The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.36 / 5.00 33,851 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.09 / 5.00 12,195 ViewsAt 12/5/09 12:04 AM, windowskiller wrote: @ the last post. Why is the art bad? What's bad?
Really, you lack any sort of consistent style and the animation is really choppy.
I don't understand how this isn't apparent to you, just look at any decent animation and compare.
eh not good..
I suggest you rewatch some of the art tutorials on newgrounds.
Great stuff.
it seems a bit old imo that with all motion in the water that everything else is motionless.
maybe a small breeze or something
Heh mixed up my code while changing some of the variables to yours..
This code is correct:
onClipEvent(mouseMove)
{
Xd = _xmouse - _root.turret._x;
Yd = _ymouse - _root.turret._y;
rotation = Math.atan2(Yd, Xd)
_root.turret._rotation = 180/Math.PI * rotation + 0;
}
Should be something close to this:
onClipEvent(mouseMove)
{
Xd = _xmouse - _root.turret._x;
Yd = _ymouse - _root.turret._y;
rotation = Math.atan2(ydif, xdif)
_root.turret._rotation = 180/Math.PI * rotation + 0;
}
var squarelocated:String;
squarelocated="Not located";
_root.inv_mc.note2_mc._visible=false;
onClipEvent(enterFrame)
{
if(squarelocated=="Located")
{
_root.inv_mc.note2_mc._visible=true;
}
}
Based on your past submissions I think its fair to say there will likely be no "revenue".
You need to contact Tom for medals.
You could have at least bothered to include basic physics
Solution: Don't make your first flash game so complicated that you don't know what you are doing.
New To Flash? Read This First!
Try using a line thickness of 15-20 pixels.
It what I swear by for my animations!
At 11/15/09 02:39 PM, lgnxhll wrote: LOL man yea i dont let anyone borrow anything heres an example i was a drugmart my freind asked too borrow a doller and im like"get your own dollar you dirty homeless begger"
God that was awkward..
At 11/14/09 07:05 PM, lgnxhll wrote: i can program and have a tablet and a few songs up my sleave im in if you question my skills look at the animation on this sucker
turret game
look at the turrets graphics not the crap-tastic enemies
Thats fucking terrible lol!
A basic health script should look like this:
var health=100;
var attacked=false;
if(attacked==true)
{
_root.health-=5
}
if(_root.health<=0)
{
gotoAndStop("Gameover");
}
I'm working on my own projects right now but I could give you direction and advice for programming if you need it.
Also I don't see why you can't look for music in the AP yourself..thats typically how it is done.
Good but I suggest you include a jump button.
Goddamn this collab is complete trash..
This involves the basics of variables..do it yourself!
To fix the gun being upside down you should implement _yscale into your code.
To make the code check your variables on every frame simply put it in an onEnterFrame function like this:
onEnterFrame=function()
{
//Your code
}
As far as animation goes I thought Flash MX works fine.
The only problems I had with it was writing code, which was a complete pain in the ass so I had to switch to Flash 8.
Way too choppy, you need to smooth it out by raising the framerate and just using more frames in your walkcycle.
Other then that its not bad, it just needs work.
Do we really need to explain?
Honestly, any code that is used in an art collab is so basic that your better off learning it yourself
At 10/28/09 07:47 PM, ProfessorFlash wrote: You got a tablet and drew a stick guy?
Lol that was a waste of $100.
if(Key.isDown(Key.DOWN)&&Key.isDown(Key.LEFT)){
this. gotoAndStop('crawlingFrame');
this._x -= 7;
this._xscale = -100;
}
if(Key.isDown(Key.DOWN)&&Key.isDown(Key.RIGHT)){
this. gotoAndStop('crawlingFrame');
this._x += 7;
this._xscale = 100;
}