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Author Search Results: 'Murudai'

We found 371 matches.


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Viewing 1-30 of 371 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 91113

1.

None

Topic: Using AS3 to develop for the iPhone

Posted: 10/07/09 05:02 AM

Forum: Flash

At 10/7/09 02:43 AM, Glaiel-Gamer wrote: the iphone market is already like that

Yes, yes it is. And by effectively removing the barrier for the entire Flash market, it's about to get even MORE like that ;)


2.

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Topic: Using AS3 to develop for the iPhone

Posted: 10/07/09 02:37 AM

Forum: Flash

At 10/7/09 12:04 AM, Glaiel-Gamer wrote: there is a requirement to pay $100/yr for the iphone dev license/access to app store, which should weed out 90% of the crap that could go up there but still leave that very very large chunk of 10% left
At 10/7/09 02:03 AM, Afro-Ninja wrote: amateur developers = amateur games. it would stand to reason that a small game produced in a quality fashion will still stand above the masses of mediocre games.

Both very true comments, but this is a whole new league we're entering here. There's a version of Sims 3 on iPhone, and a version of Spore too. The latest Need for Speed is on there too. There are no big name titles like this in Flash, but there are a LOT of big name titles on iPhone. Heck, Resident Evil 4 is coming out soon for it. The list keeps going.

When the hordes of Flash games enter in, people will just ignore all these crappy games and go back to these triple A titles. Your awesome Flash game will just be dismissed along with the rest of the entire group as users pick up the games they know and trust.

Best chance you have is if you are already established in Flash, if you have a nice big fan base and you release a really awesome iPhone game, then your fans will go out and word of mouth will hopefully spread it out a bit.

But if you're hoping on releasing an awesome game right into the iPhone marketplace and doing well, then you may as well just buy a lottery ticket instead. You'd have just as good odds. And making iPhone accessible to Flash is just going to make those odds even worse.

I should put a disclaimer on here saying that this is just my thoughts derived from my experience and many months of researching the iPhone market. Could turn out completely differently to what I'm saying here, in which case I'll eat my hat.


3.

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Topic: Using AS3 to develop for the iPhone

Posted: 10/06/09 11:14 PM

Forum: Flash

The already saturated iPhone market is about to be ultra-flooded by the hordes of Flash developers who can now just port all their games over. No more requirement to have a Mac, no more requirement to learn Objective-C. The floodgates are open.

Since most of you are amateur developers, that's great! Port easily over to a new platform, make a bit more cash, have a larger audience.

But since I'm a professional developer, it means trying to make a profit on a game is next to impossible with the crazy over-saturated market. I was just getting ready to develop some iPhone games, but this news means I won't bother. Making just a little game and turning a profit with it will be impossible, which means the only way to make some money is to make a big, stand out game. And that puts development costs well into 'uncomfortable'.

So I'm forgetting iPhone and going back to XBLA. I'd rather compete with Castle Crashers than try and stand out amongst a million little Flash games.


4.

None

Topic: ..::Art Request Thread::..

Posted: 07/09/09 05:25 AM

Forum: Art

I need an artist for a Real Time Strategy game. This game will be larger than Starcraft, this project is only for the most talented and ambitious artists.

To see the code working for the RTS and more information, see my news page. If you doubt a game larger than Starcraft is possible, you won't after seeing my engine. And that's the old version of it too, the new version is even more powerful.

I'm looking for just a single artist to do all the work as I want a consistent art style, they will be compensated with a fair cut of the games profits. Message me your portfolio or whatever and I'll check it out.


5.

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Topic: What r the maximum dimensions?

Posted: 06/03/09 09:23 PM

Forum: Flash

Hey, that's funny, I've seen a lot of threads about this lately :)

It's about 900x760 or something like that. But I suggest you don't go over 800x600, as that's a far more reasonable size and I reckon more flash sites would go for that one.


6.

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Topic: AS3: Array advice needed

Posted: 05/31/09 08:00 AM

Forum: Flash

At 5/31/09 01:55 AM, dELtaluca wrote:
At 5/30/09 09:38 PM, Murudai wrote: Just create an object with the {} tags and assign it some dynamic variables like I showed you above and that will give you your desired functionality :)
How can you go from being an absolute OO whore, to then suggesting someone to use that? :P

Because he asked for the best solution, not the best programming practice. Because of the way Flash works, they aren't always the same thing.


