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Response to: Wankah! Posted January 28th, 2008 in Art

So, I guess someone has to draw someone killing the spy.

Response to: Wankah! Posted January 28th, 2008 in Art

HAHAHA!!!! Best... reply... evar...

Wankah! Posted January 28th, 2008 in Art

What can I say, I'm addicted to Team Fortress 2. Enjoy!

Wankah!

Response to: AS3: preload addChild? Posted January 25th, 2008 in Game Development

Yeah, what he said.

:-P

Response to: need help with recoil Posted January 17th, 2008 in Game Development

Wait... why do you set the bullet's visibility to false every time?

Response to: Help with making flash game! Posted January 16th, 2008 in Game Development

Can't... stop... laughing...

HAHAHA!!!!

I pray that this is a legitimate request. Please let this one be real...

:-D

Response to: Damn Flash Cs3 And Its Key Capture! Posted January 16th, 2008 in Game Development

If I'm not mistaken, you're exporting your game using Ctrl+Enter and finding that Flash's keyboard shortcuts "absorb" the same keys that you use in your game (like W A S D), so you can't test them unless you open the swf file separately in the flash player.

The way around this is to export your swf in debug mode using Ctrl+Shift+Enter. It takes 3 seconds longer, but should work the same.

I like debug mode. It gives you a little more information as to what's going on in the swf.

Response to: need help with recoil Posted January 16th, 2008 in Game Development

Well, the code that shoots a bullet in the direction of the mouse gives you an angle right? So, make a recoil distance value (i.e. maxRecoilDistance:Number = 5).

Math.sin(angle) * maxRecoilDistance * -1 should give you the y val you need.
Math.cos(angle) * maxRecoilDistance * -1 should give you the x val you need.

I didn't test this, so double check my work.

Response to: Help Me! Posted January 16th, 2008 in Game Development

You probably have bad code somewhere that causes a compile error and doesn't allow the rest of the game to export. At least tell us if there is anything in the output window.

Response to: Audio Play Buttton Posted January 16th, 2008 in Game Development

Yes, that's exactly how it works. The little play button in actually a little swf file with a song inside of it, or a swf file that loads an mp3 from an external file on the server. Probably the latter.

Response to: Delete Posted January 16th, 2008 in Game Development

If you want a detailed explanation, just select the word delete and right click, then go to help. It will take you to the documentation for it.

The short answer is that it destroys the object or variable.

Response to: AS3 MovieClip movement problem...? Posted January 15th, 2008 in Game Development

Lcurtis should be right. You need an Event.ENTER_FRAME listener attached to your stage or root level display object to run your if statement every time the swf enters a new frame. Otherwise, you're code looks fine. In the future, throw some curly braces around your if statements, no matter if they're only one line long. :-)

I'd never noticed the String.fromCharCode(charCode) property. That's really useful!

:-)

Response to: (old version) Flash Question. Posted January 14th, 2008 in Game Development

Just look at the system requirements on Adobe's website.

You're really going to need to upgrade, though. Flash is a development tool. If you really want your work to run consistently on most machines, it's best to develop on technology that is younger than 5 years old.

If you're a student, you should be able to get a decent new CPU without a monitor for $400.

http://www.emachines.com/products/catalo g.html?type=desktops

:-)

At 1/14/08 04:37 PM, dust29 wrote: What version of FLASH would someone recommend for my computer:
Windows 2000
Pentium 3
256 ram
I would like to start, but first I think I need to know what version would run right on my somewhat old computer.
Response to: Ohnoes! Trigonometry Is Fraking Up Posted January 14th, 2008 in Game Development

Your code isn't suited for this kind of hit detection.

Whenever you make contact with a wall, you need to have it bounce off in a direction that is in relation to the angle that you're hitting it at.

Moock should be able to help you with this:
http://www.moock.org/webdesign/flash/act ionscript/move/

:-)

James

At 1/14/08 03:58 PM, Re2deemer wrote: Oddly enough, the final code was

thrusterx = Math.round(_root.orb._x+(Math.sin((_root .orb._rotation+90)*Math.PI/180)*-36));
thrustery = Math.round(_root.orb._y-(Math.cos((_root .orb._rotation+90)*Math.PI/180)*-36));

The two numbers in the end being different caused the elliptical trajectory. I haven't yet figured out how to move that point a bit so that another one would fit right next to it, but that won't be a problem either.

Anyways...*refers back to the original post*
Does ANYBODY know how to make the hitTests so that the hovertank wouldn't slide through walls?
Response to: As3 Customizable Rpg Engine Posted January 14th, 2008 in Game Development

I would say it's a bad idea unless it is an incredibly robust engine. I agree with what was stated before, in that we will see a lot of RPG's that look exactly alike, in which their only saving graces will be the artwork or storytelling. As you all well know, either of those are sorely lacking in 90% of all RPG's submitted to Newgrounds.

