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Author Search Results: 'rmbrstrongbad18'

We found 450 matches.


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Viewing 1-30 of 450 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 91215

1.

None

Topic: Require fairly basic code quickly

Posted: 11/06/09 03:04 PM

Forum: Flash

If you look at the last bit of the code (the 'else' bit), you'll see why it works multiple times. That bit is basically saying "if the 'f' key is no longer down (i.e. Key.isDown(65) is false), return the variable to how it was at the very beginning (essentially resetting the pressing thing)". This means that the next time the 'f' key is pressed, it works once again, and then the variable gets changed back to true to stop it working again. And again, when 'f' is released, the variable gets changed to false to make it work again, and so on.

Thanks, I'll try that, but just to be reassurred...this DOES mean that you can have two "if(Key.isDown)" codes, right?

Like:

if(Key.isDown(80)){
if(Key.isDown(65)){
//conditions
}
else if(Key.isDown(68)){
//next conditions
}
}

Basically saying that the first conditions happen if A is held down while F is held down, and the next conditions happen if D is held down while F is held down?


2.

None

Topic: Require fairly basic code quickly

Posted: 11/05/09 03:06 PM

Forum: Flash

Also note that if you very quickly tap the 'f' key, you may find that it won't register. That is because you held the key down for less than a frame, and so it didn't realise it was down at all. Such problems can be addressed by using listeners (or a greater frame rate).
I hope you can understand how that all works. If not, try using 'trace' statements and see what happens when you do different things.

When you said you checked the code and it worked...did you flash told you there were no errors in the script, or did you actually test the movie? Because I tried it and the script was fine, and it even traced properly, but for some reason didn't go to the frame.


3.

None

Topic: Require fairly basic code quickly

Posted: 11/04/09 09:41 PM

Forum: Flash

I've checked, and that works. Put it on a movie clip, hold down 'a', and hold down 'f', and the 'trace' code I put in there will only run once. Release 'f', press it again, and it traces again.
To make code that runs if 'a' is down only, either do it the simple way by putting that code separate to this, or mess about with the order of these 'if' statements (not recommended until you fully understand the concept).
Also note that if you very quickly tap the 'f' key, you may find that it won't register. That is because you held the key down for less than a frame, and so it didn't realise it was down at all. Such problems can be addressed by using listeners (or a greater frame rate).
I hope you can understand how that all works. If not, try using 'trace' statements and see what happens when you do different things.

Thanks a lot doomsday, for dedicating your time to my thread and my idiocy on the subject. At first I was thinking that since it said "Key.isDown" it required that the key was down for it to work, when I need it to be pressed...then I looked at the rest of the code and it seemed like it was there to stop it from functioning after it was pressed, so it was the equivalent of just being pressed as opposed to being held down. I'm gonna try this code and see if it works, thanks! Although, if you can't tap the button continously and have it work each time, that might be a problem, but I'll get to that later. Thanks!


4.

None

Topic: Require fairly basic code quickly

Posted: 11/04/09 05:56 PM

Forum: Flash

At 11/4/09 04:56 PM, rmbrstrongbad18 wrote:

:I need it so that if someone were holding down A, and pushed F

I meant if they pushed F while they were holding down A by the way


5.

None

Topic: Require fairly basic code quickly

Posted: 11/04/09 04:56 PM

Forum: Flash

Gah...Nothing works still...alright, can I get the exact code, for anyone who wants to...the exact code, not an excerpt from it...of how I would do this? To be somewhat more specfic, I need it so that if someone were holding down A, and pushed F, it would go to a certain frame. For example:

if(keyPress "<F>"){
if(Key.isDown(65)){
gotoAndPlay(6);
}
}

The reason I'm being more specific now is because I was hoping if someone could give me the code exactly as I would need it (or as close to exactly as possible since I'm still being sort of vague) then it would help me make sense of it more and I'd be able to understand it better, as trying to interpret the code as it's written in the tutorial and twist it to apply to different situations isn't working for me right now. Thanks to everyone who's still with me.


6.