7.

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Topic: AS3: Array advice needed

Posted: 05/30/09 09:38 PM

Forum: Flash

myArray[0] = {distance:250, type:"enemy1", y:50};
trace(myArray[0].distance);

Just create an object with the {} tags and assign it some dynamic variables like I showed you above and that will give you your desired functionality :)


8.

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Topic: Boolean vs int

Posted: 05/28/09 08:54 PM

Forum: Flash

If you deciding between an array of Booleans or an int, then go for the int. The fact that you have an array there will slow things down a lot compared to just looking up a straight number.

The booleans aren't the problem, it's the fact that you have an array of them. Use the int.


9.

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Topic: Max flash stage size?

Posted: 05/27/09 09:34 AM

Forum: Flash

At 5/26/09 09:56 PM, Celtic-Tiger wrote: I don't know. Let's find out!

Yeah, that's it, just try it.

But personally I wouldn't try anything more than 800x600 as that already stretches the page to about its max.


10.

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Topic: 3D Flash games

Posted: 05/26/09 05:09 AM

Forum: Flash

There's about a billion. Which one do you mean?


11.

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Topic: Api Laser

Posted: 05/26/09 03:32 AM

Forum: Flash

I notice with your line drawing you haven't called 'moveTo' yet. You need to move to a point, then draw from that point to the second point which you define with 'lineTo'. That's probably your rotation problem there.

So you want the line to stop at the box do you? I spent a day making a laser simulation in Box2D once, just for fun. They have a raycasting function which is a nice easy way to do what you need to do.

Or a simpler solution, just look up the interwebs for a tutorials on how to do 'line to rectangle collisions' and you should get an algorithm that will allow you to do that.


12.

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Topic: Lots of weapon sound effects!

Posted: 05/25/09 08:05 AM

Forum: Flash

That's a horrible, horrible breach of the copyright license for those games and you should be careful going out and offering these things freely and publicly.

If you want sound effects there are a lot of sites that have them with a free commercial license so you can use them for anything.


13.

None

Topic: Hover Effect in AS2

Posted: 05/24/09 09:18 PM

Forum: Flash

At 5/24/09 09:13 PM, JollySpace wrote: I know somebody is going to say "Why not do it in AS3 then?" and my answer is because it is much harder to make buttons in AS3!

No it's not.

But anyway, the problem you have there happens when the 'hit area' of the button changes as you roll over it. ie; you roll over, hit area changes so you are no longer rolled over, it reverts back to non-rolled over, hit area goes back to normal, and then you are rolling over again, cycle.


14.

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Topic: [AS3]Flash doing things on its own?

Posted: 05/24/09 09:11 PM

Forum: Flash

At 5/24/09 08:02 PM, dELtaluca wrote: Murudai, how exactly does coding in classes inherintly solve the problem of not removing event listeners when they are no longer needed? classes do not have any sort of magic means of doing that for you, you still need to remove them when they're no longer needed

It doesn't inherently solve the problem of event listeners, but I also suggested the problem was 'scope' too and classes do inherently solve the problem of scope.


15.

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Topic: Animation frames

Posted: 05/24/09 09:09 PM

Forum: Flash

Yes, yes there is.

File > Export > Export Movie... Save As Type: png sequence.


16.

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Topic: Why isn't this working?

Posted: 05/24/09 09:08 PM

Forum: Flash

Frankly you're better off using frames. The only code that should go into frames is animation control (that's what frames were designed for in the first place) so you should utilize that.

If you do want to do it this way then that's how you have to do it. You have to remove the child first then add the new one. I think everything on the stage has a reference saved separately so changing references in your code won't work.


17.

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Topic: Why isn't this working?

Posted: 05/24/09 08:39 PM

Forum: Flash

Because player is just a local variable. The variable that matters is the children list of whatever container you've stuck these movieclips into.

function looping(Event)
{
if(left || right)
{
removeChild(player);
player = run;
addChild(player);
}

}

18.

None

Topic: [AS3]Flash doing things on its own?

