Monster Racer Rush
Select between 5 monster racers, upgrade your monster skill and win the competition!
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Build most powerful forces, unleash hordes of monster and control your soldiers!
3.93 / 5.00 4,634 ViewsAt 8/22/11 02:06 AM, PSvils wrote: 2D rendering with molehill
Yeah wow. That's great news. My only concern would be the reach of the version of FP with molehill. Is FP11 out of incubator build yet? If so -- Are there any stats about what % of computers have FP11 installed?
Also: Anyone particpate in Ludum Dare over the weekend? I would love to check out your entries.
Can you post the source for that demo?
Hey guys. My new game was finally released. Tell me what you think.
Click to view.
At 8/3/11 09:11 PM, Spysociety wrote:At 8/3/11 09:10 PM, PSvils wrote: Don't just post error codes, post the actual error, even if it means Googling it etc.Yes I changed, I made:
Change com.adobe.whatever to the filepath you have then, and it should work by the looks of it...
import com.spy.codes.Brick;
var firstBrick:Brick=new Brick();
And it gives me these errors.
Can you please post the actual errors and not the codes?
package com.adobe.ooas3 {
public class Brick
Should be package com.spy.codes {
public class Brick
Just look. It looks as though he accidentally copied and pasted this thread from the same Spam PM he sent to The-Exp (developer of help the hero and upgrade complete)
"Your work on the recent "Help the Hero" is excellent, and the great addicting Upgrade Complete games are fun!
It would be an honor to compose for you!"
Personally, if I was a mod I would be banning these guys as they have been spamming me and others via PM. But thats just me. :)
Don't buy into this guys nonsense. There is plenty of great audio to use for free on the audio-portal. There are also plenty of great musicians that will help you out at no charge in the audio forum.
I have a blitting engine on github, but it has a lot of overhead and it forces you to use a state system. I've been debating making it as simple as possible and isolating the blitting stuff. It also has no documentation. https://github.com/prettymuchbryce/PMB-B litting-Engine
This is a poor design. I would make that definition object its own class rather than just being any Object.
I'm really sorry that this happened to you. Unfortunately theres probably not a lot you can do. You can contact his sponsor and the reputable portals that his game is on and let them know. Maybe it will prevent him from being able to get any more games sponsored. It's unlikely theres anything legal you can do, especially if he's in a different country. It's a real shame that people do this. I can't exactly understand the mind of someone who would do this. I would advise you that if you're worried about this happening again, and if it's true that he directly ripped your sourcecode, that you should get SWFProtect or one of the other encryptions services on your next game.
At 7/20/11 06:23 AM, milchreis wrote: As1 and As2 also supported oop.
poorly
Behold my amazing placeholder artwork for a game I will probably never finish!
At 7/17/11 05:58 PM, CodeCrunch wrote: One quick thing though
[Embed(source = "people.swf#person")]
Cool trick. I didn't know you could do that.
Its an option in FB, but it's enabled by default. Even still if you had it set to external SWC then you wouldn't get an error until you actually try to build and run the project. This is definitely a problem with the tools your using since you said you can't even build the project because your IDE can't find the instances on the movieclips in the SWC, right? I don't know really know anything about mxmlc or flashdevelop. Sorry!
I'm using FB4. I goto my project settings. Import the SWC. Set the Link-Type to Merged into Code and as long as I have setup the MovieClip correctly within the SWC I exported from CS5 then I can reference instances.
I'm not sure what xmxmlc is but if you mean mxmlc then you are giving yourself some unneeded work. You probably have to add some compiler argument or some bullshit like that.
var myHud:myHud = new myHud();
addChild(myHud);
myHud.score.text = 500;
Cool it seems to work okay for me. Why would you want to use a custom data format? Wouldn't it be better if it's in a format that everyone is familiar with like XML or JSON so that it's easier for people to understand and write a parser?
Also just curious did you write this with the Flash IDE?
Personally I like to use Ogmo editor. It has nice customizability and it exports to XML format. It's open source too check it out: https://github.com/MattThorson/Ogmo-Edit or
Could you provide a tilesheet we can use for testing? Does it output to XML format?
At 7/14/11 02:22 AM, milchreis wrote:Blindly following other opinions will more likely lead to genocide than to a program that fits to your needs.
Why would you post something like that? You think you're helping anyone? Why would you contribute to a community if all you're going to do is provide snarky comments like that?
Clearly there is value in knowing what other developers/artists prefer to use. For example, alot of people dislike CS5. It might valuable for him know why they might prefer another version.
Actually I think this is a cool idea. There are some sites that review flash games (jayisgames, indiegames blog, rockpapershotgun) most of those sites only have time for the really popular games because they also cover PC games and whatnot. I think your idea could gain traction if you are consistent with your updates, which is the most important thing about blogging.
Dear flash cs5,
just because I drag something over you doesn't necessarily mean I want to drop it in you.
thanks
-bryce
Okay enough about money. Who has played a game that they thought was really great recently?
For me the new Ulimate Assasin 3 is pretty good. Also Battle stance and army of ages. But most of all Hazmat. Wow what a fantastic game. :]
So your problem is that you want to add the arm MC to the stage rather than inside the player movieclip, correct? So can you post the code you're using to add elements to the stage?
This has probably been asked before but do any of you have twitter? I wanna stalk you.
I programmed a new twitchy cuboy game which should be out soon. Our Sponsor, SPIL Games are very friendly people, but because of their translation stuff, the process of releasing a game through them has been very long (6+ weeks) :[
very happy with meetup would meet again A++++
http://blog.mattmakesgames.com/2009/06/e mbedding-xml-in-as3.html
I've been fooling around with simple iphone stuff for a while and I was just wondering if anyone has any experience with any frameworks for the iphone that can share any opinions of them? Particularly sparrow or cocos2D. Which one do you prefer and why?
At 5/17/11 09:20 PM, sasuke2910 wrote:At 5/17/11 09:17 PM, PrettyMuchBryce wrote: Stuff.Oh, yeah sorry, should of explained better I guess. I'm doing that and I will be using XML.
I mean to get the user to actually be able to drag and rotate the shapes.
What about something like this: http://wonderfl.net/c/mxIP
Isn't that sort of how flash's rotation tool works?
You need to make the editor able to generate files that your game can read later on. In situations like this I always first try to figure out what kind of information my XML should hold and what it might look like. Since you're not doing it tile-based, it might benefit you to have each item in the level an object. Each floor could be an object, start and end points could be objects etc. So your XML might look something like:
<DATA>
<FLOOR x = "10" y = "60" width="100" height="10" rotation="5"/>
<STARTPOINT x="10" y="10" />
</DATA>