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Response to: As3 To Php Posted August 28th, 2011 in Game Development

Are you trying to run this locally on your computer or have you uploaded the swf and the php to a server (and they are in the same folder)? You also need to give the urlrequest the path to the php file which means you either give it the url to it or if they are in the same location then just add the extension to it (tomyphp.php). Your php code also is trying to look up the GET variables, but you have defined in flash the method to be POST. It's been a long time since I played around with flash communication with php but those points should get you heading to the right direction.

Response to: As3 Dynamic Explosion Generator Posted August 22nd, 2011 in Game Development

Is not bad but also not that good. It's an ok explosion effect if you aren't watching it too carefully. But if you are then iIt's too visible that you are just creating bunch of balls with gradients that fade away.

Response to: pause screen [AS2] Posted August 22nd, 2011 in Game Development

Yes making a pause screen is blabla bla and then just blabla bla but remember to blabla bla.

Response to: Random Map Generation... Need Help Posted August 18th, 2011 in Game Development

You seem to already have a working level generation. I'm sure you can work out any glitches you have by yourself. You just need conditions (= if clauses) in your level generation to prevent unwanted effects. Without you posting any specific parts of code you are having trouble with, this is the best I can offer for you. Just think logically. Effect X happens, make a condition to prevent X from happening. It's that simple :P.

Response to: Help to understand arrays AS2 Posted August 17th, 2011 in Game Development

Do you really wanna learn arrays or do you just want to solve this problem? Because if you are dealing with two movieclips, it's easier to just give them unique instance names, ie. spike1, spike2.

Response to: AS3 Quadtree Posted August 16th, 2011 in Game Development

What is a quadtree?

Response to: Drag and drop menu items? AS2 Posted August 11th, 2011 in Game Development

You control the attached movieclips with their instance name that you are giving them.

Your instance names: menuiron1, menudog etc.

Response to: Drag and drop menu items? AS2 Posted August 11th, 2011 in Game Development

Start coding on the maintimeline frames. Things should then start making more sense.

Response to: Keyboard Menu Navigation Posted August 11th, 2011 in Game Development

Use a two-dimensional array.

var ar:Array = 
[
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]
];

Move where ever the fudge you want.

Response to: Drag and drop menu items? AS2 Posted August 11th, 2011 in Game Development

Start the drag of the item on mousedown. Stop the drag on mouseup and detect hitTest with the Z and X movieclips and move the dragged item to the Z or X location based on the hitTest result (if it isn't hitting either then return it to it's original location). Have a boolean variable for both Z and X, and set it to 'true' when the slot is occupied. That will help you detect if there is already an item in the slot and you can make the appropriate actions when the user tries to drop another item there.

There is the thought process in making this system. I don't think t here is any complicated code involved so I'm sure you can make it from that. You can of course come back to ask more specific questions with your code if you run into trouble.

Response to: Save/load Levels In Platform Game Posted August 10th, 2011 in Game Development

Read up on sharedobject.

Response to: Moving platforms help? Posted August 10th, 2011 in Game Development

For a guy with over 30 flash submissions and several of them being tutorials, you display remarkable lack of knowledge on very basic operations.

How do you move a 'ground' movieclip to the left?

ground._x -= speed;

How do you select a random 'ground'?

if (Math.random() < 0.5) ground = ground1 else ground = ground2;

You telling me you didn't know those things? Get a grip legodude2000.

Response to: Flixel questions Posted August 7th, 2011 in Game Development

It seems you may have a wrong idea of what flixel is. Like said already, it's a framework, which basically means it's a collection of class files. Those classes contain bunch of useful functions for you so you don't need to write them yourself, but you do need to understand what they do if you want to use them. Seeing you say "you recently picked up interest in making flash" would suggest that you don't know actionscript at all? Nor are you familiar with OOP (object oriented programming) concepts? In that case flixel won't make things easier for you.

Response to: ActionScript problem? Posted August 7th, 2011 in Game Development

At 8/7/11 05:35 AM, MisterTig wrote: What sort of thing usually causes this sort of problem anyway?

Stupidness.

Response to: ActionScript problem? Posted August 7th, 2011 in Game Development

At 8/7/11 04:53 AM, MisterTig wrote:
At 8/7/11 04:40 AM, fluffkomix wrote: this question is still related to the last thread you made. Repost this question there
First of all: oops!

Second of all: I'm never gonna get an answer, am I? :(

If someone told you to use stopAllSounds() then you got your answer already. If that isn't 'working' then you have messed up somewhere else so you need to ask new questions.

Response to: How? Posted August 4th, 2011 in Game Development

Step #1: Get Flash.
Step #2: Make Flash.
Step #3: ?????
Step #4: Profit!

