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First off, I highly recommend using the code tag when posting code in the forum. It helps make your questions a lot easier to read =). Secondly, in order to access the knife it must have an instance name of "Knife". Make the knife its own movieclip, and place an instance of it within the player MC. Then, from the root timeline you do the following:
How you do this depends largely on what you are trying to accomplish. If it is something like shooting at a target, then you can use a distance conditional statement to dictate when the enemies fire. For example:
var dist:Number = Math.sqrt(Math.pow(Object1.x-Enemy.x, 2)+Math.pow(Object1.y-Enemy.y, 2)); //Uses the distance formula to calc distance
if(dist<50){
//do stuff here
}
The interface is confusing, and I was honestly unsure as to what to do after it loaded. The graphics would need to be refined as well as the instructions.
Can you try to describe exactly what it is you want to do? Are you trying to make slider scroll when the mouse moves, or only when it is on one side, or something else entirely?
If you have a legit. license then you should be able to purchase an upgrade license (way cheaper than buying a full one). The downside to upgrading is that you wouldn't be able to give your old copy of Flash 8 to anyone.
I personally use a Small Bamboo Fun from Wacom (nothing on this site has been done with that =p).
Pretty cheap and available for purchase from their site:
A) For nostalgia purposes, I loved that you used that audio clip :-D.
B) The syncing was on par with the majority of passing animations that feature syncing on the site. My only criticism is that the teeth just seem to flash instead of be part of the mouth. However, with that said the overall sync was quite accurate and enjoyable.
When I build a level editor that will generate embeddable code, I usually have the program generate a formatted AS3 array that I can copy and paste into my game and then publish. If you prefer to have a dynamically loaded level system, you could look into using XML data.
If I am understanding correctly, you just aren't actually closing the stroke in which you are trying to place a fill. However, there's a chance that either gradient lock or gap size are set to something undesirable. Play around with those options (in the toolbox panel when the paint bucket is selected).
Also, you can find more colors by going to {Window|Color} in the main menu.
PM me with any mistakes you find.
Post all links you want to add in this thread.
<3 To everyone who supplied tutorials/links.
Also, PM when almost at 30 posts = appreciated.
Next update will feature better categorization, since the list is growing quite large.
If you make a tutorial and want it added to this list, then use the code tags during creation.
You need to remove any event listeners from the objects you added them to where you are trying to "stop" the game. This stops the "game play." Next you need to remove all references to the object (stored in an array, a variable, etc). Lastly call removeChild(objectName). This will take it off the display list. Check out the tuts in my AS3:Main sig link below if you need a further explanation.
Do you mean having a sound play over and over and over (as in a music loop), or whenever an event occurs, a sound plays without any distortion of other sounds?