None

Topic: Require fairly basic code quickly

Posted: 11/03/09 08:41 PM

Forum: Flash

At 11/3/09 08:29 PM, Fion wrote: Hey look at that Kart-man and I have both given you the method you need to get the job done. Perhaps if you took a look you might solve your problem.

Well, I'm looking for something that helps...I want to be able to know what the code does and then use what's needed of it and apply it to what I need. To simplify things for me...what would I do in this situation: Say I wanted to push the A key and cause the scene to go to frame 65? Nothing else, just push the A key and go to frame 65 (Yes, it's just an example).


7.

None

Topic: Require fairly basic code quickly

Posted: 11/03/09 08:27 PM

Forum: Flash


Perhaps the reason that my code isn't working properly (if you've tried it) is that I neglected putting 'onClipEvent(load){' and '}' around the first line.
Pah, timeline coding all the way
If that isn't what you're after, you're going to have to give us a better idea of what you want.

Actually, I didn't try the code because it isn't really related to what I'm looking for at all. I need to be able to incorporate letters and other miscellaneous characters (other than the defaults like Shift, Enter, Up, Down, etc.) into buttons that begin with on(keyPress), so it would be something along the lines of:

on(keyPress "<65>"){

Basically, it works with "if(Key.isDown(65))" but doesn't work with "on(keyPress "<65>")

If you still don't understand what I mean, look at the person who responded to me first.


8.

None

Topic: Require fairly basic code quickly

Posted: 11/03/09 08:11 PM

Forum: Flash


I think you missed the point of my post. Flash doesn't have an in-built function for telling it when 'normal' keys are just pressed; it only works with the built-in key shortcuts (like RIGHT, LEFT, SPACE). Also, oddly enough, on(keyPress...) is declared true again if the key is held down for more than about a second, making it somewhat less useful.
By creating a variable, you can basically say "Is this key down? Yes. Was it down in the last frame? Yes. Then the code shall not run". This is exactly what you need to test whether a key has just been pressed.

Seriously, if you're after something that makes code run when the key is pressed, but not again until it is released and pressed again, use the code I posted.

Alright, and again, thanks again, but that's not what I'm after, not really related to what I was asking for, but I realize it might've been easy to misinterpret, sorry for not being clear.


9.

None

Topic: Require fairly basic code quickly

Posted: 11/03/09 08:09 PM

Forum: Flash

At 11/3/09 06:52 PM, Schmastalukas wrote: I think (about 75-80% sure maybeh?) that with keypress you can just do something like
on (keyPress "<A>") {
blahblahcodeblah
}

I never really got into keyPress though, so I might be wrong.

Damn, that didn't work either. Thanks anyway, though. =)


10.

None

Topic: Require fairly basic code quickly

Posted: 11/03/09 07:23 PM

Forum: Flash

Not the most efficient method, but it gets the job done well.
Please note, DO NOT say "if(Key.isDown(70)&&fkeyalreadydown==fal se)" (the '&&' means 'and', if you weren't aware). It's a common mistake, and the problem is that the 'else' statement can run even when the key is still down. You need two different 'if' statements (or convoluted work-arounds).

Actually, that wasn't my problem, I've got that covered, but thanks anyway. And to the other person, I'll try that.


11.

None

Topic: Require fairly basic code quickly

Posted: 11/03/09 04:46 PM

Forum: Flash

Really need help with this, guys...


12.

None

Topic: Require fairly basic code quickly

Posted: 11/03/09 02:38 PM

Forum: Flash

I was pretty sure I wouldn't need to refer to the Newgrounds forums for this project, but Actionscript is being more frustrating than I can handle at the moment.

Basically, this concerns using letters such as A and D; however, not when the key is held down. I know that if you, for example, wanted the character to move left with A, you would probably put:

onClipEvent(enterFrame){
if(Key.isDown(65)){
this._x-=20;
}
}

And things like that tend to work fine. However, what I can't get to work is letters by simply pushing a key rather than holding it down. So if I had a button and wanted to push the F key or something:

on(keyPress "<70>"){

would not work. Can someone please help me with this? Thanks in advance. =)


13.

