The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.38 / 5.00 36,385 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.07 / 5.00 13,902 ViewsQuick and easy....
Make a separate function that's attached to an EnterFrame event called moveTank().
in the function, have it always move the x and y positions of the tank in relation to a dx and dy variable. When you hold down the movement keys, constantly set or increment the dx and dy values to a constant movement speed.
Make sure you decrement the dx and dy values at the end of the move function to "retard the movement." Normally this is done to simulate friction.
Example (in AS3 in the timeline) :
import flash.events.Event;
var dx:Number = 0;
var dy:Number = 0;
this.addEventListener(Event.ENTER_FRAME, moveTank)
public function moveTank(e:Event):void{
tank.x += dx;
tank.y += dy;
dx /= .5; // retards the x movement
dy /= .5; // retards the y movement
}
The less quick and easy way it to derive a hypotenuse from the right triangle created by the movement of the tank from one frame to the next, then applying friction to the hypotenuse, and then using some cosine and sine values to help figure out the exact amount the dx and dy should be decremented to achieve a much more realistic easing motion.
At 9/9/08 03:05 AM, Hoeloe wrote: object.swapDepths(-1000);
Far easier than all that container bull.
Yeah, that's a quick AS 2.0 hack. Won't work in AS 3.0.
Too bad there are no deconstructors in AS 3.0 :-(
You just need to create your own. Try this:
Add a method to your class called deconstruct() or removeMe(), etc. Within the function remove all Event Listeners and finally remove it from the stage.
Example:
public function removeMe():void{
// remove listeners
removeEventListener(blah, blah);
// delete it from the stage
parent.removeChild(this);
}
Hope this works.
:-)
The easiest part is to create a container Sprite object.
import flash.display.Sprite;
var waterfallContainer:Sprite = new Sprite();
var mcArray:Array = new Array();
for(var i:uint=0; i<100; i++) {
var myMc:MovieClip = new waterfall;
myMc.y = 85;
myMc.x = Math.random()*60 + 813.5;
myMc.scaleX = myMc.scaleY = Math.random()*0.75
myMc.gotoAndPlay(Math.ceil(Math.random()
*20));
waterfallContainer.addChild(myMc);
mcArray.push(myMc);
}
var myArray:Array = new Array();
for(var u:uint=0; u<50; u++) {
var yourMc:MovieClip = new splash;
yourMc.y = 300;
yourMc.x = Math.random()*60 + 758.5;
yourMc.rotation = Math.random()*90 - 45
yourMc.scaleX = yourMc.scaleY = Math.random()*0.75
yourMc.gotoAndPlay(Math.ceil(Math.random ()*10));
waterfallContainer.addChild(yourMc);
myArray.push(yourMc);
}
That should do it. Just make sure anything new that you want to go in fornt of the waterfall has a higher depth index than the Sprite object container.
:-)
James
At 9/8/08 11:01 PM, sh33dyIV wrote: Alright I made a waterfall in Actionscript 3.0, this is my code (on the main timeline)
var mcArray:Array = new Array();
for(var i:uint=0; i<100; i++) {
var myMc:MovieClip = new waterfall;
myMc.y = 85;
myMc.x = Math.random()*60 + 813.5;
myMc.scaleX = myMc.scaleY = Math.random()*0.75
myMc.gotoAndPlay(Math.ceil(Math.random()
*20));
addChild(myMc);
mcArray.push(myMc);
}
var myArray:Array = new Array();
for(var u:uint=0; u<50; u++) {
var yourMc:MovieClip = new splash;
yourMc.y = 300;
yourMc.x = Math.random()*60 + 758.5;
yourMc.rotation = Math.random()*90 - 45
yourMc.scaleX = yourMc.scaleY = Math.random()*0.75
yourMc.gotoAndPlay(Math.ceil(Math.random ()*10));
addChild(yourMc);
myArray.push(yourMc);
}
The first array is the waterfall, and the second array is the splash effect. However, I want these things to be a part of the background, so for instance if something flies past the waterfall it doesn't get covered by the falls. I tried to put the code into the "background" movie clip but that doesn't work. So if anyone can help me out with this that'd be great.
Practice... practice... practice. Try playing around with various pressure sensitivities. Same goes for smoothing settings in flash under the paintbrush tool.
I don't think a twin tower's collab is a good idea.
The last thing I think we need are people commemorating the start of a completely useless war. Besides... watching a slew of animations attempting to capture the raw emotion of two buildings that crumble after being rammed with jetliners seems hardly in good taste, especially to those who know people who were lost in the tragedy.
Melee attacks, the enemy bat and dropped items have been implemented into the latest alpha build of Conjurer! Check the blog for more info!
:-)
All the levels have been constructed! Check out a quick youtube preview of each stage over at the blog! This project is really coming together. Now on to developing the game's enemies, attacks and bosses.
Joy!
You're asking us to write your game for you.
No.
... provided you know how to use Color objects. If not... Help Menu.
colorObject.setRGB(0xffffff-colorObject.
getRGB());
That should work.
Professional animators are somewhat required to emulate a drawing style. If you want to get good, I say don't focus on one style, focus on as many as possible. Ultimately, you'll find out how to break down an artist's composition into basic primitives and realize it's all based on mimicking variances in proportions of the face, body, motion, etc. Try EgoRaptor this month, next month try John K's Ren and Stimpy. Next month, Hanna Barbarra. After that, Warner Bros Animation.
