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Response to: Actionscript 2.0 Posted September 10th, 2009 in Game Development

on(Action){
effect
};

To move an object with an instance name of "movieclip_mc" sideways:

movieclip_mc._x [ + or - ]= [number]

To move vertically:

movieclip_mc._y [ + or - ]= [number]

Response to: looking for a more sprite animator Posted September 9th, 2009 in Game Development

At 8/13/09 06:52 PM, Punisher33 wrote: no body asked u FlashtooREV You say my nuts have yet to fall out well i am a grown fuckin man douche bag. looks like u need to grow up and stay away from balls and talk about vagina's like straight men do. so get a life stop talking about nuts cause it makes u sound kind of gay dude really it does.

You may have just proved his point.

Response to: pixelart in flash Posted September 9th, 2009 in Game Development

You could draw your own grid if you're patient enough.

Response to: Question about custom cursors... Posted September 7th, 2009 in Game Development

At 9/7/09 05:39 PM, West-End-Pro wrote: This might work if using as2. Might.

onKeyDown = function() {
if(key.isDown(2)) {
Mouse.hide();
}
}

He said Right click, not Left click.

Although Leftiness confuses that, so I always say 'Other-button click'.

Anyhoo, I digress. I don't think there is a way.

Response to: Code Help Posted September 7th, 2009 in Game Development

I learnt by doing that, then making it up as I went along. Most of the scripting I do is just experimenting.

Response to: Name for a flash protal? Posted September 6th, 2009 in Game Development

How about Flash attack?

:The immortal portal that demands a chortle...

:...Wartortle!

Response to: Name for a flash protal? Posted September 5th, 2009 in Game Development

Flashblog.

Response to: i need !!! Posted September 5th, 2009 in Game Development

You'll have to be a bit more specific than that.

Response to: Most effective way to learn flash? Posted September 5th, 2009 in Game Development

At 9/5/09 04:09 PM, Bubbowrap wrote: I never read a book on it, but I find that online tutorials/videos worked well for me.

However, nothing beats good ol' tinkering and messing around.

Exactly the same.

Response to: NInt3ndo Art Collab Posted September 5th, 2009 in Art

At 9/5/09 09:55 PM, LinaInverseFan wrote: Okay fair enough. Even though I am very proud of the background, I will change it so the character and joke can be used in the collab. I just have one question about the transparency, how do you do that in MS Paint? Because that is the program I use for my works.

I forgot to quote in the previous post.

Response to: NInt3ndo Art Collab Posted September 5th, 2009 in Art

You can't do it in paint, but I think you can do it if you copy it across to Word. I'm not sure, though, considering I haven't had ms office in a while.

Response to: NInt3ndo Art Collab Posted September 5th, 2009 in Art

At 8/21/09 08:07 PM, JKAmovies wrote: Rules/Specs~
Background colour: Transparent.

You might want to change it.

Response to: Pencil/ink artwork Posted September 2nd, 2009 in Art

I do most of my artwork on the computer, but I do do some traditional.

This was a submission for a drawing game between me and my friends. the criteria was 'Emo Santa'. I won.

This one was done on a whiteboard, and is my own character. I was doodling, and it just seemed to turn up.

Response to: How do you make test appear? Posted September 2nd, 2009 in Game Development

In the first action, give it the code:

_root.empty_mc.gotoAndStop(3);

In the second action, put:

_root.empty_mc.play();

Make an empty mc (instance name 'empty_mc') give it 4 frames all with:

stop();

the first and third frames blank, the second one with the 'You cannot do that' textbox (give it some more frames if necessary, and make sure thefirst action's code goes to the correct frame) and the final one with the code in (with a '_root.' when necessary) telling what to do when both actions have been done.

It probably is an inefficient way of doing it, but if you can't find any better, try this. Knowing me, it'll turn out not to actually work, but oh, well.

Response to: Mouse posishion controlled MC Q:? Posted September 2nd, 2009 in Game Development

it's Dyslexic for 'position'.

Response to: Help Requested: Change Pivot Point Posted September 1st, 2009 in Game Development

You're welcome!

Response to: Help Requested: Change Pivot Point Posted September 1st, 2009 in Game Development

Put it on Free Transform, then drag the white circle.

Response to: Which Head is the Best? Posted September 1st, 2009 in Game Development

sixth, definitely.

Response to: How Do You Import Audio Into Flash8 Posted September 1st, 2009 in Game Development

file > import > import to library.

Easiest way to loop it is to put it in a mc with one frame.

