The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.34 / 5.00 31,296 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.07 / 5.00 10,082 Viewscould anyone please help me with this new API? i don't want to bother psycho again...the thing is, since they chaged the way you use it, i've been getting F'ed in the A....i'm getting an error when i test the movie and the page they said to go to if you get an error (http://www.newgrounds.com/wiki) is NOT helpful....at all!
i'm really frustrated and i don't see why they had to change things, but if anyone could please help me out with this effing error, i would appreciate it
thanks
At 8/1/10 05:30 AM, 4urentertainment wrote: You don't need a specific tutorial for every single kind of game. This is nothing more than basic hitTest, player movement and dynamically attaching movieclips. Look into those for whichever actionscript version you're using.
i don't find a tut for every game, but i know there are others out there for this type....i know how to do hitTests....the problems i am having are the ones i mentioned
it's the type of game where there are things falling from the top of the screen (like a rock or some random object) and you have to catch them at the bottom (with a bucket or something)...i've found tuts for it, it's just that they're not very helpful....thanks for the link tho
=]
hey guys...could anyone link me to a decent 'catch & fall' game tut? cuz i'm having some problems with the one i'm working on and the tuts i found aren't very helpful...basically, i need to make the thing that drops the "foos" move to the y co-ordinates of the next "foo", but do it smoothly...not just jump there
also...for the falling foos, i modified some code i already had for shooting bullets, but for some reason, i can't get more than 1 foo to fall at a time...they also won't move at different speeds, which is weird since i set the speed to random(15)+5
any help is appreciated
later
=]
At 7/28/10 10:58 PM, LeonCross wrote: That helped. The looping works (tested just by pasting the running animation in the field of play).
The running is closer to working, but the command is too absolute. It's making it so that if it's -not- running, it's going to the standing frame, which is canceling out -every- other (goto) command from other buttons.
try putting a movie clip inside your movie clip...for instance:
your main movie clip (Character)
then your running movie clip (Character_Run)
then standing (Character_Stand)
put the standing one on frame 1 inside the main MC (Character) and the running one on frame 2...make sure the stop command is on both frames....then add this code:
onClipEvent(enterFrame){
if(Key.isDown(Key.RIGHT){
_root.character.gotoAndStop(2);
}else{
_root.character.gotoAndStop(1);
}
}
that should work....then you can add jumping frames and such too
At 7/29/10 02:20 PM, 4urentertainment wrote: You can actually make the bullet appear in front of the gun using trigonometry, even if he rotates, but if you don't want to use trig, you could always just add the bullet clip below the player. I'd do this by swapping the mc's depths as soon as you shoot.
AS3 example:
swapChildren(player,bullet)
interesting....i forgot to mention though, that i'm using AS2...is there a as2 version for that same code?
this might help you...the guy walks you through all the basic platformer knowledge
i know it helped me out a lot back in the day
Click to view.
hey guys...i need a little help and if you could give me some, i will love you and give you cupcakes!....not really, but anyway...my problem is:
in my game i'm working on, when the player shoots a bullet from their gun, the bullet shows up on top of them and the gun...i need it to be under them so it appears that the bullet is coming out of the gun...please note that i can't just change the Y co-ordinates a little so the bullet starts outside the gun because the character rotates 360 degrees....anyway, i've heard that to fix this, i should just draw either the bullet before the character or vice versa (i can't remember which). well, i tried both and no dice, as they say.
any help is appreciated...just to clear things up, here's how the character moves: the character always faces towards the mouse...which, of course means he rotates around...and the arrow keys move him in their respective directions
thanks again for any help at all
later
=]
On the contrary, the conversation has only just begun.
*tints fingers*
excellent!
