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 ViewsIt looks good. What kind of time line are you looking at and what are you going to do with it? Sponsors?
This is really awesome. Indie game monaco embeds its level data in an image using the bits for RGB color values. This way the only thing you need to do to share a level you made with someone is send them an image of the level!
Well he is trying to learn thats why he is asking.
A hitTest in AS2 involves 1 object, an x and y value, and a "shape flag".
The first object is designated before the .
in this case it's ground. that is -- in other words you are calling a hitTest FROM the ground.
The second object is designated by an x and y value. In this case the x and y value of whatever this code is attached to. Probably the player I would assume?
So you your object (ground) and two points x-(width/2) and y-(height/2) you also have your shape flag (true).
The hit test is checking to see if the ground overlaps these two points in any place, if so, it will run whatever code you place inside the brackets { }, otherwise it won't.
The reason the points are not simply x and y, and are instead x-(width/2) and y-(height/2) is probably to make sure the point is in the center of the object. If you are defining the x and y point as the bottom right corner for instance, then this would make sure that the point ends up in the center. I'm not totally sure since I cannot see the object, but it is pretty simple math so you should be able to figure that out.
The shape flag is less important for now. Basically, if you have the shape flag set to true it will analyze the ground based on its shape, otherwise it will ignore the shape of the ground and look at it as one big rectangle. It is slower to have the shape flag set to true since flash has to analyze every curve of the object, but it is more accurate.
At 3/1/11 09:03 AM, tsukimori wrote: I'm currently doing a project for a game company that is looking to purchase flash games from game companies. I tried flashgamelicense website but need alot more.
Just a heads up. Most developers aren't okay with you taking their source code, even if you sponsor the game.
Here is my short advice to you. This is your first game. It will not be an epic re-imagining of a genre. Start very simple. Making something and actually finish it. Even if it sucks. You will improve. Forget story and stuff for now -- especially if you don't even know how to program at all. And yes -- story comes second to gameplay. This isn't a movie you're making, its a game. Games need good gameplay.
Simple simple simple. You are only learning the basics for now. Don't get ahead of yourself.
Good luck to everyone heading to IGF and FGS this week.
At 2/24/11 02:02 PM, Innermike wrote: Do you prefer a character smaller than the tiles or the same size ?
I've never even thought about it. in the end who cares as long as the game is fun
At 2/23/11 08:24 PM, UknownXL wrote: I would like to think this place is populated by those other than immature kids.
!!!!!
check your PMs
Cool submissions. This jam was a lot better than the last one.
Glaiel's game is my favorite so far. MUST HAVE BEEN THE SHAKING AND PARTICLES!!!!! YEAH!!!!!!!!!!!!!!!!!!!!!!!!!
So I have an array that is holding 100's of objects and I will be cycling through them often as well as adding and removing things fairly often. This is really bad because it is an array. Is it any better to use a vector even though I cannot specify it's length? Would this be a good instance to use a circular linked list?
(continuation from last post)
So as most of you know in my personal dealings with people around here. It's come to my attention that some of you are pretty unhappy with..
(continued in next post);
(continuation from last post)
Yeah anyways like I was saying. I had to tell you guys something pretty important. Wow. I can't even believe I'm about to say this in public but yeah... (continued in next post)
At 2/18/11 10:56 PM, CalvinGodly wrote:At 2/18/11 10:55 PM, CalvinGodly wrote:Did you read the rules the first time you were here, there is no "I'm Back!" threads bro.At 2/18/11 10:51 PM, PrettyMuchBryce wrote:back sup?
Wow, fix'd.
Did you read the rules about doubleposting. oh shit!
Anyways no I was just making this thread for a very important reason. (continued in next post)
General? Does that mean you're like.. in the army or something? lol jk brb
back sup?
i need help!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!
any of you guys wanna help me play test my next game ? its pretty short
At 2/12/11 12:05 PM, GustTheASGuy wrote: http://fixplz.blourp.com/blog/
Plug.
cool stuff (the parts that I understand anyway)
At 2/10/11 04:58 AM, JackSmack wrote: Thank you everyone who voted for BearBound in the monthly rankings! Our game jam game was number 4 of the month of January!
