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 Viewsi'm posting in here because i went to this meet and erryone needs to know who i am.
STEPHEN REPORTIN' IN
also drunk hot-tubbing was awesome :3
I'm almost impressed that people have the gall to so blatantly steal from such a big community these days. I suppose it's easier to steal music and get away with it than it is to steal a flash game or movie, but it's not like Newgrounds members only stay on one site. Sooner or later, these thieves are going to be noticed. I don't get how one can expect to profit off of stolen music and not face any retribution.
SIGH.
my first award! :D snazzy!
congrats to everyone.
At 4/24/09 08:30 PM, valval26 wrote: Nice preloder
Can't wait to see it
ALL HAIL THE FLAMING CARROT!
ALL HAIL THE FLAMING CARROT!
that's really funny. how about you upload a picture every time you post because they're all so funny.
i wonder how people will react to the "no more monthly monies" thing :S
i don't see it as much of a big deal, myself, but i can't speak for everyone. \:
denver's pretty close to colorado springs :P i wonder if my age and college would interfere with this, though. well, my age obviously would. being 18 sucks |:
HMM
instead of letting people animate at their own framerate, you should just set one so you won't have to worry about the hassle of changing everyone's animation so it matches the main fla's framerate.
it's just an html trick. when embedding the flash, set "wmode" to be "transparent" and it'll show up transparent. spots where the background would normally be seen aren't there anymore.
you should have the camera move slightly toward the mouse. it's hard to shoot when i can't see what i'm shooting at.
i really like the shadowing from the tiles. i'm a total nerd for light and stuff, and i like how that was implemented. the game is pretty fun, although the loading screens were pretty annoying. it really took me out of the game.
At 1/12/09 05:32 PM, Depredation wrote: Anyone remember a music game i was working on about 5 months ago? I've been slowly tweaking it a bit, just as a mini sideline thing. What do people think of it now?
that's really cool! nice use of the sound spectrum. my only gripe is that it starts really soon - i have to click into the flash to give it focus and by then i have like fifty-thousand greys shot at me. i might be exaggerating that figure, but it's still really cool.
At 1/12/09 06:38 PM, PyroSpriteProduction wrote: I think the Sound Recorder on Windows XP has this function.
probably, but i like Audacity better, so i throw that link around a lot :P it's good for recording lines and fixing them up, like getting rid of static and such.
At 1/12/09 06:36 PM, PyroSpriteProduction wrote:At 1/12/09 06:32 PM, Rammer wrote: Alot of stuff.That is epic. But sounds a lot like a vCam.
How would I animate it with the grainy-video-esque?
it doesn't make a vCam. it just creates a transparent movieclip with TV-style static noise.
you just throw that code on the first frame you need it and remove it with the last bit of code i put in.
you can generally import mp3 files into Flash, but since they can be iffy, go download Audacity and you can convert it to .wav.
i wrote a bit of code that might do what you want.
import flash.display.BitmapData;
var bmp:BitmapData = new BitmapData(Stage.width, Stage.height);
var bmpMc:MovieClip = _root.createEmptyMovieClip("noiseMc", _root.getNextHighestDepth());
bmpMc.attachBitmap(bmp, bmpMc.getNextHighestDepth());
bmpMc._alpha = 50;
bmp.noise(random(255), 0, 255, 1, true);
bmpMc.onEnterFrame = function() {
bmp.noise(random(255), 128, 255, 1, true);
}
copypaste if you want, but allow me to explain the code just so you can actually learn from this.
import flash.display.BitmapData;
this code imports the BitmapData class. it's pretty self-explanatory. you need this line to be able to use BitmapData and write simpler code.
var bmp:BitmapData = new BitmapData(Stage.width, Stage.height);
var bmpMc:MovieClip = _root.createEmptyMovieClip("noiseMc", _root.getNextHighestDepth());
bmpMc.attachBitmap(bmp, bmpMc.getNextHighestDepth());
bmpMc._alpha = 50;
the first line here creates a new BitmapData object, setting its width and height to the stage's width and height. the second line creates an empty movieclip, and the third attaches "bmp" to the movieclip. when working with BitmapData, you have to use movieclips to attach the BitmapData so you can see it. not attaching the bitmap to a movieclip won't cause any errors, but you won't see anything.
the fourth line just makes the movieclip transparent so you can see underneath it.
bmp.noise(random(255), 128, 255, 1, true);
bmpMc.onEnterFrame = function() {
bmp.noise(random(255), 128, 255, 1, true);
}
the first line here uses a BitmapData function that simulates TV noise. the first parameter here is a seed number. i don't really understand how to create random numbers, but by using a random seed number, you make sure it's different each time. it's probably not too important for this application, so you can replace it with a regular number (like 2 or 10 or 83) if you really want to. the second and third parameters are basically used for the dimmest and brightest colors, respectively, from 0 to 255. if you put 255 in both spots, it will appear white, because the dimmest color would "be" 255, which is white. if you put 0 in both spots (or rather, in just the brighest part) it would appear black, since black "equals" 0. the fourth parameter is used to specify the color channel. 1 would be red, 2 would be green, 4 would be blue, and 8 is alpha. this is related to hexadecimal - for example, 0xFFFFFF is white, because every color combined would be white, and they are all full. the first two numbers are the red channel, the middle two are for green, and the last two are blue. 0xFF000000 = red, 0x00FF00 = green, and 0x0000FF = blue. you can combine colors with the logical OR operator: | so putting 2 | 4 in the color channel spot would allow for green and blue. the last parameter here is for greyscale, true or false. in this case, you would want true, since security camera noise isn't red or green or blue :P
the last few lines just loop it over and over again, simulating changing noise. if you want it to stop, just put this line of code on your main timeline, on the frame of your choice:
removeMovieClip(_root.noiseMc);
i hope this helped, and that you learned something. :3
ah. so are you creating tiles, then creating movieclips within those tiles and loading a movie inside that new one? can't you just do loadMovie() on the parent movieclip when you are creating them?
