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Author Search Results: 'Steven-M'

We found 4,204 matches.


<< < > >>

Viewing 181-210 of 4,204 matches. 135 | 6 | 7 | 8 | 975141

181.

None

Topic: Christian talking to Atheists

Posted: 01/14/07 08:42 AM

Forum: General

Leave the poor man alone. If he wants to believe that an imaginary friend created everything in a week, let him believe it.


182.

Angry

Topic: "Avatar" Movie?

Posted: 01/14/07 07:57 AM

Forum: General

http://www.scifi.com/scifiwire/index.php?cate gory=3&id=39434

What the fuck is this gay-arsed fake-anime about and why is the cockcruncher who made "The Sixth Sense" making this film?


183.

None

Topic: Armor Gaming Challenge #5

Posted: 01/13/07 07:27 PM

Forum: Flash

I'd like to know if I can make a customised Armor Games introduction animation. One that still utilises the name (and still advertises the site and contest), but 'fits in' with the style of the game.

As for the game itself, here's what I have so far. ParagonX9 made the BGM "VG Pride"... sound effects came from Dynamite Headdy.

Current Engine (v0.3)


184.

None

Topic: One Action Per Button Press.

Posted: 01/11/07 02:29 PM

Forum: Flash

Ok guys, cease with the fighting and the pie-throwing and the monkey-stabbing and nonsense, please. You're all winners and I got my game buttons a-working. Kthnx.


185.

None

Topic: One Action Per Button Press.

Posted: 01/10/07 06:04 PM

Forum: Flash

On a completely unrelated note... is there any way to stop internet browsers from downgrading a 60fps game to 30fps? It's annoying to say the least.


186.

None

Topic: One Action Per Button Press.

Posted: 01/10/07 04:27 PM

Forum: Flash

Thanks guys, it worked a treat! =D

As an extra thanks, I'll let you have a bash at the product I'm working on so far.

(You can mess with the four categories at the top of the screen but at the moment they're useless. Heh.)

Right-Click And Save Target


187.

None

Topic: One Action Per Button Press.

Posted: 01/10/07 03:51 PM

Forum: Flash

I have a counter which should go up by one when I press a button. Unfortunately when I press the button (lightly or holding it), the counter goes up multiple times.

onClipEvent(enterFrame){
if(Key.isDown(65)){
_root.space +=1;
}
}

So, er, how do I make so that when I press the button (A in this case), the counter goes up one ONCE, no matter how long I hold it for?


188.

None

Topic: Imitation Anime Is Not Anime!!!

Posted: 12/15/06 11:27 AM

Forum: General

At 12/15/06 11:10 AM, TommyGun wrote: give an example of an imitation anime.

Have a list.

http://en.wikipedia.org/wiki/Anime-influenced _animation


189.

None

Topic: Guys, a serious question.

Posted: 12/08/06 05:06 PM

Forum: General

Because you eat too much?


190.

None

Topic: Family Guy Is Not Funny.

Posted: 12/07/06 02:13 PM

Forum: General

It's taken 13 pages for the BBS to fail to take into account that the thread starter may just be a troll.


191.

None

Topic: Art Thread: Wips & Discussion

Posted: 12/07/06 11:27 AM

Forum: Art

A lot of the entries in the main thread make me cry. And I mean A LOT. Basically the first few pictures on the first page 'pass', and...

Something I've noticed. A lot of people are basically giving the one-finger salute to the "Little girls" part of the title.


192.

None

Topic: Format a word in a Dynamic Text box

Posted: 11/28/06 07:13 PM

Forum: Flash

And again. Even though it's like midnight here. Code provided, solutions required.


193.

None

Topic: Format a word in a Dynamic Text box

Posted: 11/28/06 02:34 PM

Forum: Flash

Bump. Help still needed.

Link unrelated


194.

None

Topic: Format a word in a Dynamic Text box

Posted: 11/28/06 09:59 AM

Forum: Flash

stop();

var q:Number = 1;
var typeSpeed:Number = 25; // time between letters in milliseconds; smaller numbers dictate faster typing
var copy:String = "...you idiot. This is just a test file to work on the text boxes.";
function type():Void {
textbox = copy.substring(0, q);
q++;
if (q == copy.length) {
textbox = copy;
clearInterval(typeInterval);
_parent.mpmenu.pressbutton._visible = true;
}
}
typeInterval = setInterval(this, "type", typeSpeed);

var format1_fmt:TextFormat = new TextFormat();
format1_fmt.color = CC3300;
format1_fmt.bold = true;
textbox.setTextFormat(0, 12, format1_fmt);

So what's wrong with this picture, and how can I get a certain portion of the string to be formatted?


