Monster Racer Rush
Select between 5 monster racers, upgrade your monster skill and win the competition!
4.23 / 5.00 3,881 ViewsBuild and Base
Build most powerful forces, unleash hordes of monster and control your soldiers!
3.93 / 5.00 4,634 ViewsRobots are super cool. happy Robot Day everyone.
Happy ROBOT DAY everyone. can't wait to see all the crazy robot action and whatnot.
We made this to celebrate.
At 7/2/12 02:57 PM, TomFulp wrote: PLAY THE GAMES OF GAME JAM 7!!!
thanks tom! the game jam was great. Best one yet I think.
Tommm, you should make a new post about the jam and link to the games and stuff.
If Austin reads this.. is there like a Game Jam logo or anything this time? Or should we just make our own link to the collection?
Our game's coming together pretty well. It's about a secret agent cow.
Really looking forward to seeing how all these games turn out. One day to go, we need to work really hard.
At 6/28/12 10:57 PM, maxman43 wrote: Team Jones Edward
Programmer: me
Artist: maxman43
Musician: houzatosis
Wildcard: Himynameisjacob
Artist #2: Rooster
As team captain I approve of this. The "me" is supposed to mean me, nolanlabs.
If anyone else really wants to be on a team, we'll take them, otherwise I think we're good.
Team Jones Edward
Programmer: me
Artist: maxman43
Musician: houzatosis
Wildcard: Himynameisjacob
At 6/28/12 12:12 AM, AustinBreed wrote: Oh wow, itâEUTMs Team Picking Time!
Team Jones Edward
Artist: maxman43
Musician: houzatosis
Wildcard: Himynameisjacob
At 6/27/12 02:48 PM, Buzzwerd wrote:At 6/27/12 02:10 PM, AustinBreed wrote:+ After each programmer has made their first picks, we will have another round of picking. We'll keep doing rounds of picking until every person who signed up has a team.Does that mean there'll be teams of 7?
I was wondering the same thing, seems pretty big for a jam
I'd like to see an explanation of this as well, and before tomorrow... like an estimate of what time the thread goes up... Austin??
Does anyone know how submissions get onto the new "Featured Content" banner at the bottom of every page? I've seen a lot of pretty low-rated stuff down there, especially games...
Tom, will there be a Robot Day button/logo to use in submissions this year?
Our game's almost done, it's a sequel/spinoff to this.
Even if you have no money for the Kickstarters you have no excuse to not support that Lego thing. It's FREE!
At 6/20/12 12:55 PM, TomFulp wrote: In other news the Ludum Dare collection is a lot more fleshed out today.
I can't seem to get into the list of all the Ludum Dares from that page, I have to actually find a LD game and get to the collection from there... am I missing something?
Anyway it's really cool that you're doing this.
At 6/19/12 04:20 PM, TomFulp wrote: I'll leave out 7DFPS for now but I added your LD stuff... Hopefully those pages will flesh out over time.
Thanks, there must be more LD games out there, I just can't remember right now... ESCAPE was originally a Ludum Dare game, but it's probably been updated since then, same with Take Care of The Trees... I think Austin Breed made some LD games too.
Well you asked for it Tom, so here's all the game jam games I've made (that aren't in collections already):
Ludum Dare 22:
Survive a game development marathon in this Ludum Dare entry!
Mini-LD 32:
Help Tim travel through 32 classic games in this crazy adventure!
Mini-LD 30
Resize and move a box to fit through walls. Made for Mini-Ludum Dare #30.
7DFPS (i don't know if that counts)
Blast aliens in this retro vector first person shooter.
Can't wait for Game Jam 7, should be awesome!
Personally, I'd rather try the Kickball system, it sounds like fun. but maybe that's just because I'm a programmer.
Me and a friend made this for game jam 5 - which was pick your own teams. i'd like to try something new though.
