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Author Search Results: 'musicdemon'

We found 17 matches.


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Viewing 1-17 of 17 matches.

1.

None

Topic: Disabling Context Menu [as3]

Posted: 07/16/09 10:49 PM

Forum: Flash

I guess it's not possible. Here's an excerpt from the Adobe AS3 Language Reference:

"You cannot remove the Settings menu item from the context menu. The Settings menu item is required in Flash so that users can access the settings that affect privacy and storage on their computers. You also cannot remove the About menu item, which is required so that users can find out what version of Flash Player they are using. "

I guess this is going to have to be good enough.


2.

None

Topic: Disabling Context Menu [as3]

Posted: 07/16/09 10:16 PM

Forum: Flash

Is there a way to completely disable the context menu in AS3? Using

stage.showDefaultContextMenu = false;

doesn't get rid of the "Settings" and "About Flash Player 10..." items.


3.

None

Topic: Phantom problem, no error thrown

Posted: 07/04/09 12:41 PM

Forum: Flash

The suggested loop format worked without a problem except when I tried to add in collision detection. This error gets thrown when the *most recent* powerup is acquired before another one has a chance to spawn: "TypeError: Error #1010: A term is undefined and has no properties."

Here's the code I've been using:

for(var c:Number = 0; c < collectibleArray.length && isGamePaused == false; c++)
{
	collectibleArray[c].descend();
				
			if ( PixelPerfectCollisionDetection.isColliding( avatar, collectibleArray[c], this, true ) ) 
				{
					removeChild(collectibleArray[c]);
					collectibleArray.splice(c, 1);
					
					collectibleAcquired();
				}
				
				if( collectibleArray[c].y > 500)
				{
					removeChild(collectibleArray[c]);
					collectibleArray.splice(c, 1);
				}
			}

Any ideas?


4.

None

Topic: First Website

Posted: 07/04/09 08:05 AM

Forum: General

I'm not sure what the the FIRST website I visited was, but my earliest recollection is playing that Helicopter game on addictinggames.com after it first came out in computer class at school.


5.

None

Topic: Boss you used to be scared of?

Posted: 07/04/09 07:55 AM

Forum: Video Games

At 7/3/09 04:06 AM, AgentXRifle wrote:
At 7/3/09 12:27 AM, Falconpunchr wrote: That thing from Ocarina of time
that thing did, also when I first bought the game when it came out, ReDeads did me in!

I definitely agree with you there. Those things were absolutely freaky, especially because they played that 'woman screaming' sound whenever you got near them and sucked the life out of you.


6.

Questioning

Topic: Null Sound Problem [as3]

Posted: 07/02/09 06:44 PM

Forum: Flash

I've got an issue with my main menu Sound Channel. I need to mute it when the user clicks the difficulty button and advances to the "play" screen, but it keeps coming up as null, even though I can hear the music playing. I'd appreciate any input into the problem, because I've been trying to fix this bug for several days. I know how hard it is to work with only pieces of the puzzle, so I'll try and give you every piece of information relevant to the problem.

Here's the system I've got going:
1) The showMenuScreen() function gets called in the constructor of my document class ("DocumentClass").
2) SoundObject is a class I created to handle the various sound functions. I then call an instance of SoundObject, "soundObject". playSound is a SoundObject function that takes in a string as its parameter.

Here's the code that is called:

soundObject.playSound("menu music");

3) Here's the relevant code from the playSound function:

else if(string == "menu music" && isMuted == false)
			{
				mmSoundChannel = menuMusic.play();
				mmSoundChannel.addEventListener( Event.SOUND_COMPLETE, onMenuMusicFinished );
			}

4) When the user clicks a difficulty, this code from the MenuScreen class executes:

public function startGame()
		{
			if(DocumentClass.main.alwaysUseMouse == false)
			{
				dispatchEvent( new NavigationEvent( NavigationEvent.START_KEYBOARD ) );
			}
			else
			{
				dispatchEvent( new NavigationEvent( NavigationEvent.START ) );
			}
			
			soundObject.mute("all menu sounds");
		}

5) An event listener from DocumentClass catches whichever one of those two NavigationEvents is dispatched from the last step and calls either a mouse or keyboard function:

public function onRequestKeyboardStart( navigationEvent:NavigationEvent ):void
		{
			alwaysUseMouse = false;
			playScreen = new AvoiderGame(false);
			playScreen.addEventListener( AvatarEvent.DEAD, onAvatarDeath, false, 0, true ); 
			playScreen.x = 0;
			playScreen.y = 0;
			soundObject.playSound("main song");
			addChild( playScreen );
		 
		 	removeChild(menuScreen);
			menuScreen = null;
			
			stage.focus = playScreen;
		}

Result: The menu song doesn't stop, the play song starts, and more curses are uttered.

I believe that mmSoundChannel is the perpetrator here. Can anyone help me find out why the music keeps playing if the channel is set to null?


7.

None

Topic: Newgrounds Goals Checklist

Posted: 07/01/09 10:54 AM

Forum: General

Oh yeah, and duh

[ ] Get a trophy


8.

