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Author Search Results: 'Neo-13'

We found 1,478 matches.


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Viewing 1-30 of 1,478 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 92950

1.

None

Topic: Betatest my game!!

Posted: 11/16/09 01:06 PM

Forum: Flash

At 11/16/09 11:40 AM, Dugh wrote: If you're interested, PM or email it!

Oh, it's not a huge game, btw.
Here's a pic of the main menu:

More info on the game please?


2.

None

Topic: Got a spare minuet?

Posted: 11/16/09 01:02 PM

Forum: Flash

At 11/16/09 12:17 PM, Johnny wrote: I don't have any spare songs for you. I'm sorry.

Yes, my first thought was that too.

OP: it's spelt minute, not minuet. A minuet is a type of dance (classical music).


3.

None

Topic: Got a spare minuet?

Posted: 11/16/09 01:00 PM

Forum: Flash

At 11/16/09 11:46 AM, branson123 wrote: Hey im doing a online motion comic in flash for my final major and need the stupid background reasearch doing

It will take you about 1 minuet to fill out. cheers guys

http://www.surveymonkey.com/s.aspx?sm=pg QlwTfbcvr4ZEBB74p0cQ_3d_3d

I did it, but there is a problem with it. On question 7, I typed something into other, and then when I tried to submit, it told me I had to answer it, even though I had already done so.


4.

None

Topic: AS3 Circular collision reactions

Posted: 10/27/09 06:19 AM

Forum: Flash

At 10/27/09 04:54 AM, GustTheASGuy wrote: The velocity and normal.

Ok. But what is the dot? And what about the normal? It's angle?

More info on what I'm doing - it's planets flying around basically. So there is acceleration due to gravity, and this will bend them towards each sometimes etc. So whatever the solution, it needs to work in that incidence.

Thanks everyone who has helped so far.


5.

None

Topic: AS3 Circular collision reactions

Posted: 10/26/09 03:47 PM

Forum: Flash

At 10/26/09 01:49 PM, GustTheASGuy wrote: The collision normal is the same as the vector between their centers. The reflected velocity is V - 2N(VdotN)

Could you or someone else please elaborate on that formula? What are the variables, and what is the derivation of it? Alternatively a link would help. Thanks.


6.

None

Topic: AS3 Circular collision reactions

Posted: 10/26/09 12:53 PM

Forum: Flash

I don't have a problem with the hittest. My issue is that I need to know how change the direction of a circle that hits another circle. My thought is that I need to know the angle of the normal to the circle at the point of the collision. I can't get any further however.


7.

None

Topic: AS3 Circular collision reactions

Posted: 10/26/09 12:00 PM

Forum: Flash

I have been trying and failing work out how to do this. I haven't been able to find anything helpful on google, so now I'm asking here.

I was thinking that you need to find the direction of the normal of the circle at the point of impact, but I haven't been able to work out how to do this.

I'm not looking for code, just the theory. Thanks in advance.


8.

None

Topic: Extreme As2 Problem!!!

Posted: 09/28/09 02:57 PM

Forum: Flash

At 9/26/09 11:30 PM, K-Guare wrote: Get rid of those while loops inside the onEnterFrame.
That potentially causes an infinite loop.
And that's almost as bad as dividing by zero.

I divided by zero once and my office exploded.

In my solar system model, when planets cross, there is division by zero, and it doesn't explode, it just sends the planet off to (0,0). I have since fixed that. But yeah, dividing by zero gives you infinity, which Flash may interpret in different ways depending on what you try to do with the number I guess. Try to avoid it, because if you are doing it, you are also doing something wrong.


9.

None

Topic: How to launch an object upward

Posted: 09/26/09 04:38 PM

Forum: Flash

At 9/26/09 04:25 PM, tetsaiga94 wrote: thanks neo. I'll have to try that when I get a chance.

The best thing to do is try it out for yourself, get it wrong, then ask for help. That way, you've tried and will understand more, and get more out of it in the end. Alternatively, get it right, then you can feel proud that you did it by yourself and will become more independant.


10.

None

Topic: How to launch an object upward

Posted: 09/26/09 04:13 PM

Forum: Flash

At 9/26/09 04:07 PM, tetsaiga94 wrote: thats the thing. doing what you suggest would only send it further in the wrong direction. thanx anyway.

No...? You need to manipulate the x and y properties of the object. You need to have a constant acceleration due to gravity (going downwards). There's a tip. Now think about it a bit and see what you can come up with.


11.

None

Topic: CT Shoot/Beat 'em up game concept

Posted: 09/26/09 04:09 PM

Forum: Flash

I'm confused. Are you asking someone to make this game for you? Or just telling people that you're doing it? Because you said: "please take this idea in consideration", suggesting the former.