Doing something like this stifles innovation. Those who use the API won't take away as much experience in game development as those who went out on their own, researched ActionScript 3.0, and put their nose to the grindstone to write their own code. Instead, they may use it as a crutch, only designing engines that adhere to the API, as opposed to branching off and trying new ways to design their code.

Response to: hittesting dynamic mc dupes Posted January 14th, 2008 in Game Development

Having two "for" loops that check all bullets and asteroids in one OnEnterFrame Event is much less taxing than potentially dozens of OnEnterFrame Events occurring for every bullet and asteroid on screen.

:-)

At 1/14/08 02:27 PM, gsquare567 wrote:
At 1/14/08 11:31 AM, jmtb02 wrote: You could use an array. For this example, each enemy is called "ene"+ a number, and each enemy has it's name stored in the array.

//Create an array of baddies
var myEnemies:Array = new Array();
onEnterFrame = function() {
for(i=0; i<myEnemies.length; i++) {
if( myMC.hitTest( _root["ene"+i])) {
//do something here, like remove the clip or score++
}
}
}
that's what i've been doing, except i've been hittesting the mc with the myEnemies[i] instead of with _root["ene" + i]

you say its faster that giving each its own onEnterFrame? because if i don't, then i will be using myMC as an array of bullets, so i would need two for loops, like for(asteroids...){for(bullets){bullets[i ].hittest(asteroids[i])}

that is what i don't want to do. instead i want to have the bullet mc have its own onEnterFrame checking with every asteroid.
Response to: help with action script Posted January 14th, 2008 in Game Development

For future projects, I recommend not using separate scenes. They're a derelict tool that's been giving everyone problems since Flash was created. Keep everything on the main timeline, and if you need to organize your work into "scenes", just lump it into folders. Trust me, it makes preloaders and navigation much easier.

Response to: CS3 or Flash 8? Posted January 10th, 2008 in Game Development

Get CS3.

It's a much more powerful program and AS 3.0 is a more robust language.

I think the majority of the people who don't like CS3 on this thread have simply become too comfortable with their older version of flash and don't have the patience to learn what's new.

Don't even touch AS 2.0 if you're just starting out. It will only make you frustrated when you have to make the jump later on.

Response to: Best As Book.. Tell Me! Posted January 10th, 2008 in Game Development

At 1/10/08 08:04 PM, willobeen wrote:
At 1/10/08 07:51 PM, PortalActionScripter wrote: what about AS2?
it's pretty easy switching between the two, learn one and you have the other one down, there are just some new features, and (sometimes) different ways of spelling.

No... no no no... That isn't true at all. AS 3.0 is a different beast in many ways.

I'd say if you're just starting out, learn Actionscript 3.0. It will save you the hassle of moving from AS 2.0.

Buy these 2 books.

For a fun learning experience:
http://www.amazon.com/Foundation-Actions cript-3-0-Animation-Making/dp/1590597915 /ref=pd_bbs_sr_4?ie=UTF8&s=books&qid=120 0015453&sr=8-4

For reference:
http://www.amazon.com/Essential-ActionSc ript-3-0-Colin-Moock/dp/0596526946/ref=p d_bbs_sr_1?ie=UTF8&s=books&qid=120001545 3&sr=8-1

I used both when I created "Hangman Extreme," "Monsters of Rock," and "Lazerbeamz." Looks like they're all on discount at Amazon, so go nuts.

:-)

Response to: My animation i thought of at school Posted January 10th, 2008 in Game Development

At 1/10/08 05:47 PM, sirtom93 wrote: Need more opinions guys.

The bodies on both are too static. You need to make them bob up and down according to what part of the walk/run cycle they're in. Put some inverse kinematics in the bear's arms.

Reference for the bear
http://www.youtube.com/watch?v=_zb2QtuNc AU&feature=related

Reference for the eye
http://www.youtube.com/watch?v=Q914Rl_14 Lk&feature=related

Response to: Newgrounds Games. Posted December 18th, 2007 in General

I agree with PsychoGoldfish 100%. Here's my two cents...

I made Pico of the Dark Ages a while back. Just for fun, I decided to search for it on Google a couple of weeks ago. It really surprised me to see that it is now featured on almost a hundred sites across the web!

At first, I was enthralled! I thought of it as the greatest compliment in the world. Thousands of people could be playing my game as we speak! But then I realized something.

Pico of the Dark Ages won a $500 9th place prize for two months of preproduction, character design, animation, game design, programming, and debugging. It was a lot of hard work. I would bring my laptop to college so I could work on it in-between classes.

My game was intended to be viewed on Newgrounds, and distributed in any way Newgrounds saw fit. Those were the rules. However, the people who tore my swf file out of their cache and posted the game on their site are collectively making thousands of dollars A WEEK off of my hard work! It's done without my permission, and I am not compensated for it in any way.

