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 ViewsLast Chance!
sigh..
At 9/30/09 01:48 PM, Apple-Juice wrote:I can't promise any money
Let me rephrase that, I can't guarantee a sponsorship.
If I can get it sponsored, then I would be willing to split the money.
Hello there!
As the title says, I am looking for an artist/animator to design a character for a game that I am working on.
The game is a stage platformer(no v-cam) and has an engine that is about 80% complete.
In addition, the basic layout and graphics are complete.
There is supposed to be 10-15 levels in the game(6 are completed so far).
However, I need someone to design a character and animate it walking and jumping.
I can't promise any money but I will give credit and will co-author whoever steps up.
Some slightly outdated pictures of the game can be viewed below.
Thanks in advance!
To be honest, the whole thing looks tacky..
You should consider adding multiple hittests for each platform(top, bottom, sides)
At 9/29/09 11:59 PM, Duchednier wrote: I prefer mikes hard lime, not lemonade, just lime!! Its the drink of CHAMPIONS!!
I think a little part of me died when I read that..
Man Up!
If you don't know the basics of layers and vcams you probably shouldn't be programming any games.
I assume when the character gets to the forest that you want it to advance on the timeline to the forest frame.
If that is the case use
_parent.gotoAndStop("forest");
If that doesn't work..your frame labels are wrong
At 9/29/09 11:49 AM, hdxmike wrote: if hes talking about just making the guy rotate slightly when he goes faster :
i cant be fulped to type any more , that effect looks noobish any way seriously :P
Not to derail this thread, but what the hell does "fulped" mean?
If your just starting out, I would recommend Flash 8 instead of CS4.
At 9/27/09 01:10 PM, Fractur wrote: Okay, but the character is controlled by the mouse, it follows it. Here's the code that is also used in the character that makes it do so:
onClipEvent (load) {
startDrag("", true);
Mouse.hide();
}
if(_root._xmouse>_root.purpy._x)
{
charsides=(_root.purpy._x+(_root.purpy._
width()/2));
wallsides=(_root.wall._x-(_root.wall._wi dth()/2));
}
if(_root._x<_root.purpy._x)
{
charsides=(_root.purpy._x-(_root.purpy._
width()/2));
wallsides=(_root.wall._x+(_root.wall._wi dth()/2));
}
At 9/27/09 12:10 PM, Fractur wrote: That worked, though it wasn't this.gotoAndStop, I wanted it to be _root.gotoAndPlay. However, I can be quite far away from the wall when it goes to that frame, is there a way to fix that?
Just change the if statement and your movement code a bit.
onClipEvent(enterFrame)
{
var charsides
var wallsides
if(Key.isDown(Key.RIGHT))
{
charsides=(_root.purpy._x+(_root.purpy._width()/2));
wallsides=(_root.wall._x-(_root.wall._width()/2));
}
if(Key.isDown(Key.LEFT))
{
charsides=(_root.purpy._x-(_root.purpy._width()/2));
wallsides=(_root.wall._x+(_root.wall._width()/2));
}
if(_root.purpy.hitTest(wallsides))
{
this.gotoAndPlay(376);
}
}
The problem is that this code is in the wall movieclip and not the character.
Put this code in your character's movieclip.
onClipEvent(enterFrame)
{
if(this.hitTest(_root.wall))
{
this.gotoAndStop(376);
}
}
Don't let the door hit you on the way out..
At 9/26/09 06:33 PM, LeafofLegend wrote: for(pc=4000;pc < _root.platc;pc++)
{var plat = _root["p" + pc];
if(this.hitTest(plat)) {floored = "true"}
else
{if(this.hitTest(_root.floor)) {floored = "true"}
else
{if(this.hitTest(_root.MC_Dec.p1)) {floored = "true"}
else
{floored = "false";}}}}
This code is terribly written so I did you a favor in simplifying it and making it understandable to others.
for(pc=4000; pc<_root.platc; pc++)
{
if(this.hitTest(_root["p" + pc]))
{
floored=true;
}
if(this.hitTest(_root.floor))
{
floored=true;
}
if(this.hitTest(_root.MC_Dec.p1))
{
floored=true;
}
else
{
floored = false;
}
}
onClipEvent(enterFrame)
{
if(_root.player.hitTest(_root.object))
{
_parent.gotoAndStop(1);
}
}
At 9/24/09 03:01 PM, EliStone wrote: if (_root.ground.hitTest(_x, _y+3, true)) {
this.gotoAndPlay(3);
}
}
This is the error in your code, when your character moves out of range and stops moving, this is the only if statement that would come back true..try replacing gotoAndPlay with gotoAndStop.
At 9/24/09 02:11 PM, EliStone wrote: if (_root.ground.hitTest(_x, _y+3, true)) {
this.gotoAndStop(3)
}
You don't need to change frames when the thing hits the ground.
Instead do this:
if (_root.ground.hitTest(_x, _y+3, true)) {
_root.gravity=0;
}
Use single quotes instead of double quotes.
I believe its
function functionName()=null;
At 9/22/09 02:05 PM, Ksmittlez wrote: My Question: how do I make a button stop from reverting back to its normal look after being clicked?
Instead of using a button, use a movieclip.
Put this code in it to make it work like a button.
onClipEvent (enterFrame) {
this.onRollOver = function() {
gotoAndStop(2);
};
this.onRollOut = function() {
gotoAndStop(1);
};
this.onRelease = function() {
stop();
};
}
Replace the #s with the frames with in the movie clip.
It would be more helpful if you provided links to a small portion of each script..
At 9/19/09 02:40 PM, lgnxhll wrote: true but i dont wanna
Then leave and don't come back..the flash forum isn't the place for bitchy teenagers.
I like your art style quite a bit.
By the way, FGL is a site dedicated to sponsorships..they can help you through the challenges of getting a sponsorship.
use attachMovie()
For example in my code I had fireballs randomly fall from the top of the screen
function fireball() {
var fireball = this.attachMovie('fire', 'fire' + count, this.getNextHighestDepth(), {'_x': Math.random() * 560 + 50, '_y': -50});
fireball.onEnterFrame = function () {
this._y += 3;
}
if (this._y > 330) {
removeMovieClip(this);
}
};
++count;
}
Just remember to use linkage on the movieclip you want to fall and export it to actionscript in the first frame.
Generally, when I want to be a dick to someone trying to cling on, I start having a conversation around them with one of my friends about someone/something that the "clinger" doesn't know and making her unable to contribute in the conversation.
Naturally, she would become quickly disinterested and after a couple of times of doing this and hopefully will pick up on the subtle hints.