it kills the more damage it deals while becoming more radioactive, until it becomes so radioactive that it explodes dealing damage to enemy's and your turrets. It is risky turret but it is powerful.

this has been suggested before, believe it or not. my game will feature a self-destruct option, but not in the manner you describe. Other than my feature, I'm not making any self-destruct turrets. Also, increasing power isn't a great idea. thanks though.


227.

None

Topic: $2500 for Sponsor?

Posted: 10/25/08 12:21 PM

Forum: Flash

2500 sounds like a lot of money for most of u, but it's not THAT much. it's a decent amount for a decent game. Epic games make $5000.


228.

None

Topic: Using AS to make a cookie...

Posted: 10/24/08 04:27 PM

Forum: Flash

define a variable in your main timeline as a string:

blahvariable = "";

and click on ur input box, and in the properties panel, where it says var: insert _root.blahvariable.

that'll save w/e the user inserts into blahvariable.


229.

None

Topic: Treasure Hunt 2008 RESULTS 1/4

Posted: 10/24/08 12:46 PM

Forum: NG News

At 10/24/08 12:22 PM, TomFulp wrote: The Treasure Hunt thread received 1,138 replies with thousands of recommendations. I watched EVERY SINGLE ONE

I see you're a very busy man, with no free time at all.

(lol)


230.

None

Topic: Make your own turret!

Posted: 10/22/08 09:30 AM

Forum: Flash

At 10/20/08 11:48 AM, mafiaman777543 wrote: A turret that will reflect off walls until it hits a enemy

already have a ricochet turret.

At 10/20/08 03:36 PM, vogesteam wrote: how about a nuke launcher? takes forever (almost) to load, the missile takes a minute or 2 to arrive on its target, but deals massive damage inside an area.

already have a nuke turret

At 10/20/08 04:58 PM, theraginginferno wrote: how about a spike row tower thing? its just a guy or something pushing a button down and spikes come out of the ground. works brilliant for taking out large swarms :P (perhaps 2x every 5 secs). gl with your td game.

nah, no manual control

At 10/21/08 04:00 PM, PowerUpload wrote: Hello Mayoarm11
Now i have read the whole F***ing post, and now i have something to say! :D
I hadn't imagined to read all the pages, i guess i should just post my idéas as fast as i could, but when I began to read, I just couldn't stop. I made up this goal to get a turret in to your game, and to make shure i would give you something original, i was determind to find out something no one had ever mentioned in the post, (Therefore i had to read the whole thing.. I guess ? ^^)
Anyways, here are the idéas that i came up with:

Teleport Tower: (This has been mentioned before, but never like this, I guess ^^)
A tower that would have medium cooldown, and then it would litteraly teleport the enemy back on the map, maybe to the start i think.. This tower would be good to have at the end of the map, so you would be able to save some lives :)

might be a bit overpowered at times. I can tone it down, but I don't think it's just that great.

(I know that you wern't interessted in passive towers, but maybe this will spark your interest)
Adrenalin Tower:
A tower that should be placed near other towers to give them an (x)% chance to get an adrennalin boost every time they kill an enemy. This adrenalin boost would increase it's stats for a few seconds.

there's a reason i don't want passive turrets, so sorry.

Ozze Tower:
This tower shoots small green balls of slime at the enemy, wich will stick to it and drain its HP over time. These slimes will increase in number, and therfore slowing the unit more and more. at one point the slimes will havde drained all of the units HP and will after that either spred to another unit, - only if its close enough though! - or evaporate

i like this, except the transferring part. but I like that it 'sticks' to them, and drains the hp. and after some time, it dissapears or somethin.

Link Tower:
This tower is a bit special, it works by sending a continious beam of light against the enemy and start draining the HP of the target, after that, the beam of light jumps to 2 (or more) enemy's and start draining their HP.. Think of it like a continious "chain lightning", just with a beam of light (Lazer ?)

yh.. i have a chain lightning turret.