195.

None

Topic: Format a word in a Dynamic Text box

Posted: 11/28/06 08:06 AM

Forum: Flash

I have a Dynamic Text box in which I'm free to mess with what goes inside it. I'm fairly certain that I can modify the colour, formatting of all of the text by messing with the box itself.

But how do I format one or more, but not all of the words, in the box?

"So that in theory I could have a sentence like this. Colouring a word differently from the rest wouldn't hurt either."

Any ideas?


196.

None

Topic: Art Thread: Wips & Discussion

Posted: 11/27/06 06:13 PM

Forum: Art

At 11/27/06 06:12 PM, MindChamber wrote: seriously

Chicks with big weapons, not dicks. Got it.


197.

None

Topic: Art Thread: Wips & Discussion

Posted: 11/27/06 06:10 PM

Forum: Art

At 11/27/06 06:08 PM, MindChamber wrote: no self portaits..

</3

No, but seriously.


198.

None

Topic: Art Thread: Wips & Discussion

Posted: 11/27/06 06:06 PM

Forum: Art

Little girls, big weapons. So are we allowed to draw hermaphrodites?

<3


199.

None

Topic: Phoenix Wrong - The Next Generation

Posted: 11/27/06 04:54 PM

Forum: General

There's as much potential in Wright as there is in Wrong. So Ashford and/or you guys can feel free to pay tribute to/subjugate the series as you wish.


200.

None

Topic: Thread.

Posted: 11/18/06 11:26 AM

Forum: Art

Bump. Anyway, cheapskate furry art for all.

http://www.deviantart.com/deviation/43192907/ - DA ID picture; also used as avatar on some forums

http://www.deviantart.com/deviation/43237452/ - semi-entry for semi-art contest on another site


201.

None

Topic: Mario Bros. Z Is The Best!!!

Posted: 11/02/06 05:00 PM

Forum: General

At 11/2/06 04:57 PM, Steven-M wrote: combine to make a series that doesn't appeals to the fans of the respective series and also to Sonic/Mario/DBZ newcomers.

*to make a series that appeals to the fans

Typo fix. Apologies.

I should also note that there are people out there who may be hesitant on watching this, considering that many fans of Sonic, Mario and/or DBZ are less than tolerable. Get over your fears and watch.

202.

None

Topic: Mario Bros. Z Is The Best!!!

Posted: 11/02/06 04:57 PM

Forum: General

http://www.newground..m/portal/view/308690

While I'm fairly confident that 95% of sprite movies on Newgrounds aren't worth bothering with, this series is definitely something you should watch. Tight grammar, character cameos, true to its sources, and some rather impressive fight scenes combine to make a series that doesn't appeals to the fans of the respective series and also to Sonic/Mario/DBZ newcomers.


203.

None

Topic: Halloween Art Contest Winners

Posted: 11/02/06 03:09 PM

Forum: Network News

I'm elated. To say the least. Absolutely overjoyed.

MONEY AND A T-SHIRT :D


204.

None

Topic: Scrolling Levels?

Posted: 11/01/06 04:34 PM

Forum: Flash

At 11/1/06 01:25 AM, Fion wrote: this.swapDepths(99999);

Worked, thanks.

Sadly I have to figure out how to make a laser go in the direction the player is facing. DuplicateMovieClip brings up the object, and this code goes in the laser MC.