Congrats Jack. How many total plays is bearbound up to ?
At 2/10/11 10:10 AM, Dued1 wrote: I spent 2 week making a small game for the iphone in flash.
Are you sure flash games work on the iphone? I don't think they do. :(
My 10th anniversary of being on NG is coming up next month. I want to make an occasion out of it. I wish I could have prepared some kind of cool game or something but I am way too busy to do that. Maybe I'll just get drunk and watch all my favorite newgrounds stuff.
I guess the arcadeprehack thing doesn't really bother me. It's more just the fact that anyone could see my code, or that a portal owner could strip my game of my sponsors links and logos.
Anyways I guess I could always try manually obfuscating my variables and classes before release. But if something breaks later on I will have to redo it.
Does anyone know of a cheap or free swf obfuscator ? I am bummed that my last game ended up on arcadeprehacks. Meaning someone decompiled and could see all my hard work. I don't want that to happen again.
SwfProtect seems to be the popular choice but I don't have 300$ to shell out for something like that. Anyone here have a cheaper solution or written their own?
At 2/4/11 10:35 AM, skatc wrote: When I upload a Flash game will it immediately be live on the Newgrounds site, or will I get a chance to test it privately first before I publish it (like on Kongregate)?
Once I do publish my game, is there a review period before it is live on the site?
Someone correct me if I'm wrong, but once you submit it, it will automatically appears on the portal right away. This is pretty janky and I wish it were more like kong, but the newgrounds portal was created way back in the 1800's before ipods and cotton gins.
There is no "review" period. The users review your game/movie. The score & user reviews are hidden until ~400 views I believe, then you see your score and what reviews have been left so far.
At 2/3/11 07:32 PM, Glaiel-Gamer wrote: Blatant plug of plugitude
Looks good Can't wait to play it!
I discovered that by making the cam start on frame 2 instead of frame 1 all of my errors disappear. I have no idea why, but it works.
These types of questions usually are not appreciated here. You are giving us a very basic and bland problem with no code and then asking us to give you some code that will help you fix your problem.
You need to be more specific and post code examples. Part of making a game is solving problems and it looks like you have some problems with your engine. Pick one thing at a time and try to figure out what's going wrong. Post some code.
When I used to use AS2 I would do those variables timers like what you're talking about. They work pretty well you just need to add a boolean check if your game ends or if the player dies. So you would do something like.
var healthTicks:int = 0; // these are ticked every frame
var healthMax:int = 30; //how long until health is increased
var health:int = 100; //player health
var isLeveledUp:Boolean = false; //set this to true when you want it to stop going up
//put this stuff in an enterframe
healthTicks++;
if (isLeveledUp==false&&healthTicks>=health Max&&health<=100) {
health++;
healthTicks = 0;
}
Flash does have a timer class, but this won't really solve the problem you're having. It's been a long time since I did AS2 so this is really just psuedo code. Hope it helps.
I am working on a game that has a flash movie intro. The intro uses a VCam which is pretty typical of most good animators. The problem is when I link the MC and try to instantiate it and add it in my project I get erros mostly related to the "parent" & "stage" identifiers. The sprite that I am adding this flash movie instance to does not have the stage property. That makes enough sense (since its not the original class I'm calling), but the parent tag problem doesn't make as much sense. Heres the VCAM code.
So obviously the last thing I want to have to do is go in and name every single instance name of the vcam on the timeline and then modify the code to somehow still work. I thought I would try this first and see if anyone else had run into this problem before.