12.

None

Topic: Fixing rounding errors

Posted: 09/21/09 07:27 PM

Forum: Flash

At 9/21/09 06:33 PM, LeechmasterB wrote:
At 9/21/09 06:25 PM, dELtaluca wrote: Satelites/space stations...
^^

And if you looked more closely you'd see my code snippet IS sympletic, since:
Okay i guess it looks okay on paper, we ll just have to trust your sample. Somehow I am too lazy to try it out lol

@neo-13 have fun and good luck! ^^

Thanks guys, even though I don't understand most of it.

*Rolls up Sleeves...*


13.

None

Topic: Fixing rounding errors

Posted: 09/21/09 06:27 PM

Forum: Flash

Woah. Now I guess I'll spend the next few days trying to understand all that! :P


14.

None

Topic: Fixing rounding errors

Posted: 09/21/09 02:55 PM

Forum: Flash

At 9/21/09 02:35 PM, dELtaluca wrote:
At 9/21/09 02:29 PM, Neo-13 wrote: vx += a*cos(theta);
vy += a*sin(theta);
... that is not what your acceleration calculations should look like.

given constant G, mass of body acting on the current body m, the acceleration should be calculated something like this:

var dx:Number = p1.x - p0.x;
var dy:Number = p1.y - p0.y;
var sc:Number = G*m*Math.pow(dx*dx+dy*dy,-1.5);

var ax:Number = dx*sc;
var ay:Number = dy*sc;

taking the squared magnitude of the vector to -1.5, will return the value of 1/r^3, r being the length of the vector, which is a composition of 1/r to normalise the vector, and 1/r^2 which is the scaling value from the gravitational acceleration formula a = -GM/r^2

from then, you should have a time step 'dt' over which your integration takes place whicih for simpletic euler integration would be:

p0.x += (v0.x += ax*dt)*dt;
p0.y += (v0.y += ay*dt)*dt;

I am using F = Gm1m2/r^2 and then a = F/m, which is the same as your equation, plus the force - is that not missing from your one? Forgive my ignorance.
The way I see it is if you combine the two equations you are left with a = FGm/r^2.
Also, the time step, why do I need it since the calculation is looped at a constant rate?

Thanks for all the help.


15.

None

Topic: Fixing rounding errors

Posted: 09/21/09 02:29 PM

Forum: Flash

At 9/21/09 02:08 PM, dELtaluca wrote: As i said, use a better numerical integrator and or make your time steps smaller.

A simple example, whilst you might be tempted to treat acceleration as a constant over the time step: aka:

s += vt + 0.5at^2
v += at

whilst this may give you perfect accuracy when modelling freefall, since acceleration is a constant, using simpletic euler integration is much better when modelling varying forces as it will conserve energy a lot better.

v += at
s += vt

i have even found that simpletic euler can give better results than RK4 (Runge kutta integration) when modelling vastly varying accelerations, such as a body orbiting a sun in a highly elliptical orbit

Have you got any useful links on Euler integration? I haven't met it before.

Also, at the moment, I work out the velocity like this:

vx += a*cos(theta);
vy += a*sin(theta);

planet.x += vx;
planet.y += vy;

I leave out t because I'm looping this code (I assume that's fine).

Theta is the angle to the horizontal, i.e. I am resolving a into its cartesian components.


16.

None

Topic: Fixing rounding errors

Posted: 09/21/09 01:56 PM

Forum: Flash

At 9/21/09 01:53 PM, dELtaluca wrote: To add, rounding errors will, over a long enough period of time manifest themselves in anomalous results, but the fact you said it happens every time it loops to a notable degree tells me it is much more likely to be due to the numerical integration being too inaccurate

Hmm, OK. Well, there is surely a way to resolve that, as I have seen an example of a simulation that does perfect orbits, even when you fiddle with it.

Have you got any tips on how to deal with inaccuracies?

Thanks.


17.

None

Topic: Fixing rounding errors

Posted: 09/21/09 01:44 PM

Forum: Flash

I am trying to model planetary orbits, and have hit a snag. I get the orbits almost perfect, but every loop, it gets slightly out, which, I have been told, is due to rounding errors, which would make sense.

I am further told that the rounding errors lie where I work out the distance between the bodies. I am using Pythagoras' theorem:

sqrt(dx^2 + dy^2), where dx and dy are delta x and delta y respectively.

Apparently this is likely to give me rounding errors. Bare in mind that this is done 30 times every seconds, for an indefinite period of time, so even the smallest rounding errors become significant.

