You need a Grounds Gold Account to post on the NG BBS!If you don't have one, click here to sign up now! It's fast, free, and easy — and opens up tons of great NG features!
So there's this movie I saw a long time ago, and I was hoping some of you know what movie it is.
What I can remember from it;
It's a bit like Napoleon Dynamite, the main character wants to be the next Evel Knievel.
In the beginning of the film, you see the main character riding around on his shitty scooter.
Later, he's dancing in some forest but then he trips and falls... For quite some time.
He and some friends try to earn money by making a Jackass-like movie and showing it on the local cinema.
The homemade movie was a success and they earn enough money for the main character to set up a show, where he's jumping some distance on his shiny, new motorized vehicle, and fails.
import flash.events.KeyboardEvent;
addEventListener(KeyboardEvent.KEY_DOWN, KeyHandling);
function KeyHandling(e:Event) {
switch (e.keyCode) {
case Keyboard.LEFT :
trace("LEFT");
break;
case Keyboard.RIGHT :
trace("RIGHT");
break;
}
}
work?
When I test the code, I get error #1119, "Access of possibly undefined property keyCode through a reference with static type flash.events:Event. Source switch (e.keyCode) {"
:Just make your next project using as3, and you'll learn along the way.
I've been working on the same darn thing for three days now;
Moving a movieclip using the arrowkeys.
Making the same movieclip unable to travel through walls dynamically positioned.
At 10/18/09 10:20 AM, hdxmike wrote:
Indeed it is. but lets say you wanted to get rid of code for sveral different buttons and mcs in diferent places ,this way its all in one place :)
Why would I want that? I find coding a lot easier when the code for a certain object is on the object itself. =/
From what I've heard, AS3 is more organized, easier to understand, and gives the programmer a lot more options.
However, I don't understand shit when it comes to AS3, so I was hoping someone could tell me about using eventhandlers, hittests, and other basic stuff in AS3. :3
Playing an animation using gotoAndPlay(); won't work in an EnterFrame handler, because that tells the movieclip to go to and play a certain frame [fpsrate] times per second. :3
On the stage, I've got a textbox, connected to a number variable which is set to 50.
When I test the movie, the textbox says that the variable it's hooked up with is not a number.
At 6/28/09 09:30 PM, moonkhist wrote:
Alright asshole, I just need an answer as to what I should do with my program. My gender has nothing to do with it. Suck one.
Oh, it DOES.
At 6/28/09 09:30 PM, moonkhist also wrote:
And oh shame, because our names really matter. Maybe having a username that's easier to remember next time should work out. Sorry I insulted you by calling you a "guy".
If there is a dictionary only containing insults, go buy it.
At 6/28/09 09:01 PM, Stilianos wrote:
That would cause all sorts of problems, and it wouldn't really help cause oyu wouldent physically be changing anything.
In Flash, most things as far as I know rotates around the registration point.
So I guess if you were to reposition the graphics within a movieclip during runtime it would then rotate around a new point?
At 6/28/09 08:41 PM, Stilianos wrote:
I could never find a way to change the turning point of an object on the fly with actionscript. If i had that i would make the physics today but alas i have no idea. :(
I can think of one way... By changing the graphics in the movieclip.
At 6/28/09 08:41 PM, Stilianos wrote:
Sorry i kinda went all over the place with the above but you can probably understand what I'm getting at with the above about how you would do it :D. I think...
At 6/28/09 08:19 PM, Stilianos wrote:
Well to mix Physics into the concoction would just be a vast knowledge of trigonometry. To input inverse Kinematics enfesis on the K would also require trigonometric knowledge. To put them together you would need to be a pretty advanced programmer to do that sorta stuff. I have tried a number of times but i just cant get my head around it.
I can do inverse kinematics and of course gravitation, unfortunately not at the same time on the same objects.
At 6/28/09 08:19 PM, Stilianos also wrote:
If your just learning to program now, i wouldn't recommend this sorta stuff, so i would just give up now before you lose any sleep.
I know quite a lot about programming, but I'm just not at all good at thinking out new methods for using mathematics for my own purposes.
At 6/28/09 08:14 PM, Woadraiders wrote:
So you installed it right? I just want to be clear, you say you set it up, but that doesn't mean just downloading it off the site right?
At 6/28/09 08:10 PM, moonkhist wrote:
:And the icon for the actual setup is still there too.
At 6/14/09 12:43 PM, 51lver wrote:
don't use the bone tool it screws a load of stuff up
I've noticed...
At 6/14/09 12:43 PM, 51lver wrote:
there are trig tutorials in AS Main (link in my sig) and you can also google it for mor info
whats stopping you from learning trig outside of school?
What's stopping me is that I can't find any tutorial-ish that explains what the numbers I get from sine, cosine etc. do and mean. And most important, how to use them to get the results I want.
Not even Wikipedia did any good.
At 6/14/09 10:36 AM, 51lver wrote:
if you don't understand that code i suggest you brush up on your trig.
If I only had trigonometry in school, I think I would'nt have asked, but since I go to a agricultural school, "we won't be needing trigonometry and all that fancy advanced stuff", and all the math we are learning is various ways to use basic math.
Also, I meant the 'bone' and 'bind' tools in CS4 earlier.
Now, put the same code on segment 3, but change where it says "segment1" to "segment2."
Also, make sure segment 1 is actually MOVING, or else you won't notice any change...
The number 10 can be changed. The greater the number, the longer it takes to get the segment closer to the previous.
I'm not as stupid as to not think of that method, but by using the code you posted, each link will follow the link before it, but it will not change angle depending on next and previous links.