None

Topic: Newgrounds Goals Checklist

Posted: 07/01/09 09:53 AM

Forum: General

At 7/1/09 09:49 AM, Frenzy wrote: http://www.newgrounds.com/bbs/topic/5800 10

Yeah.

Nice goals list! This is more of a list for submitted content, though, so it's not a thread clone.


9.

None

Topic: Newgrounds Goals Checklist

Posted: 07/01/09 09:48 AM

Forum: General

A bit negative, eh? If this thread gets big enough, I'll just make a new thread with the user-added goals :)


10.

Thinking

Topic: Newgrounds Goals Checklist

Posted: 07/01/09 09:44 AM

Forum: General

Here's my personal list of goals to attain for an uploaded game/movie on Newgrounds (in order of importance):

[ ] Best of All-Time
[ ] Best Game of All-Time
[ ] Weekly User's Choice
[ ] Top 50 All-Time
[ ] Review Crew Pick
[ ] Top 4 in Genre on /game
[ ] Game of the Week
[ ] Top 3 Games of the Week
[ ] Weekly Top 5
[ ] Daily Feature
[ ] Top 15 of the week
[ ] Today's Best
[ ] Weekly Top 5 on /game
[ ] Hot Off the Front Page on /game
[ ] Best of 50 most Recent
[ ] Over 4.0 average rating
[ ] Awesome Score (3.5+ rating)
[ ] Great Score (3.0+ rating)

Veterans: How many of these have you achieved? Post here if you're feeling vain ;)

New Users (including myself): What other goals do you have besides the ones on this list? How important are they to you? I'll probably add some of them to my original post if they're good enough :)


11.

None

Topic: Phantom problem, no error thrown

Posted: 06/29/09 04:31 PM

Forum: Flash

Oh, I didn't catch that the first time. Thanks for the extra set of eyes!


12.

None

Topic: Phantom problem, no error thrown

Posted: 06/29/09 04:21 PM

Forum: Flash

Thank you so much! It's working properly now. Apparently, that variable wasn't needed and was only mucking things up. Thanks, again :)


13.

None

Topic: Phantom problem, no error thrown

Posted: 06/29/09 03:50 PM

Forum: Flash

Yeah, a for loop is much more efficient there, I suppose. However, it didn't seem to resolve my issue. I waited before grabbing the powerup and, sure enough, if you grab the "older" of two powerups coming down the screen, the more recent powerup stops. Apparently, the fundamental problem is still there. Here's the entire for loop this time:

var powerupCollectible:PowerupCollectible;
			for(var c:Number = 0; c < collectibleArray.length; c++)
			{
				powerupCollectible = collectibleArray[c];
				collectibleArray[c].descend();
				
				if ( PixelPerfectCollisionDetection.isColliding( avatar, powerupCollectible, this, true ) ) 
				{
					removeChild(powerupCollectible);
					collectibleArray.splice(p, 1);
					
					collectibleAcquired();
				}
			}

14.

None

Topic: Phantom problem, no error thrown

Posted: 06/29/09 03:31 PM

Forum: Flash

I think you're right about that. Here's the section of the function that is the likely problem:

c = collectibleArray.length - 1;
			var powerupCollectible:PowerupCollectible;
			while (c > -1)
			{
					powerupCollectible = collectibleArray[c];
					powerupCollectible.descend();

I think that as soon as the next powerup comes into the array (every 1.5 seconds via a Timer object), the movement of the last object stops. Is there an alternate way I could have my powerups move down the screen using that array?


15.

Questioning

Topic: Phantom problem, no error thrown

Posted: 06/29/09 03:16 PM

Forum: Flash

Hello, everyone :) I'm using AS3 and I've got an interesting situation. My game is mostly complete (roughly 90% done). However, there is one oddity that I can't overlook. Orbs are supposed to fall from the top of the map, then the user collects them, and points are added to the score. The strange thing is that a small percentage of the falling orbs, in a seemingly random pattern, simply stop at random points on the screen. The game continues on normally, but the orbs that are stuck aren't collectable and can only be gotten rid of by restarting the game. Has anyone encountered something like this before?


16.

Expressionless

Topic: Fruit Loops: Love Hurts

Posted: 06/29/09 01:19 PM

Forum: General

Is it just me or do Fruit Loops scrape your pallet (the top of your mouth)? They're delicious, but the discomfort makes eating them a bittersweet experience.


17.

Happy

Topic: no advertisment

Posted: 06/29/09 12:35 PM

Forum: Where is / How to?

At 6/28/09 11:56 PM, DragonFire43 wrote: I got ad blocker, I love the ad block hate ads :)
they are funny, anyways if it was simple i would turn ad block off newgrounds just to support :)
but how :)

If you have Adblock Plus for Firefox, click on the down arrow on the ABP stop sign (in the upper right of your browser). Then just click "Disable on www.newgrounds.com" and the stop sign should turn green.

Also, is there a "new users" thread?


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