Monster Racer Rush
Select between 5 monster racers, upgrade your monster skill and win the competition!
4.18 / 5.00 3,534 ViewsBuild and Base
Build most powerful forces, unleash hordes of monster and control your soldiers!
3.80 / 5.00 4,200 ViewsBig Bird!
Anyone from Sesame Street actually :)
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.
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.
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.
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.
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.
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.
The rollerrats from Anarchy Online:
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!
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.
It's AS2. You won't see onClipEvent() in AS3 code.
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!!
But not really.
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?
Alright, I think I have it mostly figured out. It's kind of twitchy, but I can fix it.
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.
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.
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.
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.
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?
Bump. I could use some help.
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.
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?
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.
The Halo Pro Tool:
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?
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!
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.
Drag your sound from the library to a frame on the timeline.
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."