Go crazy.
I... I can't animate particle physics. It's a horrible secret I'm forced to face up to. Read about it here...
*SOB!*
Conjurer's level 4 artwork is complete! Head over to the blog and check it out!
Craigslist and ebay are your friends. People are dropping their perfectly good Wacom graphires for sleeker new Intuos3's.
http://sandiego.craigslist.org/csd/sys/7 77821429.html
http://orangecounty.craigslist.org/gms/7 81654805.html
http://orangecounty.craigslist.org/gms/7 60010709.html
...just to name a few
LOL!
The same response within 4 seconds of each other.
:-D
At 8/5/08 09:48 PM, Daioh wrote: Well, I was editing an old game i flash, when something boggled me...
onClipEvent (enterFrame) {
if (Key.isDown(Key.LEFT)) {
_x += _root.speedtext;
}
}
onClipEvent (enterFrame) {
if (Key.isDown(Key.RIGHT)) {
_x -= _root.speedtext;
}
}
Now, the problem is, it works for when you press the right arrow, but not the left, speedtext is the variable of a text box.
Any ideas why.
NOTE: AS2
Just put both conditionals in the same onClipEvent, like this:
onClipEvent (enterFrame) {
if (Key.isDown(Key.LEFT)) {
_x += _root.speedtext;
}
if (Key.isDown(Key.RIGHT)) {
_x -= _root.speedtext;
}
}
That should fix it.
:-)
If only I played that old NeoGeo game, I would have understood this whole project a little more.
Nonetheless, the boss is looking amazing. His costume, well clothes, look very well made and make him look like an emperor or ruler. I really can't wait to see him colored !
Try downloading the neogeo Magician Lord ROM and playing it on an emulator. You could also get it for the Wii, though I would recommend watching a few videos of the gameplay on youtube. It's not a really good game by today's standards. Atrocious controls! But the "Engrish" is priceless!
"You're a dangerous guy. Be dead here now!"
I just started in on the Final Boss's rough art. It's a bit of an homage to the old NeoGeo game that inspired this project.
:-)
At 7/22/08 01:08 AM, ZealousZephyr wrote: Whoah, you just posted on your blog. So you have to finish the final level, do the art/animations for the new enemie, and the final boss. Anything else you have to do before a beta?
I've been researching "blitting". It would allow my engine to have a LOT happening on screen. Then there's enemy AI, some particle animations, sound effects...
There's still a fair amount to do, but quite a bit has been scratched off the list.
:-)
It drove me insane to go without my Gmail Notifier and Alexa Sparky for so long.
:-(
haha... yeah, my move to Firefox 3 was a bit rough too. No add-ons worked for at least a month.
:-P
Head over to the blog and check out the rough art for the final level of MageQuest. There's a lot to look at. Let me know what you think!
In case you haven't heard, MageQuest was never really the intended name of this project. As of last week, it has been given it's official title. From now on, you can refer to this project as...
Conjurer: Wrath of the Arcane!
:-)
I would like to beta test it aswell :3
You got it. It's the least I can do for all your continuous feedback for all of my posts. :-)
I will do my best to remember to contact you when beta testing begins.
:-)
At 7/14/08 10:34 PM, Toast wrote: That looks impressive. Will you be releasing demos and alpha versions of it? I'd love to be part of the game testing.
Awesome critiques.
I hear you on the need for scales, but I feel that it might be a little too much detail. I'm actually toning down the level 2 boss's ornate patterns for the very same reason. It's a bitch to animate, and the typical player probably won't notice/care whether they were there or not.
I agree that the level 1 boss's face needs some work. The hood is tempting... I may need to try that. Beige was my first color of choice, but after trying it against the background, he really didn't pop out very well. Good call on the shinier gold. I'll have to try that.
:-)
At 7/14/08 10:17 PM, zrb wrote: Level 1 Boss
He looks great, I would have prefered seeing him with the hood on but its fine without it.
I find the shoulder plates could use some shine, but I'm sure its because your note done yet.
The white robe is nice, but I pictured it more as beige.
Overall, he is nicely drawn and he looks tough.
Level 3 Boss
He is probably my favourite boss so far, his skin looks more like flesh than scales which adds a good touch to it. The color scheme is great, I pictured him gray but this is way better. The details on him such as, those light spots, suit it very well and the horns(?) are great. That blade at the end of his tail looks like an awesome weapon.
My final opinion, awesome boss and he looks like a challenge.
Hope to see more, and good luck : D
I just updated the bog with the fleshed out vector artwork of the Fire Drake, level 3's final boss. Let me know what you think!
:-)
I'm not too keen on the friends idea. If I wanted a social network to keep up on my NG pals, I would use MySpace or Facebook. I've always considered NG to be somewhat casual/professional. Since this site is ultimately a showcase for artists and programmers, I'd prefer that you keep it that way. If you'd like to adopt some of the features that sites like LinkedIn use, that might be interesting.
Personally, I feel that more effort should be focused on features for those who actually contribute to the NG community, or to reward those who produce outstanding content.
:-)
I dare you to put up Alfred Alfer the Dog, by Emily-Youcis.
Love those shows...
I just updated the blog with draft artwork of the level 1 boss. There's still some work to do. I could use your help in deciding something.