3,804 Forum Posts by "Sam"
At 9/30/09 01:25 PM, Yambanshee wrote: are you using AS2 or AS3. That code given was AS2 and im getting a feeling with CS3 ull being using AS3
Yeah I skim read it. Apologies.
I assumed you were using AS2, and knew maybe very basic script. My bad.
P
Sure thing bro.
At 9/30/09 01:06 PM, Xeptic wrote: If anyone feels like beta-testing a game in the next couple of days drop me a pm.
Always available mate :)
Much better. Nice bases for a game.
Good luck.
At 9/30/09 01:01 PM, Cococokie wrote:At 9/30/09 12:49 PM, Saza wrote: Dont turn this into an updating chat between you and the programmer.Well i dont see what's ur prob with that. and what's the point for being arrogant. be more mature how old are you...
To be honest, I don't think anyone wants to see your updates of your poorly coded platformer with ripped graphics.
My point is that it seems pointless if your going to turn it into a conversation between you and the programmer. Chat on IM or Email and show us more major releases, that is if anyone wants to see them.
And check my profile, smart arse - I'm 15.
Oh right, sorry. Turns out onMouseOver isnt a recognised function ;)
So, give your button the instance name button1, add this code to the timline:
button1.onRollOver = function() {
if (button1._currentframe != number of last frame) {
button1.play();
}
};
On the stage, give your MC an instance name, of lets say button1.
on the frame, in the actions panel, add my code but where i've put MC change it to button1 (or whatever the instance name of it is).
Your copying it on the stage. That just makes an extra copy of the same movieclip. Right click on it in the library and duplicate it. There should be 2 different mc's that look the same.
Dont turn this into an updating chat between you and the programmer.
To be honest, I don't think anyone wants to see your updates of your poorly coded platformer with ripped graphics.
The jump is really heavy. Gravity kicks in too early and much too strong.
Only allow it to play if its not on the last frame:
onMouseOver = function(){
if(MC._currentframe!=number of last frame){
MC.play();
}
}
At 9/29/09 09:38 PM, Kirk-Cocaine wrote: Turbo Shandy is the Jesus of drinks. Basically, you buy a pint and a bottle of WKD. You down half the pint and top it with the WKD. It turns your pint green. 3 or 4 TurboShandies ans you'll know all about it.
It's NOT a ghetto drink.
Did that at a party, more like 3/4 pint + 1/4 wkd, though.
I got into Flash cause of Gabe, and his Mantyca County :)
At 9/13/09 11:47 AM, kingsmash wrote:At 9/13/09 11:41 AM, Argentin wrote: After the punch ends you should live like 200 frames with the guy sanding so we know when the punch ends200 frames???!!!
Just so we know when it ends, dont worry.
He looks like he's dancing...
At 9/13/09 11:11 AM, ThaKillah23 wrote: hmmmm...
You know any tutorial that can help me with that sort of coding?
onLoad = function(){
gold = 100;
health = 100
}
That loads the variables once and once only. If they are just:
gold = 100;
health = 100;
on the frame, they are set to 100 each time that frame is visited.
At 9/13/09 07:10 AM, nunnet wrote: thank you! I hope you fail at life and die a painful death if you not allready in the prosses.
At least he can animate/code ;)
Post your code and swf. No one can be bothered, and no body frankly wants to download your fla.
It's definitely possible. I remember on my old LG Viewty it wouldnt allow Flash files over the size of 40 odd KB, so a few of us at some forums started using loaders to load the swfs into another swf file so we could in theory have a 5kb flash file with 20 games inside.
Now i have a G1 which doesn't even support Flash.
Yes it is. I remember a post of a platformer where you drew the head, body, arms and legs. The only downside (or upside, depends how you like to animate) is all animation has to be done with motion tweens/symbol FBF.
At 9/13/09 06:04 AM, Rustygames wrote: This is your engine you're the best person to fix the bug, not us
Agreed. Everyone has different coding styles so it's difficult to fix a almost foreign problem.
If worst comes to worst, you'll have to recode the engine.
@ UnknownFury
Yeah, some people do jump in and others learn alot more first.
Either way they shouldn't be put down. You need to encourage them to learn while jumping in.
At 9/13/09 04:12 AM, Kuoke wrote: It's sortof been done before:
http://www.newgrounds.com/portal/view/48 1295
So have platformers, that didnt stop Fancy Pants.
Obviously comics were out before Flash was even thought of so you can't exactly put him down by saying its been done before.
i'd love to see a comic Flash series. Get working ;)
Good Luck
At 9/13/09 05:12 AM, the1manwiththeplan wrote: Whats the point in this post do you want us to review your game or what.
Well, obviously.
It's good for your first game, but it'd be wise to choose a path of either coding or art and animation - purely because if you focus on one you learn more in that area.
And, on your buttons - the "hit" frame is for the hitbox, so draw a box on that frame over the text so it's easier to click.
Kick Ass Miracles
For any UK NG-ers out there, check out Kick Ass Miracles on Dave. I've been watching it when it's been on, while i've been watching TV.
Basically, a guy whos been studying martial arts for years takes on new cultures, looking at the miracles they achieve and the rituals they perform. It really is amazing, he just ran across burning coal (not the gay shit you see, but actual on fire, extreme heated coal). Usual, the people of the town become possessed by their temple god before running, he just did it straight off.
He had to get skin graphs on his feet due to 2nd degree burns.
At 9/4/09 04:46 PM, Duchednier wrote: Awwwww :(
I'll keep you company, for a tenna ;)
At 9/3/09 09:58 PM, Zyphonee wrote:doublepostfuckyouI think I'm gonna start a business by charging people to hear this sound clip
guess who that is
Hmmm..... I wonder...
Insert penis here
At 9/1/09 08:36 PM, 4urentertainment wrote: An even simpler fix than any of the previously mentioned:
if(this.hitTest(_root.player) && _root.norzombie._currentFrame != 2){
_root.norzombie.gotoAndPlay(2);
}
That should fix it.
and then at the end of the attack animation put:
gotoAndStop(1)
So then it isnt on frame 2, and can attack again.
At 8/26/09 08:43 PM, ImpotentBoy2 wrote:At 8/26/09 06:24 PM, Saza wrote: His back foot slides so it keeps in the same spot when the movieclip moves forward, this looks fine because the movieclip is moving forward at the same rate the leg is moving back.thats seems like more work and more guessing, Everything I've read say to draw him moving and just move the movieclip when it completes the step.
Well that depends, i dont really animate anything from game art. So i'd say do it how you said if your animating a movie (it would be hard to time it with a movieclip), but for games - my way has been the easier, at least from experience.

