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Response to: Zombie parody art. Posted November 14th, 2010 in Art

Big Bird!

Anyone from Sesame Street actually :)

Response to: your zombie survival plan Posted November 14th, 2010 in Writing

At 11/13/10 09:15 PM, Alchemist94 wrote: Let's be honest, if there was a real zombie outbreak, there'd be no surviving. We'd all be dead.

Nah, a zombie uprising would quickly. The putrification of the corpses would render them useless and immobile after about a week. Just so long you have enough spam in your cabinet, you would't have to leave the house or fire a single shot to survive. You would also get plenty of warning that it was happening (no waking up alone in a hospital) thanks to the vast communication networks that blanket the planets, so you, and everyone else, can easily avoid infected areas, or prepare barricades if you are in the middle of one. Pretty much unless you were one of the very first people to be infected, your chances of survival are great.

Response to: Steampunk Character Posted November 13th, 2010 in Art

At 11/13/10 04:51 PM, Benji wrote: Cmon look at that and try to tell me its not steampunk or you clearly dont understand art.

It's not steampunk. It's a guy in goggles. There is absolutely nothing here to identify it as steampunk.

I'll be honest, I don't understand art. I do understand assholes tho, and you are being one. If you don't want criticism, then don't post your pictures. Nobody here is going to tell you your pictures are good just because that's what you want to hear.

Seriously, grow the fuck up.

Response to: Manga project S.Lumberjack Posted November 12th, 2010 in Art

A whole page dedicated to a door opening, then the first two panels on the next page show it closing... wow. That could have all been handled in one panel, no reason to drag it on, unless you want the audience to go away. You might be trying to develop a unique style, but pacing is important in comics, no matter how you look at it.

I'm not trying to be mean, but if I saw this in a store, I wouldn't buy it. It's very awkward, and the dialog is awful and filled with grammatical errors. I know you're trying to do this yourself, but you could use a writer, or at the very least an editor. "Anything more to know about it?" "Land of the cursed?" "Want to retreat?" "No way I retreat!" There's so many wrong things about the way your characters exchange dialog.

Response to: The Flash 'Reg' Lounge Posted November 12th, 2010 in Game Development

At 11/11/10 08:53 PM, turtleco wrote: actually that's just a metaphor the author made to Buddhism, yep, that's the meaning of life.

Um... no it's not. Said Douglas Adams on alt.fan.douglas-adams:

The answer to this is very simple. It was a joke. It had to be a number, an ordinary, smallish number, and I chose that one. Binary representations, base thirteen, Tibetan monks are all complete nonsense. I sat at my desk, stared into the garden and thought '42 will do'. I typed it out. End of story.

Response to: Convert Game Maker Files Posted November 9th, 2010 in Game Development

At 11/9/10 07:50 PM, Cjslick wrote: Sigh... Yes, I know I'm lazy and all that crap, but I need help here... I'd really appreciate it of someone here helped me understand how to convert GMK (GM 8 Files) to flash files... I'm real good an maybe I could submit some cool games, without having to really take too much time to learning flash...

P.S. I really don't find anything wrong with flash, it;s just really hard to get time to learn it...

You can't just do a straight conversion. You'll need to remake the game in Flash if you want a .SWF, there's not really a way around it.

Response to: Sketches and arts and stuffs Posted November 7th, 2010 in Art

I really need to get a scanner... hmm...

I couldn't sleep last night, so I did a few sketches of a head, using reference pictures from an art book.

Sketches and arts and stuffs

Response to: Most Annoying Videogame Sounds? Posted November 7th, 2010 in Video Games

The rollerrats from Anarchy Online:

Most Annoying Videogame Sounds?

Response to: Basic game genre Posted November 6th, 2010 in Game Development

Are you asking for inspiration? Just surf around the portal, play games, and try to understand the mechanics behind what's happening on screen. If you see something you would like to try, attempt to make a demo and see where it goes from there.

Other than that, the only advice I can give you is to study and practice. Programming skills don't develop overnight. And don't be afraid to experiment!

Response to: A few problems with my game engine. Posted November 6th, 2010 in Game Development

Nobody bothers to read the thread, and some one thinks it's funny to post a bunch of squiggles in here. Yay, I love asking for help on NG. Can a mod lock this thread please? The problem is solved.

Response to: Need some help on a Breakout game Posted November 5th, 2010 in Game Development

It's AS2. You won't see onClipEvent() in AS3 code.

Response to: The Flash 'Reg' Lounge Posted November 5th, 2010 in Game Development

At 11/5/10 07:15 AM, Nayhan wrote: I agree, who cares if someone isn't using complete proper good grammar. As long as people can understand what your saying then it's all good!!

Only some what related.

