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Response to: Huge Zelda project sharing screens Posted January 13th, 2012 in Game Development

Do you have a playable version somewhere? I'm a actionscript 3 programmer and I can help you with you project. Let me know on pm.

Response to: Cs5 and CS5.5 Posted January 10th, 2012 in Game Development

Unfortunately no. He will need 5,5 as well. Adobe policy is to make everyone upgrade their products every year.

Response to: [AS3] Changing variable's object Posted January 8th, 2012 in Game Development

Egg Class

Creature class extends Egg

main class:
var creature1:Creature = new Creature(some params if required);

Something like that?

Response to: Annoying exporting problem Posted January 7th, 2012 in Game Development

Maybe you have an infinite loop in your code or something like that. There is a script time limit: default 15 sec. If you have an error in your code, flash won't be able to publish your swf.

Response to: Help Me With the scoreboards. Posted January 5th, 2012 in Game Development

What exactly do you need to do? Be more specific

Response to: preloader: access document class Posted October 31st, 2011 in Game Development

Ok solved.
I had reference to stage.stageHeight in private var in document class. There was no stage at that time.

Response to: Alpha = 0 forever? Posted October 31st, 2011 in Game Development

you can use statement like:
if(mc.alpha == 1){
mc.alpha = 0;
} else {
mc.alpha = 1;
}
For every item in your project you can add them to array and do it for every item in array using loop

preloader: access document class Posted October 31st, 2011 in Game Development

I want to load big.swf into my preloader.swf. I did it before with many projects until I switch to OOP. Right now my preloader have an error like this:"TypeError: Error #1009: Cannot access a property or method of a null object reference. at myDocumentClass();" myDocumentClass is a main document class in big.swf. I dont have any symbols or code in timeline in big.swf. Everything is in document class and I used init function to place everything on stage after ADDED_TO_STAGE.

anyone can help with that?

Response to: AS3 "a" key press problems Posted August 24th, 2011 in Game Development

import flash.events.KeyboardEvent;

var inputKeys:Array = new Array("a", "b", "c", "d", "e", "f", "g", "h", "i", "j",
"k", "l", "m", "n", "o", "p", "q", "r", "s", "t",
"u", "v", "w", "x", "y", "z");

stage.addEventListener(KeyboardEvent.KEY _DOWN, inputKeyDown);
stage.addEventListener(KeyboardEvent.KEY _UP, inputKeyUp);

function inputKeyDown(event:KeyboardEvent):void
{
var currentKey:uint = 65;

for (var i:int = 0; i < inputKeys.length; i ++)
{
currentKey += i;

if (event.keyCode == currentKey )
{
trace(inputKeys[i]); }
}
}

function inputKeyUp(event:KeyboardEvent):void
{
trace("NO KEY");
}

Maybe something like this will help

Response to: swf in diffferent browsers Posted June 29th, 2011 in Game Development

Yeah. It's in a developing process. Still lot of things to do...

Response to: swf in diffferent browsers Posted June 28th, 2011 in Game Development

Until yesturday everything was fine. Hope that will be sorted out somehow soon. Thanks anyway for testing.

Response to: swf in diffferent browsers Posted June 28th, 2011 in Game Development

I have Firefox 5.0

Response to: swf in diffferent browsers Posted June 28th, 2011 in Game Development

And i just check once again and it gets stuck in the middle of the battle. What firefox version do you have? By the way, on a local machine it's working fine, in firefox as well.

swf in diffferent browsers Posted June 28th, 2011 in Game Development

Hi.
I'm developing a rpg game project now, and I found a very strange thing. My swf act in different way in different browsers. My swf doesn't working properly in mozilla firefox. In google chrome, and IE works just fine. How is that so? what could be reason for that? I used external xml file stored on my server so mayby browsers handle xml in different way? But I'm sure xml i loaded into swf in every browser.
Here's link for my game:
<a>http://www.truesign.ie/rpg<a>
In fight section (after few seconds) you can attack enemies in chrome and IE but not in mozilla.
Anyone?

Response to: dispatchEvent - handler problem Posted June 10th, 2011 in Game Development

You told me nothing.
I post the same question on another forum and I got my answer in 5 minutes. Where exacly you told me that? If you don't know the answer just, don't try to act like you know it.

Response to: dispatchEvent - handler problem Posted June 9th, 2011 in Game Development

Ok. I didnt write how exacly i'm calling function becouse its not important. I could strip that code without eny function as well.

But i know why this doesnt work. Becouse I added listener after I created new instance of ai. And that instance dispatch event before listener. thanks for help anyway.

Response to: dispatchEvent - handler problem Posted June 8th, 2011 in Game Development

Ok. So once again:
In main class I have created new instance of a AI class and and an listener for a custom event as fallows:

_ai = new AI(_playersNoArray, _itemsInStands);
_ai.addEventListener("decisionMade", bestOptionFound, false, 0, false);

private function bestOptionFound(evt:Event):void{
	trace("hello");
}

Then in AI class I do all my logic and after its finished I run a function that dispach event for a main class:

Inside AI class:
private function bestOptionSet():void{
	var boole:Boolean = hasEventListener("decisionMade");
	var boole2:Boolean = willTrigger("decisionMade");
	dispatchEvent(new Event("decisionMade", false, false));
			
	trace(boole);
	trace(boole2);
	trace("dispacher triggered");	
}

So my trace statements give me info that my function working fine but there is no listener attached to my AI class (boole and boole2 = false). thats why my handler cant be triggered.
Any ideas?

