Monster Racer Rush
Select between 5 monster racers, upgrade your monster skill and win the competition!
4.18 / 5.00 3,534 ViewsBuild and Base
Build most powerful forces, unleash hordes of monster and control your soldiers!
3.80 / 5.00 4,200 ViewsAre 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.
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.
Yes making a pause screen is blabla bla and then just blabla bla but remember to blabla bla.
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.
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.
You control the attached movieclips with their instance name that you are giving them.
Your instance names: menuiron1, menudog etc.
Start coding on the maintimeline frames. Things should then start making more sense.
Use a two-dimensional array.
var ar:Array =
[
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]
];
Move where ever the fudge you want.
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.
Read up on sharedobject.
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.
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.
At 8/7/11 05:35 AM, MisterTig wrote: What sort of thing usually causes this sort of problem anyway?
Stupidness.
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 thereFirst 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.
Step #1: Get Flash.
Step #2: Make Flash.
Step #3: ?????
Step #4: Profit!
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).
Sheepwall, cowwall, catwall.
Your "Walls" array contains two strings. Add the movieclips into it instead.
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.
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?
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?
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.
Don't try to be an overachiever in school. You'll burn out fast.
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).
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.
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.
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.
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.