Anyways.. I strongly reccomend to add passive towers it gives many more options, and a better strategic feeling.. Ultimately if you can't fit the passive towers in the "Tecnology Tree", (or preventing overpowerness with the "bonuses" from the passive towers) A good idéa could be to implement a bonus enemy at every 5 wave, and when you kill it, it allows you to build 1 passive tower.

you don't need passive towers for a boost of power. There are tons of powerful turrets to build that are plenty strong and get the job done.

I hope you liked all my idéas, i'm looking forward to your reply :D
Best regards.. PowerUpload - Alexander Ehmsen.

thanks for your reply. help appreciated.

At 10/21/08 04:02 PM, funkycaveman wrote: hey man are you still open to suggestions?

yeah. I actually have enough ideas to make the 85 (not 80) that i'm making, (80 / 81 done atm, i forget), but I just want to see if I get better ideas before I make them. In the mean time, i'm working on the other features of the game.

At 10/21/08 08:38 PM, Snizzbut wrote: Um, hello.

Your game sounds really cool.
Are you still taking suggestions for turrets?

I've read all 18 pages and come up with some that haven't been mentioned yet.

cool shoot.

At 10/21/08 08:55 PM, gus1 wrote: in later levels enemies should be able to make their own turret
they would attack your turrets and/or base

nah, this isn't that type of game. this isn't like age of war, it's a TD with a touch of other genres.

At 10/21/08 09:24 PM, LesPaulPlayer wrote: When is this game going to be made?

idk. it'll take a while.

Do you have a demo?

yep :) i'm not releasing it though.

thanks everyone for their reply, i see there is quite of anticipation for the game, and i hope i won't dissapoint any of you.


231.

None

Topic: Make your own turret!

Posted: 10/20/08 07:20 AM

Forum: Flash

if you're gonna make joke turrets, at least make them funny.


232.

None

Topic: Make your own turret!

Posted: 10/19/08 09:15 PM

Forum: Flash

i already have a mine turret. the mines don't 'stick' to the units, but they do explode on contact.

thanks though.


233.

None

Topic: Start Up Flash?

Posted: 10/18/08 08:34 PM

Forum: Flash

lmfao np.

... y'd u call me mayo?


234.

None

Topic: AS 2 question (depth)

Posted: 10/18/08 08:21 PM

Forum: Flash

it may be working, but it's best to use a depth counter.

counter++;
duplicateMovieClip(_root.MC , "mc"+counter , 1000+counter);


235.

None

Topic: Start Up Flash?

Posted: 10/18/08 08:20 PM

Forum: Flash

sorry, it's start -> all programs -> adobe flash cs3 proffesional.

forgot 1 step B)


236.

None

Topic: Start Up Flash?

Posted: 10/18/08 08:18 PM

Forum: Flash

ah come on...

click on start -> adobe flash cs3

it should be there. if it isn't, search for it (start -> search)


237.

None

Topic: tried google... google let me down.

Posted: 10/18/08 08:03 PM

Forum: Flash

i never made this sort of thing, but I would have done it with the duplicateMovieClip function or the attachMovie function. go look those up in AS:main and the answer should be pretty obvious.


238.

None

Topic: Make your own turret!

Posted: 10/18/08 03:22 PM

Forum: Flash

lol no


239.

None

Topic: Make your own turret!

Posted: 10/18/08 01:27 PM

Forum: Flash

At 10/18/08 01:13 PM, unbelivable wrote: Ion charging turret. It fires a lazer extremly fast with low damage, but the longer it shoots at an enemie the higher the damage goes, that would be easy to make,

it's interesting. I'll consider it, but the name is unfitting. An ion cannon doesn't do what you described, and besides I already have an ion cannon as well. If you could give me an idea of a turret that might do that, i'll consider it.

just make a damage combo var for each enemie and after it hits 10 times it will increase damage combo to 1.5 and 2.0 and soo on and soo on.

I know how to code. I've coded far more complex concepts than this. but ty anyway.


240.

None

Topic: Pico A Cartoon?

Posted: 10/18/08 12:37 PM

Forum: Flash

the answer to your question is yes. Was making a thread neseccary, or would checking his userpage have been sufficient? I think that is a question you should have asked yourself before making this thread.


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Viewing 211-240 of 999 matches. 135 | 6 | 7 | 8 | 9 | 10 | 112234