Response to: dispatchEvent - handler problem Posted June 8th, 2011 in Game Development

Yeah. you are right. I din't know that I named function the with the same name in main and ai classes.

AI class does all logic to find best option and then, if all option are checked trigger function bestOptionFounded() Inside it i dispachEvent.


I can't find bug in a code. Why my event handler isn't triggered?

In main Class:
_AI = new AI(_param1, _param2);
_AI.addEventListener("decisionMade", bestOptionFounded, false, 0, false);

private function bestOptionFounded(evt:Event):void
{
			trace("hellow");
}

In AI class:
private function bestOptionFounded():void{
			var boole:Boolean = hasEventListener("decisionMade");
			var boole2:Boolean = willTrigger("decisionMade");
			dispatchEvent(new Event("decisionMade", false, false));
			
			trace(boole);
			trace(boole2);
			trace("dispacher triggered");
			
		}

trace:
false
false
dispacher triggered

So I didn't attach listener to my AI object or what?

Response to: Artist for a split 30% profit Posted April 15th, 2011 in Art

Battle mode improved already - but that doesn't mean it's finished.

Response to: Artist for a split 30% profit Posted April 14th, 2011 in Art

I will check spellings.
It's still a long way to finished version.
I know that battle mode isn't working yet. That's why I gave first link for a previous version at http://rpg.truesign.ie Version you saw is just basic structure a skeleton for me programming classes. So there is a lot of thing to change. This is just a begining...

Artist for a split 30% profit Posted April 14th, 2011 in Art

Hi,
I'm looking for an artist for a cRPG game project. My offer is 30% for an artwork. Split profit will be as follows:
Programmer: 40%
Artist: 30%
Graphic Designer: 10%
S/F and Music: 20%
It's a kind of large project so I need person with a lot of time. I will need sprites for my protagonist (top view - animated walk, side views for battle) and many different enemies, bitmap backgrounds for a field view and battle view, npc's, weapons, armors, items ect. - so a lot of work.
I started that project a year ago. You can see how it's going to be look like here: http://rpg.truesign.ie/ on a game section. I left that project unfinished because I programmed this not in OOP, so it was really hard to manage it, and make it bigger in a future.
Right now I started it one more time from beginning in a OOP. I have got already some basic structures for a game. You can see new progress at: http://www.truesign.ie/rpg/
So if anyone is interested in a project like this, send me some your artwork samples. I like Final Fantasy style artwork but whatever will be good looking for a game like this will be fine for me.
PM if you have any questions.

Response to: Platform game level change coding Posted April 4th, 2011 in Game Development

Everyone has their own way to learn so give him a chance.
What exactly you want to do? What version of AS you use? AS3?
Do you have your levels as a mc with horizontal scrolling? You can use something like this:
if (player_mc.hitTest(yourSpot_mc){
removeChild(bg1);
addChild(bg2);
}

Response to: Pasting pictures in my animation Posted April 2nd, 2011 in Game Development

Scan it to jpg file, and save it on your computer. Then use import from flash, browse for your jpg and that's it.

Response to: pacman tutorial [as3] Posted April 2nd, 2011 in Game Development

Try to look for a maze game or a tile based game tutorials. But to be honest, why don't you just start figure out for yourself a basics steps how to make a game. One step at a time...

Response to: Test my game? Posted March 15th, 2011 in Game Development

To be honest: I dont know how to play, and what is going on there. Too messy for me. I assume it's a kind of civilization game right?

Response to: Curved path from point A to point B Posted March 15th, 2011 in Game Development

You can you gravity as a one of the forces. For example:
var gravity:Number = 0.1;
every frame{
robot.x + = 1;
robot.y += 0.2;
robot.y - = gravity;
gravity += 0.02;
}
I know it's not a proper gravity, but you can use it as a force to move your robot down. When you start robot movement he will go up and then every frame your gravity will be bigger and move robot down more and more every frame. Try to work with this number and you will find your solution.

Response to: 3 probably simple problems Posted March 12th, 2011 in Game Development

In general:
1)Use var Boolean and if(true){do smth}, if (false){do smth}

2)import sound to your library, givi it a class name, then use it as a varuiable in code: var snd:YourSndName = new YourSndName(); nad then snd.play();

3)add and remove mc from one place to another and store it in an array

Response to: I don't understand AS3 classes D: Posted December 18th, 2010 in Game Development

name of the function have to be the same as the name of a class.

package 
{

	public class dog
	{

		public function dog()
		{
			// constructor code
			bark();
		}
		private function bark():void
		{
			trace("woof ")
		}

	}

}
Loking for an artist to rpg game Posted December 17th, 2010 in Game Development

Hi all.
When I started to learn AS i tried to make rpg game. I made a lot of it but I had to stop it, becouse of lack of time. Right now, with more knowladge about programing and more projects on my account i would like to go back to that rpg. Thing is I'm very bad with graphics so I need someone to help me. Thing is, now i have to change a lot of code inside in and i will take a lot of time. I have to convert it to OOP and make some things better.
You can see old version of my rpg on: <a>rpg.truesign.ie<\a> on game section. There is almost everything to change in graphics so it will be long way. Anyone have enought time and want to help? If you want to join please contact me and send some of your artwork. I preffered finalfantasy style art, but everything could be good. Shared benefits off course.

If there is a programer who want to work with me on the code, feel free to contact me as well. We could speed this up.