At 1/12/09 05:01 PM, StaliN98 wrote:At 1/12/09 04:45 PM, 14hourlunchbreak wrote: angle = Math.atan2(ry-cy, rx-cx)/(Math.PI/180)Shouldn't that be *Math.PI/180?
it's basically the same thing, but multiplication is faster (or so i heard) so that's technically "correct," i guess.
At 1/12/09 04:45 PM, 14hourlunchbreak wrote: Camera should be instance name of:
camera
Player should be instance name of:
player
add this to the camera:
onClipEvent(enterFrame)
{
rx = _root.player._x
ry = _root.player._y
cx = _root.camera._x;
cy = _root.camera._y;
angle = Math.atan2(ry-cy, rx-cx)/(Math.PI/180)
_rotation = angle
}
the least you could do is explain the code. telling someone to copypaste isn't helping, at all. i'm not even sure if that's what he was asking for, although that's more PyroSpriteProduction's fault, and not yours.
do you need help with getting objects to rotate and face other objects, or something else?
At 1/12/09 03:34 PM, StaliN98 wrote: I am making a tile grid thing, and each tile is called x(number)y(number). When they are placed, a loop creates their movie clips, and then it SHOULD position them and load an image into them. This is that stage:
with (eval ("tileHold.x" + xx + "y" + yy)) {
_x = (xx - 1) * _root.world.ts;
_y = (yy - 1) * _root.world.ts;
this.createEmptyMovieClip ("bh", this.getNextHighestDepth ());
bh.loadMovie ("images/blank.png");
}
But only the first one is visible. I traced the _x and _y for each, and that is fine. They all have different depths. for some reason, only one loads the image. What have I done wrong?
when you create new movieclips, you need to give them a unique name. otherwise, it'll just overwrite the older one. i don't know what all your code looks like, so it's a bit harder to help you out.
var num = 0; //throw this wherever it needs to be. it'll keep track of how many tiles you've made.
with (eval ("tileHold.x" + xx + "y" + yy)) {
_x = (xx - 1) * _root.world.ts;
_y = (yy - 1) * _root.world.ts;
bh = this.createEmptyMovieClip ("bh"+num++, this.getNextHighestDepth ());
bh.loadMovie ("images/blank.png");
}
At 1/12/09 01:11 AM, jmtb02 wrote:At 1/12/09 12:37 AM, Rammer wrote: also hi everyone who remembers me looooooooolI remember some 2k_rammerizkool but not Rammer, sorry.
Also Rudy hope you get better bud :).
lmao, i'm surprised that you not only remembered my old username, but spelled it right, too. i remember way back when, when you were.....still jmtb02. >_>
At 1/12/09 01:04 AM, liaaaam wrote:At 1/12/09 12:37 AM, Rammer wrote: i have a zune 120 so i was immune to such petty programming errors :3Wasn't the zune errors something to do with it being a leap year? I saw the offending piece of source code and it was something like they used < rather than <= :p Y2K BUG ALL OVA AGAIN :O
yeah, it was because it couldn't handle the 366th day of the year. the zunes fixed themselves, though, if you let the battery drain, then resynced a bit after the new year. it was kinda funny, but everyone made such a big deal about it <_>
try downloading Audacity to change the filetype of the audio. that's a really weird bug. o_O
YouTube says that a resolution of 1280 x 720 is required to have HD enabled.
At 1/10/09 05:46 PM, Super-Yombario wrote: Zrb, you are 1/1,000,000 people to not fail apparently. Almost all 30G Zune's died about a week ago.
as far as i know, most of them fixed themselves, as long as you didn't fuck with it.
i have a zune 120 so i was immune to such petty programming errors :3
also hi everyone who remembers me loooooooool
whoa, up until just now, i always read your name as "Nicholas-Dreary." weird.
happy birthday! (:
At 8/20/08 12:01 AM, Alpharius120 wrote:At 8/19/08 11:43 PM, Rammer wrote:Oh wait, this was a beta? I thought it was a full game. whoops hehe sorry dude.
he's looking for beta testers. that's not against the rules, so be quiet, already.
well, it's the full game, but he wants to make sure there aren't any bugs, and to get any other suggestions from people.
At 8/19/08 11:13 PM, Alpharius120 wrote: You don't need ads in it to advertise it, and there is a rule against advertisement. Advertising is putting your flash up on the thread in a finished version to have people look at it.
he's looking for beta testers. that's not against the rules, so be quiet, already.
i think i found a bug, although i'm not sure. at the Leroy boss fight, i ate leroy and turned into a dog. i used up my special meter thing and now i can't seem to really do anything. there's no apparent way to get at the fat sod throwing molotov cocktails at me.
i think Tom's reasoning was that not all those categories applied to each flash, and since movies and games were getting more diverse, it would make more sense to simply have an overall score instead of rating parts of it that are likely not there.
At 8/19/08 12:03 AM, 8PM wrote: GAAAAAAAAHH! Actionscript Makes NO SENCE!
it makes perfect sense. "=" is used when assigning values to variables, and "==" is used to compare them.
for example,
var num:Number = 5;
var num2:Number = 5;
var num3:Number = 306;
trace(num == num2); //traces true
trace(num == num3); //traces false
At 8/18/08 11:56 PM, Frankmank wrote: if(!antdead == false) {
this._y += 2;
}else {this._y += 0;}
whats wrong with this, jesus i've been fiddling with it for hours
look at the code again: it's !this.dead, and you don't need that else statement there.