None

Topic: Faking my voice acting

Posted: 07/04/09 08:17 PM

Forum: Audio

At 7/4/09 12:24 PM, MICHhimself wrote: Well, you could ask other people to voice act for you.

I like that idea, and not just because I'm a voice actor. Or you could always purchase a microphone since even the decent quality ones aren't that expensive when it comes down to it.


14.

None

Topic: Voice Actor Advertisement thread

Posted: 07/04/09 07:03 PM

Forum: Audio

So J-Smooth's project now has all his voice actors ready ^^

Also, the demo reel in my signature should work fine, I apologize for the other links not working.


15.

None

Topic: Urgent help regarding image exports

Posted: 07/04/09 05:44 AM

Forum: Flash

At 7/4/09 02:16 AM, Cryoma wrote: What.

Can't you reply with something more useful? =/


16.

None

Topic: Urgent help regarding image exports

Posted: 07/03/09 11:23 PM

Forum: Flash

I've never had an issue exporting images until now. When I type in 46, I go to the other box and type in 46, and then the former changes. When I go back to alter it, the latter changes. Can anyone help?


17.

None

Topic: Voice actors branching out?

Posted: 07/02/09 12:24 PM

Forum: Audio

At 7/2/09 04:23 AM, Nakoruru wrote: Well, I personally agree that sticking projects in one thread is a jumbled mess. It'd be nice if there was a sperate forum for VA issues or something.

Thanks. =D


18.

None

Topic: Voice actors branching out?

Posted: 07/01/09 08:12 PM

Forum: Audio

At 7/1/09 08:07 PM, loansindi wrote:
At 7/1/09 07:42 PM, ForNoReason wrote: Both of those types of threads are discouraged and locked.
This.

There's no reason to try and whitelist any kind of threads that we can consolidate. Yeah, it's a mess in any request/topic thread but it keeps the forum easily approachable. I'd rather be able to read a couple pages in one thread than have to hit five or six separate threads if I was looking for a project to voice act for (or anything like that for that matter.)

Well I suppose that makes sense, but my preference is still going to different threads to see the different topics so that I can see if it's interesting from the outside, but I suppose if you guys have different opinions then that's fine too.


19.

None

Topic: Voice actors branching out?

Posted: 07/01/09 07:25 PM

Forum: Audio

Why are they any more of an eyesore than "ZOMG HOW CAN I MAKE MUSIC ONLINE?"


20.

None

Topic: Voice actors branching out?

Posted: 07/01/09 07:03 PM

Forum: Audio

At 7/1/09 06:55 PM, loansindi wrote:
At 7/1/09 06:04 PM, rmbrstrongbad18 wrote: foolish idea
No dude. We get enough 'voice acting' threads as it is, it's an eyesore. If we open the forum up to people looking for voice actors we'll get that many more pointless threads for projects that end up going nowhere.

Two threads is fine.

Erm, no, you don't get any more threads, you get more replies to one thread...you fail to counter any of the points I made or deny them, because you know they're true and horribly inconvenient.


21.

None

Topic: Voice actors branching out?

Posted: 07/01/09 06:04 PM

Forum: Audio

At 7/1/09 05:34 PM, ForNoReason wrote: I think the two threads are fine. If you want to be a voice actor you have to work for it. Don't expect people to come and find you, you have to find them! PM people, check out the flash forum for projects and check the VA wanted thread. Every single person having their own B.S. thread about themselves is pointless. If you want something like that, in which you can edit, post it in your blog. Then link your blog into your sig....

Oh wait whats that down thar?

Maybe I should have rephrased the beginning better. I meant for project producers looking for voice actors to be able to make their own individual threads, not the actual voice actors. Sorry for not being clear.


22.

None

Topic: Voice actors branching out?

Posted: 07/01/09 05:05 PM

Forum: Audio

The only thing I agree with is the flash forum part. It should be on the flash forum; however, each project should still get its own individual thread. That's what I believe. After all, they don't have one thread for rock, one for pop, etc.


23.

None

Topic: Voice actors branching out?