Posted: 05/24/09 07:10 PM

Forum: Flash

At 5/24/09 02:44 PM, Deathcon7 wrote:
At 5/24/09 06:53 AM, Murudai wrote:
At 5/24/09 04:47 AM, dELtaluca wrote: Murudai, you could actually try and help him instead of just essentially saying 'stop being an idiot and using frames, go use classes la la la classes fucking ruuuuuule' (haha, yes i know i seriously exaggerated that :P)
The problem was because he lumped all his code on frames and as such was unable to control the event listeners and the scope. This is WHY you don't use frames to put code in, you use classes. So I think what I said is more relevant than anything else in this thread.
First off, step of the high horse. Telling someone to essentially "do it better" isn't solving anyones issues and is just as useless as all the other useless information in this thread. Granted it's all correct, but in the end its not providing a proper solution to the issue.

If you come to newgrounds and post your entire source code and say 'fix this', then you've obviously not done any testing or tried to fix any solutions yourself. I don't help people who don't help themselves, because they never learn that way.

Rather than giving him the solution to the problem, I'm giving the means to a better programming practice that will inherently fix the problem and similar problems he will face in the past. And I did that by giving an excellent link to one of the best tutorials on the web on learning classes. All you did is answer some vague questions which probably wouldn't help at all. You get off YOUR high horse mate.


19.

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Topic: Shooting using lines tutoiral

Posted: 05/24/09 11:49 AM

Forum: Flash

Top tip: For things like this it's a mathematical thing and not a programming language thing, so you should be able to get a tutorial in any programming language and convert the math into the language you're using.

For example, here is a line to circle hit testing function I found with a google search written in C.

bool CircleSegmentIntersect(Vector C, float r, Vector A, Vector B, Vector& P)
{
Vector AC = C - A;
Vector AB = B - A;
float ab2 = AB.DotProduct(AB);
float acab = AC.DotProduct(AB);
float t = acab / ab2;

if (t < 0.0f)
t = 0.0f;
else if (t > 1.0f)
t = 1.0f;

P = A + t * AB;

Vector H = P - C;
float h2 = H.DotProduct(H);
float r2 = r * r;

if(h2 > r2)
return false;
else
return true;
}

Now I'm proficient in C#, so I can read that quite easily, but it should be fairly obvious even if you've never used C before what it generally means.

Here is the AS3 version of that code:

// C is the location of the circle
// r is the radius of the circle
// A is the first point defining the line
// B is the second point defining the line
// NOTE: Actionscript doesn't have the functionality for 'P' to
// work like it does in C, but it isn't essential.

public function CircleSegmentIntersect(C:Point, r:Number, A:Point, B:Point):Boolean
{
var AC:Point = new Point(C.x - A.x, C.y - A.y);
var AB :Point = new Point(B.x - A.x, B.y - A.y);

var ab2:Number = AB.x * AB.x + AB.y * AB.y;
var acab:Number = AB.x * AC.x + AB.y * AC.y;
var t:Number = acab / ab2;

if (t < 0)
t = 0;
else if (t > 1)
t = 1;

var P:Point = new Point(A.x + t * AB.x, A.y+ t * AB.y);

var H:Point = new Point(P.x - C.x,P.y - C.y); 
var h2:Number = H.x * H.x + H.y * H.y;
var r2:Number = r * r;

if(h2 > r2)
return false;
else
return true;
}

That code is untested, I just converted it right here on the forums, but in theory it should work, so try it out!


20.

None

Topic: [AS3]Flash doing things on its own?

Posted: 05/24/09 06:53 AM

Forum: Flash

At 5/24/09 04:47 AM, dELtaluca wrote: Murudai, you could actually try and help him instead of just essentially saying 'stop being an idiot and using frames, go use classes la la la classes fucking ruuuuuule' (haha, yes i know i seriously exaggerated that :P)

The problem was because he lumped all his code on frames and as such was unable to control the event listeners and the scope. This is WHY you don't use frames to put code in, you use classes. So I think what I said is more relevant than anything else in this thread.

Rather than telling him to go patch up his head so he can go back to bashing it against a wall, I'm telling him to go and get a sledgehammer instead. Sure, a little more complicated at first and doesn't directly solve the problem, but in the long run it's the right thing to do.


