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Response to: Office, Interview, Stuff Posted November 21st, 2005 in NG News

dang. missed out when you were in boston. ah well, i had a cold anyway. another time, i guess.

Response to: iChat Experiment Posted October 27th, 2005 in NG News

yea, i have ichat.. it actually works with any kind of firewire video camera, so if you're curious to find out how it works i'll connect with ya some time; i use my mini-dv camera.

Response to: Contest Prizes! Posted October 15th, 2005 in NG News

speaking of plugs and adverts that Tom does, there's something in the news worth checking out. MTV bought iFilm, (which Newgrounds links to heavily) so who knows if there'll be some advertising changes.

Response to: Is this legal? Posted May 7th, 2005 in Game Development

same here. that's how i was able to watch scrotum the puppy so much, as well as play club-a-seal. sheesh, that was back in the pay-per-minute dialup days..

btw, negativeONE, my ideal job is as an ASSASSIN. word up.

Response to: Daily Flash Practice Thread Posted May 7th, 2005 in Game Development

good idea. are you going to be the moderator of this thread that hands out the assignments and such oh wise overlorde?

Response to: Is there a code Posted May 7th, 2005 in Game Development

yea, it's really just that. on the keyframe in your timeline you want the action to be on use

onKeyPress("LEFT"){
_root.gotoAndPlay("begin");
}

although I could be wrong. in the Actions panel flash will tend to fill in the blanks for you, so let that be your guide, and may the force be with you.

Response to: User of the day Posted May 7th, 2005 in Game Development

you should, because it keeps us from having to read more from lazy people like you. duh.

Response to: WTF?!?! i need help Posted May 7th, 2005 in Game Development

At 5/7/05 08:38 AM, the_origami_ninja wrote: Well, i don't use a MAC, i'm on a normal PC with windows XP pro...

Hm. Earlier you said it told you to use the "Get Info" command from the "Finder". Two totally Mac oriented terms. Anyway, moving on.

Hmm... thrid post in a row......

I've Tried compressing it in photoshop, but i tried toopen in, and it said it wasn't the right file type...

Make sure you save the picture as a .jpg, .gif, or .png -- (The first two being the most recommended) -- what probably happened is that you might have just saved it as a .PSD

Instead of just going to "Save As..", go to "Save for Web". From there you can select to save it as any of several file types as well as you can change the resolution of the image. You'll want to shrink the file size before you do that, of course. So, if you saved it as a .PSD before, then just open that file, go to "Save for Web", and choose how and where you want to save it. Word.

[-steve b-]

Response to: Newground Artist showcase thread Posted May 7th, 2005 in Game Development

At 5/7/05 05:06 PM, moron66213 wrote: Grills gone wild! Hahaha

laugh out loud... that was great. thanks for that man.

a big <shrug> sorry </shrug> goes out to the_origami_ninja. didn't mean to spark controversy, but remember i did try to help you out on another thread, and you just turned around and tried to phase me.

"and i say ladies... LADIES!!"

Response to: pixels in flash Posted May 6th, 2005 in Game Development

sprite flashes are created using a "sprite sheet" which is basically a sheet that contains every single sprite that a character is animated with. It's pretty intense stuff, and some sheets have more than 120 poses on them. This is one of the reasons why sprite animations are so damn hard.

Response to: 120 Fps Colab Posted May 6th, 2005 in Game Development

Ok, the only way I could really see this as working and not driving the artist crazy is if you triple framed everything. What that means is that every three frames are the same thing, then something different for three frames, and so on. This is somewhat like as if it was at 40fps, but it's much smoother and easier to handle on the eyes.

...but i still think it's an annoying and bad idea.

Response to: Newground Artist showcase thread Posted May 6th, 2005 in Game Development

At 5/6/05 03:28 PM, TwinsenDude wrote:
At 5/6/05 04:32 AM, AloneInTheDark wrote: No, its really 3d. iv seen that pic myself also on one of those 3d showcase websites. Couldnt believe it either
if you've seen it there, then deadalready didn't do it...

plus the hair looks 2d.

Not to mention that the facial structure is all off. I bet that image would look a lot worse if it wasn't from straight on.

TwinsenDude, I would go off on 3d stuff as much as you do, but I'm afraid I would sound like a kid in my 3d class who tends to annoy me. Your heart's in the right place... but you're a little abrasive about it.

This message is for everyone - let's try to keep criticism constructive, because it pisses people off to keep getting told by even a single person "omg that sucks, quit doing art and kill urself".

Response to: 120 Fps Colab Posted May 6th, 2005 in Game Development

At 5/6/05 03:23 PM, Halley wrote: sounds good... but...
Can a computer screen SHOW 120 fps?

hell... i'm not even sure sure if the HUMAN EYE can register 120 fps!!!! >_<

The answer to both of these statements is no. Hence the illogical nature of this idea.

Response to: pixels in flash Posted May 6th, 2005 in Game Development

how did you originally create the gif? if you still have the original frames, then you can do as the last person suggested and bring the individual frames in on separate keyframes in Flash, go to Modify > Bitmap > Trace Bitmap on each one. From there you should be able to scale the image up on each frame. Does this help?

[-steve b-]

Response to: 120 Fps Colab Posted May 6th, 2005 in Game Development

To clarify -

PAL/SECAM is 24 Frames per Second.
NTSC/DV is 29.97 Frames per Second.
Flash Default is 12 Frames per Second.
Pointlessly excessive is 40+ Frames per Second.