At 7/28/10 11:58 PM, Oliver wrote: Everything by Everyone kid.
indeed...but they could change their motto just a little bit...like:
Newgrounds: Select Things by A Notable Few
At 7/28/10 10:53 PM, KovioXZ wrote: its fun
and to get a reaction out of people, its just like why do people troll, or anything that fucks with another person.
also why would we downvote your shit lmfao, i couldent be fucked to downvote it just to piss you off, but now that you said that i think i might just do it
that's actually happened to me before though....i reviewed some really terrible flash and a guy sent me a message saying "you didn't like it? fuck you!"....i'm paraphrasing...i can't remember it exactly....anyway, then like 2 minutes later, all my submissions were down like .30 points
At 7/28/10 10:44 PM, Charcoal125 wrote:At 7/28/10 10:41 PM, wagnerben wrote: i didn't see that, but yesterday in the obituaries, pretty much all but 4 of the spots were KK submissions and like 15 of them were "pikachu surfing 1", "pikachu surfing 2", etc....it was kind of funnyThose were submitted quite some time ago. The account that it was on just got deleted.
=P
oooooh...okay...that makes sense...i just figured some guy make like 9 different accounts so he could submit them all at once....it looked hilarious in the obituaries though xD
At 7/28/10 10:37 PM, TheBlueRaven wrote:At 7/28/10 10:34 PM, wagnerben wrote: how do those bastards know where i live?.....am i even safe in my own house??!?! god, tell me what's happening!!!!no one is ever safe in his own house
0.o
burn it down before the worst happens
advice taken...i'll get started now =]
At 7/28/10 10:37 PM, Charcoal125 wrote:At 7/28/10 10:33 PM, sweet21 wrote:Come on, you don't remember last week when all 3 of the weekly awards were screwed over by them?At 7/28/10 10:30 PM, Charcoal125 wrote: It's all about <iM> now.Who?
i didn't see that, but yesterday in the obituaries, pretty much all but 4 of the spots were KK submissions and like 15 of them were "pikachu surfing 1", "pikachu surfing 2", etc....it was kind of funny
=P
At 7/28/10 10:30 PM, TheBlueRaven wrote: it is all in spite of you
you, individually
you
how do those bastards know where i live?.....am i even safe in my own house??!?! god, tell me what's happening!!!!
0.o
why do all of you [KK]'ers make these retarted flashes? don't you realize that even if one of your terrible movies does pass, no one will every watch it again...except your retarded brethren ....there's no e-fame for you...
or are you trying to "take down NG" ...or some shit...because seriously...you should spend a lot more time on fixing our government (i would like to word that differently, but i would be guilty of high treason) rather than making these terrible movies....the bad part is that some of you actually have a tiny hint of skill, but will never make anything great because you waste your time drawing dicks on tankmen
i know i'm probably gonna have a bunch of kk douche bags vote 0 on my stuff now, but i could really care less...anyway...just some venting going on there....i would assume most of you agree with me
You're breaking my balls, Kraidster.
You need a BA of 3.5 to start a collab etc etc etc etc read the rules.
....what's a "BA"?
At 7/11/10 03:10 AM, Fion wrote: Try attaching each sound to a different object.
how do you mean? like put the sound inside a MC?
and yea...the linkage is right...the sounds play...the just stop other ones when they start
does anyone know how i can get more than one sound to play at a time in AS2?...my sound effects in my game stop my background music when they get played...and basically, the only code is: song1.start();
then the sound effect is: SFX.start();
but for some reason, when the sound plays, it stops the music....anyone know of a fix or what i'm doing wrong?
thanks so much
=]
At 7/4/10 12:12 AM, crapatflash wrote: aha! did you embed text into those text boxes? embedding text can make a file size increase rapidly.
wow....that was actually the problem...i didn't really know what embedding meant...i just thought it was characters they were allowed to type in the box...apparently not
no wonder i blamed it on the code...i added both those things at the same time
well...thanks everyone! i love you, newgrounds!!