And here's the whole class if that helps at all:
package
{
import flash.display.Sprite;
public class Blood
{
public var image_sprite:Sprite;
public var width:int;
public var height:int;
public var fade:Number;
public function Blood()
{
width = Game.Renderer.width;
height = Game.Renderer.height;
image_sprite = new Sprite();
image_sprite.graphics.lineStyle(1, 0xff0000, 1, false, "none", "none", "bevel");
var x:int = 0;
var y:int = 0;
for (var i:int = 0; i < 10; i++)
{
x = i * (width / 10) + Math.floor(Math.random() * 40) - 10;
image_sprite.graphics.moveTo(x, 0);
for (var j:int = 0; j < 3; j++)
{
x += Math.floor(Math.random() * 80) - 40;
y += Math.floor(Math.random() * 20) + 10;
image_sprite.graphics.lineTo(x, y);
}
x = 0;
y = 0;
}
fade = 1;
}
public function Render():void
{
if (image_sprite.alpha > 0)
{
image_sprite.alpha -= .01;
}
Game.Renderer.draw(image_sprite);
trace(image_sprite.alpha);
}
}
}
public function Render():void
{
if (image_sprite.alpha > 0)
{
image_sprite.alpha -= .01;
}
Game.Renderer.draw(image_sprite);
trace(image_sprite.alpha);
}
This is the Render() function which is called on every frame. Game.Renderer is the main BitmapData of the game that is drawn on the screen. The sprite is appearing on the screen, and the trace shows that the alpha is decreasing, but the change in alpha isn't showing up.
At 6/11/12 05:00 PM, milchreis wrote: Well, there you have it: you draw it on the screen (a bitmapdata).
But I'm running the draw() function on every frame, right after I change the alpha, so shouldn't that redraw the updated sprite each time?
I have a sprite called "image_sprite" which I have drawn lines on like this:
image_sprite.graphics.lineTo(x, y);
then I draw the sprite onto the screen with the draw() function. This all works fine, but I can't change the alpha of the sprite. I tried to use
image_sprite.alpha = .5;
but nothing happened. I'm somewhat new to AS3, am I doing something wrong here?
At 6/8/12 01:09 PM, 4urentertainment wrote: You could have a "MyLevels" class, that would have all your level variables inside of it.
Then in your main class, you just create an instance of it, like:
mylevels:MyLevels = new MyLevels();
mylevels.level1 //Would be your level1 array
This seems like a good solution; I'll try it. Thanks a lot.
At 6/8/12 02:46 PM, ProfessorFlash wrote: I'd just like to point out that you are doing the level array wrong. There is absolutely no reason to divide the level2 array into multiple arrays like you have done.
The reason I have the level array like that is because otherwise the auto-format puts it all on one line. This way I can keep it all in the grid and still use auto-format on the rest of the code. I don't know how that's "wrong," just different.
I'm making a tile-based game with AS3/FlashDevelop. Each level is stored as a 2D array like this:
level2[00] = [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1];
level2[01] = [1, 1, 4, 0, 1, 1, 1, 1, 5, 1, 1, 1, 1, 1, 1];
level2[02] = [1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 3, 0, 1];
level2[03] = [1, 0, 0, 7, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1];
level2[04] = [1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 3, 1, 1, 1];
level2[05] = [1, 1, 1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 1, 1, 1];
level2[06] = [1, 1, 4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1];
level2[07] = [1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 4, 1, 1];
level2[08] = [1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1];
level2[09] = [1, 0, 6, 1, 1, 0, 1, 1, 1, 3, 1, 1, 6, 1, 1];
level2[10] = [1, 3, 1, 1, 1, 0, 1, 6, 0, 0, 6, 1, 1, 1, 1];
level2[11] = [1, 0, 1, 0, 0, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1];
level2[12] = [1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1];
After that, I put all the levels into a "levels" array so I can easily load whatever level the game happens to be on.
levels = new Array(level1, level2, level3, level4);
Right now I'm putting all the level arrays on the main Game actionscript file, which is going to get really messy. Is there an easier way to load all the level arrays, through an external file or something? I just switched from AS2 to AS3 so all these different files are confusing me a bit.
Awesome, I'll be signing up for this.
This is what we made last year.
At 5/30/12 01:49 PM, Rawnern wrote: I love that project, but I would love to see more Newgrounds apps on the App Store - I just love Ground Cats!
Yep. Groundcats is awesome. We need more of that.
This was just a really cool news post to read. There's a lot of exciting stuff happening on Newgrounds right now, it feels great to be a small part of it all.
Hey Tom, when are the weekly broadcasts coming back? Last summer those were really fun.
FlashDevelop is a much cheaper (free) alternative, and compatible with FlashPunk and Flixel (used to make the second game you linked to).