Thanks in advance for any advice.


18.

None

Topic: As2 To As3

Posted: 08/25/09 09:56 PM

Forum: Flash

At 8/25/09 09:49 PM, 7IsUnlucky wrote: Man fuck this I'm sticking to AS2
as3 is too big and scary

It really doesn't take long to get used to. It is a bit tricky to try and convert a load of AS2 into AS3 though.


19.

None

Topic: a question on frame rate

Posted: 08/25/09 09:52 PM

Forum: Flash

At 8/25/09 09:51 PM, Punisher33 wrote: i am starting to comprehend what you guys are getting but i need to see in order to get it i am one of those kind of people that have to see it for my self to understand fully. This is all useful info i just need to see a quick tutorial on how its properly done ya know.

Click on each keyframe in turn, and press F5 once.


20.

None

Topic: Looking for Talented Flash Artist!!

Posted: 08/25/09 09:27 PM

Forum: Flash

At 8/25/09 08:50 PM, shippo13 wrote: Well my bf loves NG

What if he sees this thread?! :0


21.

None

Topic: Flash...

Posted: 08/01/09 06:33 AM

Forum: Flash

Just make it up. You're right, it is silly, but it's due to the fact that many companies use Flash.


22.

None

Topic: Power Ups

Posted: 07/31/09 08:34 PM

Forum: Flash

+= does work.


23.

None

Topic: help with function events

Posted: 07/31/09 08:26 PM

Forum: Flash

At 7/31/09 08:13 PM, TrippyWhale wrote: i tried mouse down and up and it still depletes the variable after switching to that weapon

Dry run your code - work through it by hand so you can understand what is happening.


24.

None

Topic: Power Ups

Posted: 07/31/09 08:22 PM

Forum: Flash

Your syntax is incorrect. To increment (increase) a variable, you can do this:

variable++; // increase by one

or

variable += some number; // increase by some number


25.

None

Topic: Gotoandplay, Key.isdown, And As2

Posted: 07/31/09 08:15 PM

Forum: Flash

At 7/31/09 07:06 PM, AntiWiggin wrote: I have an old game project interested in finishing for the sake of just finishing. I'm having a problem with getting a movieclip to play a certain section on certain key presses. Anyways, here's my code:

onClipEvent (enterFrame) {
if (Key.isDown(83)) {
gotoAndPlay(1);
} else {
gotoAndStop(1);
}
}

I'm honestly not sure why it isn't working. Another weird thing is when I substitute "gotoAndPlay(1);" with "play();" the movie clip works like I want it to (I can't use play however because I want other key presses to play different parts of the movieclip. I'm using AS2 obviously, but it's in the CS4 environment. I wonder if that has anything to do with it?

Thanks

If you have a stop(); action on frame 1, going to and playing it will be the same as gotoAndStop (if I remember correctly).

I must say, it's unusual that you would want to play from the same frame as you would otherwise want to stop at. Find a better way to organise it too?


26.

None

Topic: how do you make game smoother?(as3)

Posted: 07/31/09 08:12 PM

Forum: Flash

At 7/31/09 08:04 PM, Jereminion wrote: hello here is my game

http://www.swfcabin.com/open/1249083511

wasd to move, j to punch, ; to barf blood

the smoothness and speed is ok but if you move a bit it will lag occationally. can someone tell different ways to make a flash smoother? i put all the static mcs as "cache as bitmap" and the game is at 30 FPS. the quality is set for medium for default too. there is still lag with this.

Have you coded it messily? Try and optimise your code to run faster, paying particular attention to the code being executed when the lag occurs.


27.

None

Topic: Power Ups

Posted: 07/31/09 08:10 PM

Forum: Flash

A better way for you to get help is by posting SPECIFICALLY what your problem is: showing the code where the issue lies; describing what is wrong with it; describing what you want it to be like, etc.


28.

None

Topic: Programming Question...

Posted: 07/31/09 08:02 PM

Forum: Flash

If you want your Flash to do well, why are you making a dress up game? Stop, and make something more worthwhile.


29.

None

Topic: help with function events

Posted: 07/31/09 07:59 PM

Forum: Flash

You want to be using something like onMouseDown, not onPress.


30.

None

Topic: Power Ups

Posted: 07/31/09 07:56 PM

Forum: Flash

At 7/31/09 07:53 PM, MisterSins wrote: Weren't you suppose to help instead of joking? Just because you know how to do it, doesn't mean others know.

Well, how can you expect help when you haven't even provided us with a decent description of your problem? We aren't telepathic, and don't know what tutorials you're talking about - you haven't provided any links.


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Viewing 1-30 of 1,478 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 92950