Response to: Array generator Flash Portal Posted August 4th, 2011 in Game Development

At 8/3/11 06:51 PM, SethFx23 wrote: It does have useful purposes, but its just mainly fun dude. Chill, it was just an idea, I didn't plan to make the new Notepad ++.

I checked it out after reading your post and I have to ask, what about it is fun or useful?

@Prid-outing: You say it gets more useful the more values you have to insert to the array, yet you give us one horizontal space to write the values which means you can't even see all the values you already inserted after you go off the visible space. So you admit it to be useless for inserting just few values, and then make the program like so that it supports best inserting few values. Conclusion; you made a useless program.

I mean no offense with this post, it's ok to do stuff for fun, but let's call it like it is; useless program and there is no 'fun' for the user (you having fun making it doesn't make it fun for us).

Response to: I would like your opinion please Posted August 2nd, 2011 in Game Development

Sheepwall, cowwall, catwall.

Response to: As3 HitTestObject array Posted June 7th, 2011 in Game Development

Your "Walls" array contains two strings. Add the movieclips into it instead.

Response to: Array Movie Clips Wont Move Posted June 4th, 2011 in Game Development

Your problem is that you added bunch of strings to your array, not the movieclips.

for (t=19; t<=20; t++) {
_root.attachMovie("blue", "blue_"+t, _root.getNextHighestDepth(), {_x:Math.random()*500, 
ion.push(_root["blue_"+t]);
}

If my memory serves me correctly about as2, that's how you should have done it.

Response to: Issue: Class Scripting D: Posted May 29th, 2011 in Game Development

How are you connecting an mc to this class? And since this is AS2 and you basically take no advantage of classes, why don't you just put your code inside the movieclip?

Response to: Help Me Programers! Posted May 25th, 2011 in Game Development

At 5/25/11 03:16 PM, CameronMc wrote: SpaceBAR. What are you talking about? If they don't press spacebar before the pit it redirects them to a fall in a hole/ game over scene.

Space on your keyboard == spacebar. What are you talking about?

Response to: Help Me Programers! Posted May 25th, 2011 in Game Development

At 5/25/11 01:39 PM, CameronMc wrote: Actually, I think I have an easier way to rap this project up. Can someone tell me how to make a window of like ten or so frames where if you press spacebar it continues the animation, and if you miss it the animation jumps to a game over scene?

If you miss hitting space on your keyboard, then it continues the animation? What? How in the fudge could we detect if a person sitting behind his keyboard missed pressing the space? Because he could just correct his mistake and try again and this time hit space. Unless we got some kind of webcam feed from the user and some sort of finger-spacekey detection from the live webcam video feed, then there's no way we could achieve that. And frankly building that webcam finger detection app is a bit out of your league.

Response to: Help Me Programers! Posted May 25th, 2011 in Game Development

Don't try to be an overachiever in school. You'll burn out fast.

Response to: Need Senior Flex/flash Developers Posted May 24th, 2011 in Game Development

First of all, thanks for thinking there is such a person in these forums. Secondly, your chances of finding this 5+ years experience senior with 'mad skills' is slim to none (and that's putting it optimistically).

Response to: As3 Event listener question... Posted May 23rd, 2011 in Game Development

I lol'ed. Sorry, you maybe new to AS but that was funny :).

As for the solution, like said already, just call your function once. If you are coding in frames, then just put the function call in each frame you want to call it. If you are transitioning through frames by code, then call the function afterwards. Absolutely no need for enterFrame for this.

Response to: Movieclips in an Array Posted May 22nd, 2011 in Game Development

At 5/22/11 01:46 PM, gOrc wrote: enemies = new Array("orc1", "orc2", "orc3", "orc4");

You just added a bunch of strings into your array. If you want to refer to the instance name you created, then just type it without the quotation marks:

enemies = new Array(orc1, orc2, orc3, orc4);
enemies.gotoFunction = AI;

No idea what you tried to do here.

Response to: Timer Efficiency Posted May 22nd, 2011 in Game Development

Depends on the interval of the timers, but if I take a wild guess I'm going to have to say it will lag like fudge.

Response to: AS3 Movement help Posted May 22nd, 2011 in Game Development

At 5/22/11 07:38 AM, Sanjeev98 wrote: Do you mean adding an event listener for the keydown event as an enter_frame event?

That doesn't make any sense dude. Do you even understand yourself what you just said?

I'll reiterate on what the movement logic in code is if you still didn't understand it. You add your key down/key up event listeners to the stage one time. When a key down event fires, set a boolean to true that indicates thatthis key is down (by checking what the keyCode is). Then either add an enterFrame event in the key down event and remove it again on the key up event, or add the enterFrame event at the same time as the key events and listen to it constantly.