At 7/3/10 08:33 PM, crapatflash wrote: i think i read somewhere that every character of code takes up like 1 byte of space or something. :adding that bitty little line of code isn't the cause. if you have audio, components or pictures in your :library, it's most likely that they are the culprits.
right, but as i said...i hadn't added anything except that code...there is no music or sound effects yet and all the art was already in the game....i made a sample file to test the code and that file was JUST the code and 2 buttons, 2 input boxes, and 3 dynamic text boxes....that .swf was over 8MB as well...i coded it in AS2 using CS4
if no one knows why this is happening then maybe someone knows how i could make the game smaller...like compress it or something...or even link to it in another flash file because i really, really want it on newgrounds and i'm gonna be super sad if it's like 10.03MB when i'm done and NG won't accept it
looks like an interesting game....but on the instruction page, the fingers keep going down and wouldn't go up more than like 3 spaces....you'll get what i mean if you just hit down a few times
is there anything else that could be causing this? becuase i know it was about 500KB a couple days ago and all the art was already in it and the only thing added was code
so i'm making this game and before i added this snippet of code, my game was about 600KB but after adding it, my game bumped up to over 8MB which is some concern since the size limit on NG is 10MB and i havn't added sound effects or music yet....if anyone could help, i would greatly appreciate it!...here's the code that seems to be causing the trouble:
on(release){
if(_root.cash>=_root.bank_interact.bank_
deposit.text){
_root.bank_interact.bank_balance+=Number (_root.bank_interact.bank_deposit.text);
_root.cash-=Number(_root.bank_interact.b ank_deposit.text);
}else{
}
}
thanks for any help
=]
i think i get what you're sayin, man, but the reason it looked so weird when you button mashed is probably because of the string vs numbers error....the guy's post above you fixed it...if you mash "deposit 20" more than 5 times, you get a bank error....you can only withdraw or deposit as much as you have
At 7/2/10 06:28 PM, Aecial wrote: Convert them to numbers at the time that the values are being used.
example:
myNumber = Number(myString) + 25;
This will add the value of 'myString' with 25 and store that in the variable 'myNumber'
THANK YOUUUU!!!!!!
dude...you're amazing....thanks so much!!!
^ _ ^
hey guys...i'm trying to use an input box that will add or subtract numbers from others based on user inputs (basically a bank), but i'm having problems with the input box....i've tried putting ".text" at the end of the name like i was told before (_root.deposit.text) but that seems to treat the number like a string and instead of adding & subtracting it just tags the number to the end of the balance or cash on hand (for ex: 100 becomes 10050)
here's the sample swf so you can understand the problem:
http://www.newgrounds.com/dump/item/ef14 97e4dcce80c22998ef2a9998a471
(no preloader though so you'll have to wait a sec)
also...for some reason the file is 8MB which maybe someone can explain to me...because the game i am working on that needs this code has wayyyyy more in it and it's only half a meg...if someone knows why, that would be helpful
thanks guys & gals!
=P
At 7/1/10 02:15 PM, Archon68 wrote: Ehm....
What was your original code? What did you do to try to fix it? What do you think is the problem? What are you trying to accomplish, specifically?
i can't remember the original code because one of my friends wrote it for me and i lost the original .fla
the code i tried using was like this:
(on deposit button)
on(release){
if(_root.cash>=_root.deposit){
_root.balance+=_root.deposit;
_root.cash-=_root.deposit;
}else{
trace("not enought monies!!");
}
}
but that gave me "NaN"
i remember though that the code i used before had either "Number:variable_here" or "variable_here:Num"
something like that....i just can't remember
hey all...so i'm trying to make a bank interface just like in my other game (game of live) but i lost the code i used for it and i had one of my friends write it for me
i've been using the input boxes but when i click deposit my cash says "NaN" and so does my balance....when i changed the code the cash still said "NaN" and the balance said "0+what ever number i put in"
i know there's someway to fix it, i just can't remember how...any help is appreciated....if you need a demo of what needs to be done, go to my games and play the game of live ...then go into the bank
if you don't want to do that, basically, i have cash and a bank balance...you deposit money (input field) or withdraw money (another input field)
thanks for any help at all!
laterz
i believe you have to connect a cat 5 from one of the ports in the first router to the port where the internet would go on the second router...it should link 'em together
but why don't you just get a router with 8 spots instead of buying another one with less? and why bother getting wireless if you're gonna need a second router anyway....utilize the wireless
=P