21.

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Topic: [AS3]Flash doing things on its own?

Posted: 05/23/09 11:18 PM

Forum: Flash

At 5/23/09 10:47 PM, goldleader23 wrote: What exactly am I supposed to do with that? I have no idea how to not use frames, and know very little about classes. I need more info.

Frames are very, very bad programming practice and when you get to problems like this it's pretty obvious why.

Time for you to learn the way of the class: http://www.kirupa.com/developer/as3/clas ses_as3_pg1.htm


22.

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Topic: [AS3]Flash doing things on its own?

Posted: 05/23/09 08:03 PM

Forum: Flash

It's the universe punishing you for still using frames with AS3.

Classes >> Frames.


23.

None

Topic: as3 help

Posted: 05/23/09 07:43 PM

Forum: Flash

I think it's funny that no ones helped you yet. Doesn't anyone on these forums no AS3 classes? lol

First of all, you don't have any constructor, so when that class starts nothing will happen.

Secondly, I'm surprised you haven't caused errors yet with that code, do you have strict mode on? You should, because it tells you where you've done something stupid. For example you have a variable called 'enemy' that is of the type 'tank' but in that little function there you're using it like 'enemy[i]' which is an Array. Did you mean to go something like:

var enemy:Array = [new tank(),new tank(), new tank(), new tank()];

That might work better.


24.

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Topic: Shooting using lines tutoiral

Posted: 05/23/09 07:35 PM

Forum: Flash

Have a search on google for stuff like 'line to aabb collisions' or 'line to rectangle collisions' or 'line to circle collisions'.

If you have tried EVERYTHING and can't find ANY tutorials out there or ANY code on the internet to help you, I'll write a tutorial for you about using lines for hit testing :)


25.

None

Topic: Blur Behind Mc? [as2]

Posted: 05/22/09 09:19 PM

Forum: Flash

At 5/22/09 08:12 PM, Archon68 wrote:
At 5/22/09 07:56 PM, TheBoob wrote: its not SUPER strait forward, but you can definatly get the desired effect using some brain power. If i were to do this in as3 it would be a lot more slick, but i think this works, and you could implement it into a lot of different situations

ex:
http://s235504714.onlinehome.us/help/fla sh.html

source:
http://s235504714.onlinehome.us/help/fla sh.fla

good luck w/ the game
All you did was mask everything...

And you're right, it would be much easier with AS3. Although that tutorial only magnifies the image, I see a way to blur it as well...

Unfortunately I don't know AS3 and my game is in AS2...

Anyway, thanks for all your [attempts at] help [ing me].

Uh, that AS3 tutorial is very easily convertible to AS2.

I have a present for you, the AS2 version of that tutorial I just whipped up: yoink


26.

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Topic: What is wrong with this as3 code

Posted: 05/22/09 10:51 AM

Forum: Flash

I see you've defined a function inside of other code. That's never a good idea, not sure if that's the problem though.


27.

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Topic: Flash can't handle it?

Posted: 05/22/09 09:42 AM

Forum: Flash

At 5/22/09 09:34 AM, MercyKill wrote: I fixed it. instead of placing all the pictures on stage at once, I add the on demand, then remove them.

Just what I thought. Flash graphics are very, very slow and 90% of lag cases are because you have too much on the stage at once :)


28.

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Topic: Whats Wrong With Me

Posted: 05/22/09 09:34 AM

Forum: Flash

At 5/22/09 09:30 AM, Feuse wrote: what should i do?! IM FREAKING OUT!

Become an accountant instead?


29.

None

Topic: Paper effect

Posted: 05/22/09 08:50 AM

Forum: Flash

At 5/22/09 08:32 AM, Archon68 wrote: But then it doesn't change the look of the movie. Watch the movie before posting.

Zing!


30.

None

Topic: Paper effect

Posted: 05/22/09 08:28 AM

Forum: Flash

Haven't actually seen the movie yet, but a way to get that effect is simply to create the texture as a bitmap in photoshop or something, then import it into your Flash and simply put it on top of all your animations and set the alpha down really low so it's almost see through. The texture on the bitmap should still be enough to look cool.


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Viewing 1-30 of 371 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 91113