That isn't right.

MochiAds gives me a way to level the playing field. I know I can't keep people from pirating my work. It's an unfortunate reality of making flash video games. But I can ensure that I'm compensated for their assholery. Those thieves are taking advantage the artists they steal from. It would be like selling bootleg copies of DVD's on the street. Put yourself in their shoes and see how it smells. You rip off an artist's hard work, post it on your site, throw a bunch of ads around it, and then sit on your ass while you make a handful of cash off the ad impressions and click thrus. How do you sleep at night? In any other market you'd be branded as a criminal!

Those who don't have the patience to sit through a 10 second ad should go somewhere else. It's a small price to pay for free content. Advertising is everywhere. You watch commercials on TV, you hear commercials on the radio. Newspapers only cost 50 cents for a reason. Without revenue, you're usually left with sub-standard content. I can hardly think of any form of entertainment that excels beyond mediocrity without the budget to back it up.

Response to: Best of September, Halloween Layout Posted October 8th, 2007 in NG News

At 10/8/07 02:46 PM, mongoid wrote: Dude, That 'Reiko Biker Girl Hentai' is NOT a game. It's an interactive movie. 'Throw Me' should have placed higher.

That sucks! :-(

On the same note, [ 1. NG Sketchbook Tour 07 ] and [ 3. Newgrounds Levels ] are ALSO interactive movies! This month's Top 5 Games winners are in the wrong category!

Shenanigans!

>:-(

Response to: Best of September, Halloween Layout Posted October 8th, 2007 in NG News

Dude, That 'Reiko Biker Girl Hentai' is NOT a game. It's an interactive movie. 'Throw Me' should have placed higher.

That sucks! :-(

Response to: Rock Out Winners! Posted July 19th, 2007 in NG News

AWESOME! Thank you so much Newgrounds and ArmorGames! I was so afraid that my entry was ... well... forgotten? After I submitted 'Monsters of Rock', the site went down for the redesign. Not too many people got to see and vote on it.

Man, I started work on mine the day they announced the contest and submitted on the last day. It's been two and a half months of solid programming, art and animation. It was also my first adventure with Actionscript 3.0. Too bad I couldn't get the computeSpectrum() functionality working in time. :-(

I'm really glad the ArmorGames contests have stopped using the NG score as the determining factor for the winning entries. It's way to susceptible to corruption, since it's technically possible to rally an entire forum to downvote or upvote a submission. Plus, the fact that people can vote more than once per submission means that the stats are flawed. How many of a submission's 3000 votes were double, triple, quadruple etc votes?

I'm looking forward to getting AlienHominid HD and Castle Crashers for the Xbox 360, though to be honest, I don't want to touch Guitar Hero II. I think I'm burned out on rhythm games...

Thanks again, everyone! Keep your eyes open! I have more games in the works!

Response to: [official] High-def Sprite Contest! Posted July 18th, 2007 in Art

How could no one have done Gunstar Heroes!? Best... Genesis... shooter/platform... EVAR!

:-D

[official] High-def Sprite Contest!

Response to: [Art] Japanese Vending Machines Posted May 8th, 2007 in Art

Ugh, a last minute emergency kept me from finishing a good color job.

Oh well, ENJOY!

:-)

[Art] Japanese Vending Machines

Response to: Pico Day 2007 Winners! Posted May 2nd, 2007 in NG News

Woohoo!! 9th place!!

I've decided the best thing to do with the cash is to buy an XBox 360 and get Alien Hominid HD! I can't wait!!! Any news on when Castle Crashers is coming out? My piece was actually quite inspired by it!

There is some fannn-tastic talent on Newgounds! Contests like PicoDay really help ease them out of the woodwork!

Good job and GOOD LUCK on PicoDay 2008 everyone!

:-)

James

Response to: [Official] Cereal Boxes Posted March 28th, 2007 in Art

First off, I'd like to say that I am so very, very sorry for this...

... but damnit, when an idea like this comes around you just can't let it go.

Can't stop chuckling. I'm going to hell.

[Official] Cereal Boxes

Response to: [Official] Cereal Boxes Posted March 28th, 2007 in Art

Long time listener, first time caller.

Enjoy!!

[Official] Cereal Boxes

Response to: Comic-Con Pro Night Posted July 17th, 2005 in NG News

Hey guys,

I saw the new game on Saturday, looks and plays pretty fugg'n sweet. I think most of us had more fun seeing how long we could play the game before it crashed. Once those baddies popped out of the trees it was over.

It was also the first time I was able to play Alien Hominid. Great game! I had more fun studying how the engine worked than actually playing it. So on top of also seeing Tom and getting to talk to Dan, this weekend was downright awesome.

The only thing I didn't see was what the new game was called.

How about "Medieval Madness!"
Oh wait, that's the name of my favorite pinball game.