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Response to: shooting fuckery Posted October 5th, 2008 in Game Development

problem solved

I forgot to give
"i" a value

var i = 0;

the link is still the same if someone wants to check out the working version

Response to: shooting fuckery Posted October 5th, 2008 in Game Development

At 10/5/08 01:39 PM, nobody404 wrote: I think the HTML just got screwed up somewhere.

Correct Link?

Just right click -> copy link location

and if youre using firefox
right click -> copy link location -> ctrl+T -> ctrl+V -> enter

Can someone please help now?

shooting fuckery Posted October 5th, 2008 in Game Development

I'm making a sidescrolling shooter
and by following a few tutorials I've tried to make my spaceship shoot.
I failed.

I can't explain it properly so I have and .swf online
(click here!)

this is the code for shooting:

}
	if (Key.isDown(Key.CONTROL)) {
		i++; 
	if(wpncool >= 5) {
	_root.attachMovie("Bullet", "Bullet" + i, _root.getNextHighestDepth()); 
	_root["Bullet" + i]._x = _root.player._x + 40; 
	_root["Bullet" + i]._y = _root.player._y + 2;
	wpncool = 0;
	} 
}

I also have an ennterFrame function

wpncool++;

aan in the bullet MCs first frame I have:

this.onEnterFrame = function() {
	this._x += 12;
if (this._x > 800) {
	this.removeMovieClip(); 
} 
}

I hope that's enough info

Please help!

Spaceshooter and arrays Posted October 5th, 2008 in Game Development

I'm making eyy sidescrolling spaceshooter
and I have a piece of code to make the player shoot bullet
but with lots of enemies and hundreds of bullets flying everywhere makes the came lag a bit.
I'm using enterFrame functions to move the bullets..

Someone said I should use arrays to do that but even after reading about arrays
I'm still not sure how to use them

Could someone post an example or link to a proper tutorial ?

Response to: spaceship rotating Posted October 4th, 2008 in Game Development

At 10/4/08 12:03 PM, qawsxed1 wrote:
At 10/4/08 10:59 AM, IoIwut wrote: Here you go, tested it and it works.
The code you've given him doesn't allow for diagonal movement.

yeah but I fixed that :)

Response to: spaceship rotating Posted October 4th, 2008 in Game Development

At 10/4/08 10:59 AM, IoIwut wrote: Here you go, tested it and it works.
} else {
		if (_rotation != rot) {
			_rotation += (rot-_rotation)/5;
		}
	}

I just tired that same piece of code with tiny variations
to solve another problem and it worked!

thank you very much lolwut

Response to: spaceship rotating Posted October 4th, 2008 in Game Development

At 10/4/08 10:59 AM, IoIwut wrote: Here you go, tested it and it works.

Thanks!

spaceship rotating Posted October 4th, 2008 in Game Development

I'm making a sidescrolling spaceshooter
aand I'd like the ship to rotate a little to the direction is going
when it moves up or down
but move back to the original position when a key isn't pressed
I've tried several things but so far ive failed to do that

A little help would be nice :))

here's my code so far
for the player

onClipEvent(load){
	power=1.5;
	thrust=0.90;
	friction=0.90;
	xspeed=0;
	yspeed=0;
}
onClipEvent(enterFrame){
	if(Key.isDown(Key.RIGHT)){
		this.xspeed +=power*thrust;
}
	if(Key.isDown(Key.LEFT)){
		this.xspeed -=power*thrust;
}
	if(Key.isDown(Key.UP)){
		this.yspeed -=power*thrust;
}
	if(Key.isDown(Key.DOWN)){
		this.yspeed +=power*thrust;
}
	xspeed *=friction;
	yspeed *=friction;
	_y +=yspeed;
	_x +=xspeed;
}

aand here's what it looks like

Adobe software has region codes? Posted October 2nd, 2008 in General

I planning on buying flash CS4 or possibly one of the CS4 suites but
I don't think that I can afford to buy a suite with the EU prices
so I thought a friend of mine who lives in the US could buy it and then ship the box to me.
That way I could save a whole bunch of money.

But I'm afraid that the cd has a region code restriction or something
Is this possible?

