The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.39 / 5.00 38,635 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.09 / 5.00 15,161 ViewsI actually just started trying to convert drawings into flash.
It's usually really rough
...
:D
Have the screen "rumble" when he punches the stick dood.
ok so I tested some unit spawning by making a side space shooter thing, and in the process I found a problem.
Basicly, the longer you play the more it slows down as you kill enemies.
I removed the movie clip of both the bullet shot and the _root.enemy, though there are still other symbols inside the enemy symbol (so its like _root.enemy.explosion , explosion being another symbol). The bullet has only one symbol. Dunno if that even matters.
Heres basicly what i had:
Bullet: if (HitTest(_Root.enemy)){
_root.enemy.gotoAndStop("explosion");
}
Enemy.Explosion: at the end of the sequence _parent.removeMovieClip();
hope that helps clear up my problem a bit.
Well most stick figures have like 9 lines cuz you know.. joints and such, not just curved lines, but thats just me. ^^
And yeah, dood... practice... work at lines till they look right, i mean jeez, if your gonna animate you'll need patience.
Depends a lot on the type of game your making.
Basicly just go for it, learn as you go.
Not exactly sure what you mean by pushing action...
But if you mean like... the one you control moves the box, then you just move both objects by each other's movespeed.
so if the dood you control goes at +1, have the box move at +1 and if the box is moving -3, have the dood move by the extra -3 so then it cancels out and moves the dood -2.
hope that sorta helps
O jeez >_<
the whole reason why I was asking goes all the way back to my old old post about making gunshots. I basicly wanted to have one point on the gun, the other point on the targetting reticule(mouse), and then dynamically drawing a line between the two points, then figuring out the interception point when it crosses, lets say... a box, then it stops at the box, creating a new endpoint from the gun to the box instead of the gun to the targetting reticule (mouse), thereby making a sweet looking shot thats a complete line.
It just seems to me that it'd be cleaner then having a line object as a bullet and then having to hitTest that (which is what is being used right now).
any idea how its done?
is it possible to detect the X,Y coordinates of a collision?
so like if Movieclip A ( a bar for instance) hits Movieclip B (a.. cow?), is it possible to find the X,Y coordinates of where the bar touches the cow?
The reason I wanna know is so I can make a blood splatter or some other effect appear on the point of impact as the bar goes through the cow.
(not really using a cow in the game though, just an example...)
hope that makes sense
ok thanks.
I found it in one of the platform tutorials and I got a bit confused cuz of the greater then less then at the same time thing...
oh, and one more question...
Is it possible to detect the X,Y coordinates of a collision?
so like if Movieclip A ( a bar for instance) hits Movieclip B (a.. cow?), is it possible to find the X,Y coordinates of where the bar touches the cow?
The reason I wanna know is so I can make a blood splatter or some other effect appear on the point of impact as the bar goes through the cow.
(not really using a cow in the game though, just an example...)
hope that makes sense
its at 50 frames per second..
its not really working too well
o and what does <> mean???
heres where i found it...
if (jump<>undefined) {
if (jump>maxfall) {
jump--;
}
_y -= jump;
}
I need a bit of help with making gunshots like in wpnfire.
Right now in my game the shots are just yellow movieclips, but at higher speeds they pass through enemies and wont even hit them.
Can anyone give me an AS example of the api line shots?
thx