Currently it allows the laser to go to the right regardless of player direction, but IIRC I need to use xscale in some form to sort this out.

onClipEvent (load) {
maxLasers=1;
depthCounter=1;
laserMoveSpeed=10;
this._y=_parent.kizuo._y;
this._x=_parent.kizuo._x+40;
}

These settings basically dictate where the laser starts at on the screen at the moment.

onClipEvent (enterFrame) {
this._x+=laserMoveSpeed;
if (this._x > _parent.boxCam._x +325){
_parent.kizuo.laserCounter--;
this.removeMovieClip();
}
}

I made an object that's the size of the screen - 650, 400, "boxCam". This follows the character along as he goes, so theoretically anything that progress beyond this object goes out of the viewable screen. "kizuo" is the codename of the playable character.

onClipEvent (enterFrame) {
if (_parent.enemy1.hitTest(this.lasercharge) && !Key.isDown(65)) {
enemyspeed = 0;
enemystepsright = 0;
enemystepsleft = 0;
dead = "true";
_parent.mpmenu.expe +=20;
_parent.enemy1.gotoAndStop(2);
this.removeMovieClip();
}
}

This piece basically kills the enemy MC and the laser MC when they both collide. The spell can contact with the enemy and not kill it when the button to summon it is held down. Basically means you have to use up some points to fire and shoot. Heh.

But yeah. Help, please?


205.

None

Topic: Scrolling Levels?

Posted: 10/31/06 03:17 PM

Forum: Flash

Bumping the thread for help. I apologise since I have been asking for help on quite a few things recently (and failing to take in quite a bit of it), but I am anxious to learn how things work and then to break them apart to learn more. Heh.


206.

None

Topic: Scrolling Levels?

Posted: 10/31/06 11:51 AM

Forum: Flash

Current .fla

Basically I've been working on this all day. And I think I may need help on the following:

1) Want the player to bounce on the enemy when the two 'body' MC's contact instead of just falling through it.

2) Need to let the enemy MC finish the death animation, then remove the MC from the screen.

3) Need to organise the MC AS so it duplicates a few times in the level where the player can reach the locations. The duplicated MC's should have the same movement pattern as the root object. This basically allows for the same enemy, in the same level, mulitple times. But with the same movement.

Any help would be greatly appreciated.


207.

None

Topic: Scrolling Levels?

Posted: 10/31/06 07:08 AM

Forum: Flash

At 10/31/06 04:19 AM, Fion wrote: Very nice, I like the look of this. Your next thing to work on is shooting in the direction your facing.

Things I'm working on at the moment:

> Pivot issues (getting the character to turn on the spot - done!)
> Enemy AI (move around and die - somewhat done)
> The player bounces off the enemy to kill it
> The player can fire a spell at the enemy to kill it (done)
> The spell must be charged, not just held, to kill it (done)
> Removing an enemy from the level properly (i.e. hit the enemy, it goes to the next frame of it's MC, it plays the death animation... THEN I want it removed from the level... can't figure out how to though)
> The spell fires in the direction the player faces
> And from thereon it's working on things like health, new enemies, etc. Oh, and a new lick of paint, obviously, since the current background and stuff was already used in Four Second Firestorm.

I don't suppose anyone knows why this doesn't work? (Added this code on the enemy MC)

onClipEvent(enterFrame){
if(this.hitTest(_parent.laser.lasercharge) {
this.removeMovieClip;
}
}

Since the level takes place in an MC already, I'm required to use _parent. Other than that, I'm afraid I'm oblivious... heh.


208.

None

Topic: Scrolling Levels?

Posted: 10/31/06 04:08 AM

Forum: Flash

At 10/30/06 05:04 PM, West-End-Pro wrote: Meh..bung this on the frame with the game...

Well, stick me in a dress and call me Sally, it worked! (After several hours of pissing around with the code)

http://denvish.net/u..62285516_test03a.php


209.

None

Topic: Scrolling Levels?

Posted: 10/30/06 04:28 PM

Forum: Flash

At 10/30/06 02:26 PM, rrx88 wrote: I made a little template here for you so you can see what I mean. Source code here.

Now that's rather interesting, and I apologise for this, but what I need is more along the lines of this:

1) The impression that the character is going through the level, ala a Mario game.

2) This requires horizontal and vertical scrolling.

3) I need to find a way to move all the collision MC's (red test bars that the character will 'land' on) alongside the background. So that the player can jump on them, and not for example fall through them while scrolling.

4) Parralax scrolling is a must. E.g. multiple scrolling background MC's.

4) The background may scroll until the player reaches the extreme border of the level in which case the scrolling must stop.


210.

None

Topic: Scrolling Levels?

Posted: 10/30/06 01:55 PM

Forum: Flash

No offense, guys, but I'm afraid most of that flew over my head. Sorry.


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<< < > >>

Viewing 181-210 of 4,204 matches. 135 | 6 | 7 | 8 | 975141