Response to: Flame and fire special FX Posted October 1st, 2008 in Game Development

At 10/1/08 01:09 PM, reefermadness wrote: Will an AS2 example suffice? im not king of AS3 (yet :))

I'm using AS2 too
so no prob

Response to: Flame and fire special FX Posted October 1st, 2008 in Game Development

At 10/1/08 10:16 AM, reefermadness wrote: One way could be to make a semitransparent circle mc and then add them as a trail behind the aircraft so they overlap each other..

I can make a small example later... if you want it

I would be very happy if you could do that :)

Response to: Flame and fire special FX Posted October 1st, 2008 in Game Development

At 10/1/08 09:53 AM, Guil07 wrote: Look at the game Alpha Bounty (no space on NG, just Alphabounty), that's probably exactly what you're looking for...
One of the best ways I found to get help was to email around and try to get in contact with the author of games that have stuff you're looking for. Bodhi, the guy that made it has his own small flash-portal site. Have a look there, find an email address and try to get in contact. I'd give you his email but he probabl wouldn't want me ot give it out.

Not that hard to find people if you're patient and word your emails nicely though ;)

~Guil

That's not exactly what i had in my mind
but it's not a bad idea. I believe that in alpha bounty the author
has some kind of code where the flame grows longer as the speed increases
I might just try that out

i suppose a particle effect would be more relevant to my interests though

btw i have a small swf online
w just the flying code and some fancy text effectsclick here
im thinking of adding some sort of rotation to the ship when
it moves up and down

Response to: Flame and fire special FX Posted October 1st, 2008 in Game Development

At 9/30/08 03:28 PM, TheAutocrat wrote: flashkit.com has alot of tutorials. www.layersmagazine.com does as well. you can try tv.adobe.com as well but its more on the professional side of things and probably won't have what youre looking for.

not helping

why would people bother to post here
if everytime you ask something
you'd get directed to flashkit.com ...

Flame and fire special FX Posted September 30th, 2008 in Game Development

As I've said many times before
I'm making a sidescrolling shooter.

At this point I'm adding all these special effects that
and one of those is the ships flame. As the player moves forward I'd like the flame to leave a trail
(like in the picture). But I'm not sure how to do it
It probably wouldn't be a smart idea to simply draw it in the MC cause the ship has to move up and down and stuff

So if you can throw some actionscript ideas or post a link to a tutorial or something
it would be greatly appreciated.

Thanks

Flame and fire special FX

How do you make music Posted September 17th, 2008 in Where is / How to?

tell me!

Response to: best tablet? Posted September 14th, 2008 in Game Development

At 9/14/08 11:54 AM, mwmike wrote:
At 9/14/08 11:45 AM, Moltimert wrote: im also thinking about intuos3

any thoughs on that tablet?
I would guess that it's very expensive, some of the features sound great though, I mean: Pen tilt, 1024 sensitivity layers, 5,080 lines per inch resolution and more.

the price for 9x12 is 450
and 12x19 would be 750 dollars

i probably wont need as big as 12x19
so the price is quite right for me

what exactly does 'pen tilt' mean?

Response to: best tablet? Posted September 14th, 2008 in Game Development

im also thinking about intuos3

any thoughs on that tablet?

Response to: best tablet? Posted September 14th, 2008 in Game Development

which is better

bamboo or bamboo fun?

Response to: best tablet? Posted September 14th, 2008 in Game Development

At 9/14/08 09:02 AM, Xeptic wrote: Depends on your budget and what you're are going to use it for.

basically for drawing and animating.

money isn't a problem though i'd like to have one with a reasonable price-quality realtionship

best tablet? Posted September 14th, 2008 in Game Development

i herd you know your tablets

soo what's the best tablet?
model, size etc.

Response to: What the best tablet? Posted September 14th, 2008 in General

At 9/14/08 08:50 AM, Rohedin wrote: Wacom Bamboo or Wacom Bamboo Fun would be the best choice. But A4 is probably too big, A5 is about the right size, trust me.

what the difference between bamboo and bamboo fun?

Response to: What the best tablet? Posted September 14th, 2008 in General

At 9/14/08 08:40 AM, RyanKajito wrote:
At 9/14/08 08:35 AM, Moltimert wrote: the best model? probably the best size for me would be A4 or bigger
Well problem solved.