But not really.

Response to: Need help with AS2.0 Posted November 5th, 2010 in Game Development

What happens? What is your code supposed to do? I realize it's a death function, but does the character just not die, or what?

Response to: A few problems with my game engine. Posted November 5th, 2010 in Game Development

Alright, I think I have it mostly figured out. It's kind of twitchy, but I can fix it.

Response to: Halo Sprite help Posted November 5th, 2010 in Game Development

Just take your sprite sheet, import it into flash, then select Modify > Break Apart. You should be left with a bunch of individual sprites that you can then stick into movie clips, or what have you.

Response to: A few problems with my game engine. Posted November 4th, 2010 in Game Development

At 11/4/10 08:33 PM, Coaly wrote: Seems like you might want to start out with using the basic functions built into flash, like 'hitTestPoint().' You can use a while loop to move your player clip up out of the ground every frame.

For scrolling, if you put the player inside a game container clip, you can move the game container clip whenever the player's x coordinate is beyond a certain point in the game container clip with something like if( player.x + gameContainer.x > 500) { gameContainer.x -= 5 } Basically the idea is checking if the player is past a certain point in relation to the stage by subtracting the x coordinate of the container clip.

I didn't read too much of what you were trying to do but I think it would help if you started out more basic. That collision system looks interesting but might be too complicated if you're trying to do generally more basic things.

Next time, please read before you post, or at the very least look at what I posted at dumping grounds. The engine is art based, I need a pixel based collision system in order to make that work.

The scrolling is taken care of, I had my coordinates in my rectangles backwards (I had height and width, where x and y should have been), which is why it wasn't working. I don't see how adding a container movieclip is any more efficient than using rectangles like this.

As for the collision detection, what is happening is bitmap data of two objects are compared by looking at the alpha channels to see if they overlap. If they overlap, a collision object is returned that has the angle of the collision as a radian, and an array of overlapping pixels defined by points. My code that I finds the distance needed to move the player based on that information. The collision detection works, it's just not flawless. I'm only asking for other people to look at the code I've posted and tell me if they see any obvious errors.

Response to: The Flash 'Reg' Lounge Posted November 4th, 2010 in Game Development

Hi guys!

If there is someone here who is familiar with Corey O'Neil's Collision Detection Kit (CDK) I could use some help with my game engine in this thread.

Response to: FlashDevelop having issues w/ sound Posted November 4th, 2010 in Game Development

At 11/4/10 05:57 PM, Dragonslayerk wrote: I DON'T HAVE FLASH!!!!!!!!!!!

When they are saying Flash, they are talking about Flash Player/Actionscript Virtual Machine... It doesn't matter that you are using Flashdevelop, the same advice still applies.

Response to: A few problems with my game engine. Posted November 4th, 2010 in Game Development

I've got the scroll working now, it just needs some tweaks to make it better. However I'm still having problems with my collision detection.

I'm using a pixel perfect collision detection system, when it detects a collision it gives me information back: the angle of the collision and an array of points that represent the overlapping pixels of the two objects colliding. What I'm currently doing is finding the lowest and highest y coordinates, subtracting them from each other, and moving the player up by the difference:

private function checkCollisions(coll:Array):Boolean
		{//"coll" is an array of points that represents overlapping pixels
			var hit:Boolean;
			if (coll.length >= 1) {
				hit = true;
				
				//move player to the right Y coordinate
				var collision:Object = coll[0];
				var hiY:Number = 0;
				var lowY:Number = Vars.stage.stageHeight;
				for each (var pnt:Point in collision.overlapping) {
					if (pnt.y > hiY) {//find highest Y in array
						hiY = pnt.y;
					}else if (pnt.y < lowY) {//find lowest Y in array
						lowY = pnt.y;
					}
				}
				skin.y -= hiY - lowY;
				
			}else {
				hit = false;
			}
			
			return hit;
		}

But as you can see, it works in some places on the hill, but not others. It's possible to completely fall thru the floor in some places. Does anyone have any idea why this might be happening?

Response to: A few problems with my game engine. Posted November 4th, 2010 in Game Development

Bump. I could use some help.

Response to: flash focus detection Posted November 4th, 2010 in Game Development

Maybe this thread can get you in the right direction. If you have the ability to use AS3, it can just check for it without having to use some round about way.

Response to: A few problems with my game engine. Posted November 4th, 2010 in Game Development

Oh, wait, I think I'm not fully understanding what you're saying YoinK. My characters x can go from 0 to 3x, or more, the screen width. Are you talking about moving the background using an x/y offset, and base my cameras boundary x/y on that? Could you post an example or elaborate a little?