I rest my case.

[-steve b-]

Response to: WTF?!?! i need help Posted May 6th, 2005 in Game Development

It's a given that you're on a Mac, but you'll want to find out how much physical memory (RAM) you have and what other programs you have at the same time. Since that's a large document that you're working on, and since it seems like you're tracing from another picture (i've seen that pose done many, many times) then your RAM could be taken up both by Flash and the image that is opened up inside Flash or in another program.

To find out how much RAM you have, click on the Apple menu in the upper left corner, and click on "about this mac..." there it will tell you how much ram you have. if you have less than 256mb, that would explain it, because pictures and flash are both somewhat of ram hogs. Flash alone i think requires either 128mb or 256mb or RAM. I wouldn't know, i have 1.28GB :D

If it's not that, i.e. - you have 384mb or more, then it might be other processes taking up your RAM or it could be that the image that you have open is too large. Click on the image and select "get info" to see how large the file is. If it's over 5mb, then compress that bad boy down in Photoshop or something.. That'll make your computer run much faster.

hope this helps!

[-steve b-]

Response to: Newground Artist showcase thread Posted May 6th, 2005 in Game Development

At 5/6/05 01:36 PM, the_origami_ninja wrote: Heres one i Drew of Sephiroth (not finished yet)
Spehiroth

And heres one my brother Sean did of wolverine
Wolverine

the sephiroth one is a trace. lame. I like the wolverine one, though, good job on that one.

[-steve b-]

Response to: Newground Artist showcase thread Posted May 5th, 2005 in Game Development

that's nice... i like.

Response to: 3d movies? Posted May 5th, 2005 in Game Development

Maya and 3ds Max have their own unique qualities that make them superior, but Alias needs to learn to add the Shockwave exporter to the Mac version of Maya. Don't know why that's the only feature they left out...

If'n you're looking for a good, cheap 3d animation program, try SoftImage XSI or Cinema 4D. Both are decent programs, a LOT better than Bryce. Otherwise, if you're in school, then try checking out journeyed.com. They tend to have the best discounts on media production software.

And I don't see what's so hard to pick up about Maya.. I found it MUCH easier to deal with than Lightwave, because the workflow is much smoother as well as the tools and layout are much better designed. Pick up the "Art of Maya" book, if you're first getting into the program, that thing teaches a load of series about 3d space and introductory and intermediate 3d topics that are a great primer. After that you should be ready to mess around in 3d.

Response to: Newground Artist showcase thread Posted May 5th, 2005 in Game Development

what i was working on for a school project, if anyone saw me scrambling for help with the variable coding... heh. this is a guy preaching to the masses of the nation, who in the end have little choice but to either take mass-media's message in and become a ZombiNation or to just brush it all off and live an independent life.

[-one of these days I'll design a sig-]

Newground Artist showcase thread

Response to: Oinion skinning Posted May 4th, 2005 in Game Development

what's onion skinning?

Response to: caveman flash movie Posted May 4th, 2005 in Game Development

claveman.

Response to: stopping a variable Posted May 4th, 2005 in Game Development

thank you sir. that was exactly what i needed.

Response to: stopping a variable Posted May 4th, 2005 in Game Development

sorry, triple post. :(

anyway, it DIDN'T work, and now i need to have an onEnterFrame action that will stop the variable from counting up. Any ideas?

[-steve b-]

Response to: stopping a variable Posted May 4th, 2005 in Game Development

it works. The frame event handler stops whenever it's not running through the frame with the code. Sorry, i'm only an intermediate ActionScript user at this point.

Response to: stopping a variable Posted May 4th, 2005 in Game Development

this is the suggestion i got on how to do it:

onEnterFrame = function () {
timeVar++;
}

so it's on a frame event handler, right?

stopping a variable Posted May 4th, 2005 in Game Development

A few days ago I posted with a question regarding a count-up script that would begin counting up upon entering a looping segment of frames, and I was given an answer that involved using a variable that just added one to its amount with every frame (or every other frame, since it is just looping over two frames).

Now, when the person using this Flash movie leaves that segment, I want the counter to stop. Should I just give it a 'gotoAndStop' command, so that it just stops counting? OR, if the frame that it is going to doesn't have the [for example, timeVar++] code in it, will it just not count up? Thanks if you guys have answers.

[-steve b-]

Response to: Lightwave help Posted May 2nd, 2005 in Programming

Like most 3d Applications, the most you'll probably get out of the programming section is to automate animations or customize the GUI. You're best bet is to export to Shockwave (requires plug-in) and use Director to program your game in. Director has a bit of a learning curve, but if you know any basic or visualBasic then Lingo (the Director language) should be no sweat.

[-steve b-]

Response to: count-up timer Posted May 2nd, 2005 in Game Development

i'm not actually using scenes.. that was just the best word to describe the different sections.

So, if i want it to count up as long as someone is in a certain section, should i have it loop over two frames, each having the timeVar++ function in the ActionScript layer, then the second frame has a gotoAndPlay(1) on it?

That's pretty much what I thought it was, but I wanted to make sure. Thanks for responding.

Response to: count up timer Posted May 2nd, 2005 in Programming

Already tried them. All they know how to do is motion tween. Want to try answering my question on that forum, instead of taking the time to write a "I'm too good to answer your question" post? Thanks.