Response to: Mouse posishion controlled MC Q:? Posted September 1st, 2009 in Game Development

This is the best I can do for that:

onMouseDown = function () {
	thisx = _xmouse-movieclip_mc._currentframe;
};
movieclip_mc.onMouseMove = function() {
	thisxx = _xmouse-thisx;
	if (thisxx>500) {
		this.gotoAndStop(thisxx-500);
	} else if (thisxx>400) {
		this.gotoAndStop(thisxx-400);
	} else if (thisxx>300) {
		this.gotoAndStop(thisxx-300);
	} else if (thisxx>200) {
		this.gotoAndStop(thisxx-200);
	} else if (thisxx>100) {
		this.gotoAndStop(thisxx-100);
	} else if (thisxx>0) {
		this.gotoAndStop(thisxx);
	} else if (thisxx>-100) {
		this.gotoAndStop(thisxx+100);
	} else if (thisxx>-200) {
		this.gotoAndStop(thisxx+200);
	} else if (thisxx>-300) {
		this.gotoAndStop(thisxx+300);
	} else if (thisxx>-400) {
		this.gotoAndStop(thisxx+400);
	} else {
		this.gotoAndStop(thisxx+500);
	}
};
onMouseUp = function () {
	thisx = NaN;
};

call the movieclip "movieclip_mc", and put the code on the stage.

Response to: How to make a proper dialog-box? Posted August 31st, 2009 in Game Development

At 8/30/09 02:14 PM, Raqib12 wrote: It will stop on X frame, and let the movie-clip with the sound play, and after the sound is finished playing through, the flash will resume?

Is that what you want?

If so, on the stage, in the frame with the mc in, put the code

stop();

Add a frame at the end of the sound and text mc, and put

_root.play();
Response to: Computer Recommendation? Posted August 31st, 2009 in Game Development

Whatever you get, make sure you have a decent mouse.

Response to: Mouse posishion controlled MC Q:? Posted August 31st, 2009 in Game Development

Are you talking about mine?

Give the object instance name "movieclip_mc", and put the code on the main stage.

Response to: Pressing "i" to move an inventory Posted August 31st, 2009 in Game Development

Yay!

Response to: origami Posted August 30th, 2009 in Art

Origami programs:

http://www.tamasoft.co.jp/pepakura-en/

Response to: Quality Btn Posted August 30th, 2009 in Game Development

_quality = "medium";
function low() {
	_quality = "low";
}
function medium() {
	_quality = "medium";
}
function high() {
	_quality = "high";
}
menu = new ContextMenu();
menu.hideBuiltInItems();
menu.customItems.push(new ContextMenuItem("low", low));
menu.customItems.push(new ContextMenuItem("medium", medium));
menu.customItems.push(new ContextMenuItem("high", high));
this.menu = menu
Response to: Quality Btn Posted August 30th, 2009 in Game Development

_quality = "medium";
function low() {
_quality = "low";
}
function medium() {
_quality = "medium";
}
function high() {
_quality = "high";
}
menu = new ContextMenu();
menu.hideBuiltInItems();
menu.customItems.push(new ContextMenuItem("low", low));
menu.customItems.push(new ContextMenuItem("medium", medium));
menu.customItems.push(new ContextMenuItem("high", high));
this.menu = menu

Response to: Mouse posishion controlled MC Q:? Posted August 30th, 2009 in Game Development

if you can't find any better code, try this:

movieclip_mc.onMouseMove = function() {
	if (_xmouse>500) {
		this.gotoAndStop(_xmouse-500);
	} else if (_xmouse>400) {
		this.gotoAndStop(_xmouse-400);
	} else if (_xmouse>300) {
		this.gotoAndStop(_xmouse-300);
	} else if (_xmouse>200) {
		this.gotoAndStop(_xmouse-200);
	} else if (_xmouse>100) {
		this.gotoAndStop(_xmouse-100);
	} else {
		this.gotoAndStop(_xmouse);
	}
};
Response to: Quality Btn Posted August 30th, 2009 in Game Development

To default quality to medium, on the first frame, simply type:

_quality = "medium"

Response to: How to make a proper dialog-box? Posted August 30th, 2009 in Game Development

I'm not entirely sure what you mean...

Make a movieclip, and give it 2 frames, and add
stop();
into each frame. Put the text into the second frame, and give the moveclip an instance name (such as 'text_mc').

then put the sound file in another movieclip, then extending the frames in it to the length of the sound file. Add a blank keyframe to the end, and add the script:

stop();
_root.text_mc.play();

Hope this helps at all...