Thanks. :)

What the best tablet? Posted September 14th, 2008 in General

I'm thinking about buying a tablet

What's the best brand? Wacom?
the best model? probably the best size for me would be A4 or bigger

halp

Response to: 360 degree burst of bullets Posted August 30th, 2008 in Game Development

At 8/30/08 11:00 AM, DrJam wrote: First off, use this code when you want to make the bullets appear.

for(l=0;l<360;l+=20){
newName = "bullet" + l
_root.attachMovie("bullet",newName,_root .getNextHighestDepth())
this[newName]._rotation = l
this[newName]._y = 250
this[newName]._x = 250
}

what exactly does this part do and especially the first line?
i just like to know what im using rather than just copy and paste :)

Response to: 360 degree burst of bullets Posted August 30th, 2008 in Game Development

At 8/30/08 06:35 PM, NegativeONE wrote: As long as you properly clean up your bullets when they leave screen or collide with something, you could easily get away with using enter frame events. ProfessorFlash is by no means wrong, but my advice would be to start with what makes sense to you, and improve as you progress as a Flasher.

yeh I have a frame with some outside the screen with some hittest functions so the bullets will disappear almost immediately after they leave the screen.

Response to: 360 degree burst of bullets Posted August 30th, 2008 in Game Development

At 8/30/08 11:24 AM, ProfessorFlash wrote: And having a lot of enterframe functions running can severely lag your game.

How severly? arrays are confusing me

Response to: 360 degree burst of bullets Posted August 30th, 2008 in Game Development

At 8/30/08 10:21 AM, heinsa wrote: OMG IT'S SO EASY!

sez the man with a lollipoop in his hand

360 degree burst of bullets Posted August 30th, 2008 in Game Development

I'm making a side scrolling space shooter game
whilst making it I bumped into another problem

Everyone whos familiar with the genre have seen some pretty cool bosses shooting millions of bullets in every possible direction and I'd like to do something similiar
but due to my lack of AS expirience I'm limited to making the bullets travel only into one directiona at a time (like in every frame the bullet moves a certain amount of pixels in the x- and y-axis, simple and easy)

but I'd really like the enemies shoot chains of bullets for example in a spiral shape?

If someone could post a piece of working script and a brief explanation
I'd be happy :D

thanks in advace guyz

Response to: Actionscript question - levels Posted August 29th, 2008 in Game Development

At 8/29/08 04:46 PM, El-Presidente wrote: I wouldn't have it all preanimated is the thing. I said it's good to have things like that, but you're talking about animating your whole game.

No I'm not D:

It's just because bosses can take anywhere from no time to infinite time, so you probably shouldn't do it like that, and you shouldn't animate his actions. You should limit yourselves with the frames you're going to use, and AS the boss in, since he doesn't just pass by. You can still AS in different actions for him. And you dont want the badguys animated either, you can just ANIMATE THEM IN, so like when they come into the game, then spawn them and use AS for more guidance with them.

Exactly! I'm animating the badguys IN and then let the AS take over
I won't be making this into an animation where you can fly in with your little spaceship.

In the boss battle frame
there will be a movieclip, the boss itself
and that movieclip is told to (for example)
1. fly to the top of the screen and drop bombs
2. fly to the middle of the screen and shoot laser at you
3. to chase you around and try to bite you for 5 seconds
and then go back to number 1 and start over again
and repeat that until its destroyed

thats pretty much what i meant by 'preanimating' the boss
i'll all be coded but there will be a certain pattern in the bosses actions.
and you certainly will not be fighting against a movie

i belive i know exactly what you mean
and i apologize my bad choices of words (note that im not from an english speaking country)
wich is probably the main reason why it seem that were after a different vision

Response to: Actionscript question - levels Posted August 29th, 2008 in Game Development

At 8/29/08 02:15 PM, El-Presidente wrote: Wait, why would you do it like that? For the boss, you should just have it spawn, that be the last frame, and then make all the movements actionscripted in. You just spawn the badguys with the animation, you don't actually move them around in the animation and stuff, so you should do the same for the boss...

uum seems like I din't explain myself properly and I might have mislead you
But I was thinking pretty much the same.
Badguys spawn -> AI kicking in

The boss is probably going to have some sort of a pattern but with few actioscripted parts like tracking the player and shooting in that direction
otherwise it'll be more or less preanimated.
you know