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 ViewsI grab MP3's mostly. Occasionally, Flash won't import an MP3 for some reason or another, and in those cases I get the .wav
That's why you don't just copy and paste from a tutorial. Here, read up on hitTests in AS2. That should help you actually learn how to use a hit test properly.
It would be a lot nicer if I could use a mouse on the menus. It might be meant for a pc joypad, but alot of people don't have them. Also, you have some weird hitTesting issues, around trees and you bounce when you walk into a wall. The quest doesn't have an ending I take it? I picked up the gem, and came back, she would only say "time is of the essence."
It is a good start to an engine though, and I hope you get a good artist for this project.
I get alot of my sounds from Flash Kit. As for how to put them in, there's a couple different ways, and it depends on if you're trying to use them thru code, or just get them to play in a movie. But in general, you click file >import >import to library
Just set up another hitTest that checks the player against the wall, and inside set the xspeed to 0. It'll be almost exactly like the one you set up for the ground, so it shouldn't be difficult.
At 10/16/10 10:16 AM, narf wrote: lol how am i an idiot?
Because you obviously have no clue how to solve this guys problem, and keep giving coding newbie tips.
To the OP: Remember that before you remove something, you also want to remove any event listeners/timers on it, or in it. Personally I prefer to manually remove every listener that I put into my code, but some people prefer to use a weakly referenced event listener because it's easier.
Maybe, but I've had 2 laptops with Vista and Flash(cs3, and currently cs5) and I haven't had the problems this guy is having. It sounds like a bad install to me.
Have you tried reinstalling?
I'm not entirely sure it's the same in AS2 as in AS3, but you could try x = Math.round(x), which rounds to the nearest whole number, .floor() which rounds down, or .ceil() which rounds up.
At 10/12/10 08:47 PM, Left4DeathInFire wrote: Why you gotta be so mean? He was just being a upstanding citizen of Newgrounds and Tom Fulp should hug and come kiss him and give him 50 awards and let him live in the Newgrounds Headquaters.
Oh noes! You done changd mi quotes!
I'm not going to fight with this guy, because I don't want to derail the thread. But the whole "Just load it from dumping grounds" thing is stupid. Archawn asked for source/.fla's, if he was just going to load in .swf's I'm sure he wouldn't have bothered and just thrown all the submissions in by now. There really shouldn't be any grey area here at all, if you want in, send your files. Whining that he should do it a different way so it's (5 minutes) less work for you shouldn't have even crossed anyones mind.
At 10/12/10 06:51 PM, Callum123456 wrote: I can't be bothered to do what was asked of me in order to be in the compilation because I'm all about the penis.
In the time it will take you to reply to me and call me a whole bag full of jerks, you could easily get a file together and send it.
It took me like 5 minutes to get a zip file together, get it on megaupload and send a link to Archawn. Quit being lazy guys, according to the news post, he only has 3 of the submissions so far!
Only 2 votes too... I might want to vote, since I'm complaining about others being lazy :P
At 10/12/10 03:07 PM, PrettyMuchBryce wrote: http://troygilbert.com/2007/06/pixel-per fect-collision-detection-in-actionscript 3/
Troy's code is good to look thru to see the basics of doing pixel perfect collision testing, but it does have a few problems with objects that are rotated, or have different parents. Personally I prefer Corey O'neil's Collision Detection Kit for an "off the shelf" solution. It can handle rotated and scaled objects, and it doesn't have any problem with objects that are on 2 different parents. A big help as well, it can also return the angle of the collision :)
Have you tried deleting syst.... wait, someone got banned for that didn't they :P
He gets into scrolling tile maps in some of the later sections of the tutorial, I'll let you read up on that. But other than tile based, you could try art based games, using movieclips/sprites, but that also has it's own unique obstacles. Personally, I find tile based engines to be more efficient and faster than art based ones when they are done right.
Tile based AS3 tut by tonypa. English isn't is first language, and he abbreviates variable names way way to much, but it should be good enough for you to get started.
Sorry, no. It's just a burp sound, there's not really anything funny about it. But you have 10 days to work on it, so there's that.
Sorry about the double post but, yeah, you should try out what Redshift was saying, reuse the drops. Write a reset function in your raindrops so that when it's called their y value is reset to their start value, and their x is re randomized. Then make sure you're using a fixed value for number of raindrops when you're creating them. You could then change the total number of drops to easily increase or decrease density of the rain. That's just one way of doing, it might not be the best way either, so just some food for thought.
No, the for loop is fine. You're getting that error because your raindrop isn't on the stage. I think you can try raindrop.parent.removeChild(), to make sure you're getting the right parent.