Response to: A few problems with my game engine. Posted November 4th, 2010 in Game Development

At 11/3/10 10:41 PM, YoinK wrote: why don't you make the background move when the player reaches a certain x coordinate?

Because that "certain x coordinate" changes depending on where in the level the player is. I would rather just check what portion of the screen the character is in and move accordingly.

Maybe I should rephrase my question:

if (leftRect.containsPoint(new Point(heroX, heroY))) {
	trace("left");
}

Why doesn't this trace?


I'm working on a new game engine but I'm having some issues with camera scrolling and collision detection. I'll get to the collision detection later, I still have a few things I want to try out. Right now, I would like some help with my camera scrolling.

Here's what I have right now. What I'm trying to do is make rectangles around the edges of the screen, and when the player steps into these rectangles, it's supposed to move the background and the rectangles to new positions. Here's my code:

public function Camera(canvas:DisplayObjectContainer, Follow:Object) 
		{
			bg = canvas;
			follow = Follow;
			
			leftRect = new Rectangle(Vars.stage.stageWidth / 3, Vars.stage.stageHeight, 0, 0);
			rightRect = new Rectangle(Vars.stage.stageWidth / 3, Vars.stage.stageHeight, (Vars.stage.stageWidth / 3) * 2, 0);
			upRect = new Rectangle(Vars.stage.stageWidth, Vars.stage.stageHeight / 3, 0, 0);
			downRect = new Rectangle(Vars.stage.stageWidth, Vars.stage.stageHeight / 3, 0, (Vars.stage.stageHeight / 3) * 2);
		}
		
		public function controls() {
			heroX = follow.skin.x;
			heroY = follow.skin.y;
			
			//this will move the camera.
			//bg.x = -heroX;
			//bg.y = -heroY;
			
			//this won't...
			if (leftRect.containsPoint(new Point(heroX, heroY))) {
				bg.x--;

				trace("left"); //DOES NOT TRACE!

				leftRect.x--;
				rightRect.x--;
				upRect.x--;
				downRect.x--;
			}
			
			if (rightRect.containsPoint(new Point(heroX, heroY))) {
				bg.x++;
				leftRect.x++;
				rightRect.x++;
				upRect.x++;
				downRect.x++;
			}
			
			if (upRect.containsPoint(new Point(heroX, heroY))) {
				bg.y--;
				leftRect.y--;
				rightRect.y--;
				upRect.y--;
				downRect.y--;
			}
			
			if (downRect.containsPoint(new Point(heroX, heroY))) {
				bg.y++;
				leftRect.y++;
				rightRect.y++;
				upRect.y++;
				downRect.y++;
			}
		}

In my main class, I create a new camera with the background and the hero, then every enterframe I call camera.controls().

Can anyone see what's going wrong with my code here? I don't even get the trace "left" in my output box.

Response to: best gun model in any fps game Posted November 3rd, 2010 in Video Games

The Halo Pro Tool:

best gun model in any fps game

Response to: camera tearing Posted November 2nd, 2010 in Game Development

What do you mean when you say the background is tearing? Do you mean the light blue square in the background is supposed to follow the camera and cover up the black parts?

Response to: Android, Emulator & CS5 Posted November 2nd, 2010 in Game Development

Well, as awesome as Flash on Android is, personally I would say if you're developing for Android, just go ahead and learn Java, because it's not too different from AS3, and OOP is OOP is OOP no matter the language.

That being said, This is the official Google Tutorial on getting Eclipse, installing the the ADT plugin, and setting up an AVD (Android Emulator).

I don't really know how you would go about testing Flash in the AVD however. As far as I know there is no way to go straight from CS5 to testing on the AVD (but I could be wrong!). If no one here can answer your questions, you could try asking on Anddev.org. Good luck!

Response to: Rainbows on LSD Posted November 2nd, 2010 in Art

The quality on this isn't that great. It looks like something you would have found on a geocities webpage back in the day. Work in higher resolutions, and don't just rely on filters to make your art.

Response to: May I have some help? (I'm a n00b) Posted November 1st, 2010 in Game Development

Drag your sound from the library to a frame on the timeline.

Response to: Action Scrpt Guide for newbies Posted November 1st, 2010 in Game Development

For a code editor I recommend Flash Develop. It is compatible with as2 and as3, and auto completion really does help out with coding, especially when using functions/variables in different classes.

Here's a good primer on Object Oriented Programming (OOP) in AS2 from Kirupa, a great site for action script information.

Here is Tonypa's excellent AS2 Tile Based Engine Tutorial. This one might be more of an intermediate level tutorial, but check it out anyway.

Here's a tutorial from Aral Balkan on using external classes and linking movieclips, and also why you shouldn't code in your FLAs frames or MCs.

And there's plenty more out there, just google "AS2 tutorial."