/**
* VCam AS3 Interactive v1.0
*
* VCam based on original code by Sham Bhangal and Dave Dixon
*
* Dynamic Registration AS3 code based on work by Oscar Trelles, AS2 work by Darron Schall (www.darronschall.com)
* and AS1 work by Robert Penner (www.robertpenner.com)
*
* Special Thanks to Josh Steele and Jeff Brenner
*
* @author Bryan Heisey
* @version 1.0
* @created 27-May-2008
*
* Requirements: Flash CS3+ & Actionscript 3
*/
mouseEnabled=false;
visible=false;
////////////////////////////////////////////////////////////////////////////
// Get stage width and height //////////////////////////////////////////////
var oldScaleMode:String=stage.scaleMode;
stage.scaleMode="exactFit";
var sW:Number=400;
var sH:Number=518;
stage.scaleMode=oldScaleMode;
////////////////////////////////////////////////////////////////////////////
// Get Vcam width and height ///////////////////////////////////////////////
var bounds_obj:Object=this.getBounds(this);
var camH:Number=bounds_obj.height;
var camW:Number=bounds_obj.width;
////////////////////////////////////////////////////////////////////////////
// Creat Point for dynamic registration point //////////////////////////////
var rp:Point=new Point(x,y);
////////////////////////////////////////////////////////////////////////////
// Add Event Listeners /////////////////////////////////////////////////////
addEventListener(Event.ENTER_FRAME,camControl);
addEventListener(Event.REMOVED_FROM_STAGE,reset);
camControl();
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
function camControl(...event):void {
////////////////////////////////////////////////////////////////////////////
// Move the registration point to the vCams current position ///////////////
rp.x=x;
rp.y=y;
////////////////////////////////////////////////////////////////////////////
// Gets the current scale of the vCam //////////////////////////////////////
var h:Number=camH * scaleY;
var w:Number=camW * scaleX;
////////////////////////////////////////////////////////////////////////////
// Gets the stage to vCam scale ratio //////////////////////////////////////
var _scaleY:Number=sH / h;
var _scaleX:Number=sW / w;
////////////////////////////////////////////////////////////////////////////
// Positions the parent ////////////////////////////////////////////////////
x2=w / 2 * _scaleX;
y2=h / 2 * _scaleY;
scaleX2=_scaleX;
scaleY2=_scaleY;
rotation2=- rotation;
////////////////////////////////////////////////////////////////////////////
// Apply vCam filters to bitmap ////////////////////////////////////////////
//parent.filters=this.filters;
//parent.transform.colorTransform=this.transform.colorTransform;
}
function reset(e:Event):void {
////////////////////////////////////////////////////////////////////////////
// Cleans up data for garbage collection ///////////////////////////////////
removeEventListener(Event.ENTER_FRAME,camControl);
removeEventListener(Event.REMOVED_FROM_STAGE,reset);
////////////////////////////////////////////////////////////////////////////
// Resets parent properties ////////////////////////////////////////////////
parent.scaleX=1;
parent.scaleY=1;
parent.x=0;
parent.y=0;
parent.rotation=0;
parent.visible=true;
}
function set x2(value:Number):void {
var p:Point=parent.parent.globalToLocal(parent.localToGlobal(rp));
parent.x+= value - p.x;
}
function get x2():Number {
var p:Point=parent.parent.globalToLocal(parent.localToGlobal(rp));
return p.x;
}
function set y2(value:Number):void {
var p:Point=parent.parent.globalToLocal(parent.localToGlobal(rp));
parent.y+= value - p.y;
}
function get y2():Number {
var p:Point=parent.parent.globalToLocal(parent.localToGlobal(rp));
return p.y;
}
function get scaleX2():Number {
return parent.scaleX;
}
function set scaleX2(value:Number):void {
setProperty2("scaleX",value);
}
function get scaleY2():Number {
return parent.scaleY;
}
function set scaleY2(value:Number):void {
setProperty2("scaleY",value);
}
function set rotation2(value:Number):void {
setProperty2("rotation",value);
}
function setProperty2(prop:String,n:Number):void {
var a:Point=parent.parent.globalToLocal(parent.localToGlobal(rp));
parent[prop]=n;
var b:Point=parent.parent.globalToLocal(parent.localToGlobal(rp));
parent.x-= b.x - a.x;
parent.y-= b.y - a.y;
}