At 10/10/10 06:09 PM, Outlet wrote: PART 2:
Which would you rather:
a)During cutscenes, a Skip button in the right click menu
When it comes to flash, you might as well not try to do anything with right click anyway, browsers don't like it. I use chrome, and when ever I accident right click a flash it locks up for a few seconds/minutes or just plain crashes.
b)During cutscenes, an on-screen skip button.
c)During cutscenes, press a button.
Either put a small skip button in the corner, or flash a quick message "press Space to skip" at the beginning of the cut scene so you don't have extra graphics distracting the player.
Oh, in that case, just use auto save. I hate having to run halfway back across a map to save a game.
Heh, I ended up finding it myself without the google links. Anyways, if anyone else is having this problem click start > in the search bar type Tablet settings, and select it > click Pen and Input Devices in the window that pops up > In the new window, double click "Press and hold" > uncheck the box at the top of the window and press OK.
Both. For instance, Half Life 2 autosaves every few minutes, which is good, but occasionally when I know I'll be coming to a hard part I'll make a save when I'm in a good spot with full health instead of hoping that the autosave will be at that spot and not later when I have no health or ammo.
I recently had to reinstall Windows Vista and my tablet (a wacom bamboo). The problem is I'll go to draw something, a grey circle pops up (called the "click ring"?) and a menu pops up shortly after that. It's not a flash feature, it's a windows feature, it happens in all programs. This gets really annoying in photoshop, because I'll try to draw something then my brush menu will pop up and interrupt what I'm doing. Does anyone know how to turn these features off? When I look for solutions on Google, I only get how to turn off the input keyboard (and usually most of those links talk about Windows 7 anyway).
At 10/10/10 04:14 PM, PabMo wrote: I know this. I said it first. I've said that I know this. This is obvious. THANKS MAN!
No, you don't know this, and that is why you're having the problem. If you write num = math.random() once, it's not going to be a different number every time you use num.
Whatever, I'm done here. We keep asking you to post the parts of the code that we need to see in order to help you, and you repeatedly refuse to do that. Figure it out on your own, good luck.
At 10/10/10 02:49 PM, PabMo wrote: It works as far as creating one of the two at the beginning but it just continues with the random first selection rather than being random each time.
According to this your not having a problem with spawning, your problem is that your spawning the same thing over and over again, which means that it's your random number that is the problem. Unless you show us how you're generating this number, there is no way we can help you.
Simply put, show us where your variable "num" is being generated.
At 10/10/10 03:05 PM, PabMo wrote:At 10/10/10 02:56 PM, milchreis wrote: Math.random() is not in this code, what the hell are you doing?It is. That's like a 100th of the code. This is just the spawning part. DON'T BE SILLY!
How do you expect to get help without posting the part of the code you're having problems with? Post what you're using for the random number generation. With out actually seeing your code, my guess is that you are only creating one random number, instead of creating a random number every time you spawn an enemy.
You're on the right track with the arrays. The thing that might not be so obvious is that if you are going to use an array, you also need to learn how to use a for loop. For instance, if you want to create 10 movie clips, you would make a for loop that loops ten times, and inside the loop, you create your MCs and push them into an array. It would look something like this:
var myArr:Array = [];
for(var i:int = 0; i < 10; i++){
//In plain english: For(start with interger "i" at 0; if i is less than ten do the code in the loop; add 1 to i after loop is done and repeat.
var myMc:MovieClip = new MovieClip(); //create the MC
myArr.push(myMc); //put it in an array so you can use it later.
}
Now if you want to access the information in the array, you can use a for/each loop (sometimes called for/each/in):
for each(var mc:MovieClip in myArr){
//PE: For every movie clip in this array, store it in var mc, do the code, and repeat with the next MC.
if(mc.y >= 400){
//do stuff to mc here. the variable you declare in the for loop will be an array item
//if you need to find the index number of the variable, you can use myArr.indexOf(mc)
}
}
You can also use array.length() inside a for loop to make it loop exactly as many places as there are indices (indexes?) in an array: for(i; i < myArr.length(); i++)
That should pretty much get you started, if you need more help, say something.
At 10/9/10 10:21 PM, aryama5 wrote: And would "stage.removeChild()" be similar to a plain "removeChild()"?
What's the difference?
That was just an example, I didn't go thru your code enough to see where you're actually putting the raindrops. But, in this case I'm just going to suggest you try it both ways just to see what happens ;) In my experience, flash is generally happier when you directly reference something, like the stage, instead of just typing in a command (like removeChild()) and hoping it looks in the right place.
It's not necessary to code on the frames or timeline, and in fact it is a lot easier to keep your code organized if you only use external classes. Read up on some AS3 tutorials, if you want some tutorials that teach about AS3 and external classes, visit ASgamer.com, that's where I got started with AS3.