Posted: 07/01/09 04:44 PM

Forum: Audio

Hi everyone, this is just a little rant and possibly a "petition" type thing. I was told that going to the forums, rather than making videos about rants, was a better decision and that it would ultimately get me better results, so instead of immediately locking the topic, please hear me out.

Basically, I feel that instead of two threads for voice actors (One for you to whore out your voice, and one for you to look for voice actors, although the two are virtually the same considering both types of people post on both threads), any voice actor should be able to post any thread in the Audio Forums rather than being limited to two. Why? Well, there are a few reasons:

Reason 1: Update consistency. As everyone here knows, the newer the post, it reaches to the top, which, consequently, as we all know, causes older threads to plummet down to the bottom and possibly navigate to the next page. This causes new members to either have to overexert themselves just the sake of getting voice actors, or causes them to spawn new threads looking for voice actors. While some are generous, they could be potentially reprimanded for posting a thread in the wrong place, as they were not able to find the "accurate" threads.

Reason 2: Jumbled mess. So many different projects going on in just two threads is an eyesore. That's it.

Reason 3: Length of project information. If you ever go to the voice acting alliance, you'll notice that some threads have maybe even four posts of information pertaining to their project. But that's not all: newgrounds, as far as I know, doesn't give you the option to edit posts, so if someone were to try and cram in all the information, it would probably wind up in more than four posts and would contribute to the mess.

Wouldn't it be easier just for people to make their own threads for their own projects instead of having to share? Even if you disagree, or if my desire is never carried out, I hope you guys got something from this.

Peace.


24.

None

Topic: An incredibly stupid question

Posted: 06/30/09 12:53 PM

Forum: Flash

At 6/30/09 12:51 PM, WhoknowsmeaUdiO wrote:
At 6/30/09 12:50 PM, WhoknowsmeaUdiO wrote: Tried hitting F9? Could you please give us some more info, screens etc. as your description of the problem was quite vague.
Sorry, fast-posted :(

Not a problem ^^


25.

None

Topic: An incredibly stupid question

Posted: 06/30/09 12:51 PM

Forum: Flash

At 6/30/09 12:49 PM, Magical-Zorse wrote: There should be a button on the actions screen that will change it into expert mode, click on that

I actually found that out right before you said that hehe

but thanks! =D


26.

None

Topic: An incredibly stupid question

Posted: 06/30/09 12:47 PM

Forum: Flash

May as well note that I'm not new to actionscript or anything, this is just my first time using this version and it isn't willing to help much by not letting me type anything in


27.

None

Topic: An incredibly stupid question

Posted: 06/30/09 12:44 PM

Forum: Flash

I'm using Macromedia Flash MX and when I bring up the actionscript menu, it doesn't seem to want to let me type, which is annoying. Anyone know how to fix this?

Stupid question, I know.


28.

None

Topic: Flash issue when importing!

Posted: 06/29/09 03:50 PM

Forum: Flash

At 6/29/09 03:23 PM, rmbrstrongbad18 wrote:
At 6/29/09 03:08 PM, rmbrstrongbad18 wrote: Well, every time I try and import this wmv file, before the screen even appears, flash freezes. Can somewhat tell me what's going on?
Alright, so now it doesn't freeze, but it says "Unexpected file format." What video format CAN be imported into flash?

Well, I got quicktime to work...but no sound plays with the video, so it's pointless. Man, I need help with this...


29.

None

Topic: Flash issue when importing!

Posted: 06/29/09 03:23 PM

Forum: Flash

At 6/29/09 03:08 PM, rmbrstrongbad18 wrote: Well, every time I try and import this wmv file, before the screen even appears, flash freezes. Can somewhat tell me what's going on?

Alright, so now it doesn't freeze, but it says "Unexpected file format." What video format CAN be imported into flash?


30.

Angry

Topic: Flash issue when importing!

Posted: 06/29/09 03:08 PM

Forum: Flash

Well, every time I try and import this wmv file, before the screen even appears, flash freezes. Can somewhat tell me what's going on?


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Viewing 1-30 of 450 matches. 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 91215