Forum Topic: As3 Code Collab! Line By Line.

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FatKidWitAJetPak

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Posted at: 9/12/08 04:59 PM

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Well, since you can't use my AS2 coding, i won't be able to help. Ah well.

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deadlock32

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Posted at: 9/12/08 06:38 PM

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At 9/12/08 06:18 AM, Ben-Fox wrote: Since the project is getting long enough that running into char count limits per post is imminent, I broke the code into discrete sections. Perhaps the full code should be posted once per page, and only the appropriate section be posted when you update?

Ok. So I just created a google code repository for this project.
http://code.google.com/p/as3collab/

you can view the source by clicking:
Source -> Browse -> trunk -> src -> com -> newgrounds -> as3 -> as3_collab_1 -> as3_collab_1.as

For this first run at this project, ironing out how to manage all of this will work its self out. I will need to add super users to the project so hopefully the next round we go, a multi-class as3 project can be started as well as as2 projects.

I am going to need the current authors of this current project to create a gmail account so I can add you as project members, PM me please.

This also introduces version control access. If you are unfamilar with this, this is a way for you to edit the file, and then be able to upload it and comment your changes, as well as see changes as it changes.

If you are using windows, you can http://tortoisesvn.tigris.org/ and install it on your machine.

once it is installed check out this walk though on how to set it up and use it.
https://www.projects.dev2dev.bea.com/Sub version%20Clients/TortoiseSVN.html

login user name and password is handled by google (and your password may not be your gmail account password, find it in google.code settings tab)

Any of you who do not have SVN experience will benifit from this because its a big part of working on a development team.

If this seems like too much let me know, we could continue to manage the way we are right now. Any question ask them here, I'll do my best to answer them. ^_^


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Calipe

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Posted at: 9/12/08 07:55 PM

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Ok I was thinking of how to set it up so it is manageable. What if we assign a committee that will review the submissions and add the ones that are worthy to the project? It will be kind of like what other open-source organizations do. In that way there is an official file.
What do you think?


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deadlock32

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Posted at: 9/13/08 01:55 PM

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At 9/12/08 07:55 PM, Calipe wrote: Ok I was thinking of how to set it up so it is manageable. What if we assign a committee that will review the submissions and add the ones that are worthy to the project? It will be kind of like what other open-source organizations do. In that way there is an official file.
What do you think?

it may come to that. Though I'd like to try and see if we can worry less about if its worthy. As long as its code that works. I'm sure some filtering will occur but, but hopefully we can keep it to a minimum.

New users can continue adding code here in the forum, but to see the current code make sure you go here:
http://code.google.com/p/as3collab/sourc e/browse/trunk/src/com/newgrounds/as3/as 3_collab_1/as3_collab_1.as
(as well as take considerations on new additions that may be in the forum that haven't gotten added to the google repository)

and then project members will add it to the repository. Users will have the option to become members, which at that point you can add code to it directly (though if you don't want to you don't need to be a member)

And anyone who changes the current code should write a comment here about what you added to the project.


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PrettyMuchBryce

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Posted at: 9/13/08 02:01 PM

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I think it's also important we continue to enforce the 10 line limit.
Otherwise it gets a little too out of control. We are in no hurry, so lets stick to the original intent of the post and see where it takes us.


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deadlock32

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Posted at: 9/13/08 03:07 PM

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At 9/13/08 02:01 PM, PrettyMuchBryce wrote: I think it's also important we continue to enforce the 10 line limit.
Otherwise it gets a little too out of control. We are in no hurry, so lets stick to the original intent of the post and see where it takes us.

Agreed. ^_^


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Calipe

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Posted at: 9/13/08 09:23 PM

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At 9/13/08 02:01 PM, PrettyMuchBryce wrote: I think it's also important we continue to enforce the 10 line limit.
Otherwise it gets a little too out of control. We are in no hurry, so lets stick to the original intent of the post and see where it takes us.

x2


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Jaye19

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Posted at: 9/14/08 02:16 AM

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I made this this is just a right-click menu code I posted but it seems that know one cared might as well try to post it again :'(

var mymenu:ContextMenu= new ContextMenu();

mymenu.hideBuiltInItems();
//Take that out if you dont want it to hide the default items of the right click menu

var txt:String='The AS3 Code Collab *Line By Line*';
//Change <strong>The AS3 Code Collab *Line By Line*</strong> to the text you wanna appear
var item:ContextMenuItem= new ContextMenuItem(txt);

mymenu.customItems.push(item);

item.addEventListener(ContextMenuEvent.MENU_ITEM_SELECT,item_select);

function item_select(e:ContextMenuEvent):void

{

var url:String='newgrounds.com';
/*Here, change newgrounds.com to the site it will lead to or <strong>url:String-'newgrounds.com'</strong> to s code that you like when you click the item*/

var site:URLRequest=new URLRequest(url);

navigateToURL(site);
}

this.contextMenu=mymenu;

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deadlock32

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Posted at: 9/14/08 06:04 PM

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At 9/14/08 02:16 AM, Jaye19 wrote: I made this this is just a right-click menu code I posted but it seems that know one cared might as well try to post it again :'(

Ahh! really sorry buddy, i've added your code to the repository!

this allows you to see the difference between before and after your code has been added
http://code.google.com/p/as3collab/sourc e/diff?spec=svn7&r=7&format=side&path=/t runk/src/com/newgrounds/as3/as3_collab_1 /as3_collab_1.as&old_path=/trunk/src/com /newgrounds/as3/as3_collab_1/as3_collab_
1.as&old=5

the latest version of the source can be found here:
http://code.google.com/p/as3collab/sourc e/browse/trunk/src/com/newgrounds/as3/as 3_collab_1/as3_collab_1.as


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eyerecon

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Posted at: 9/14/08 06:09 PM

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PrettyMuchBryce

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Posted at: 9/14/08 06:45 PM

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At 9/14/08 06:09 PM, eyerecon wrote: 3.0

what now

Creatively we seem to be in a bit of a pickle. I think we should expand it so its something more than just this cliche 'see how many you can pop' game. Anyone have any ideas?


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eyerecon

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Posted at: 9/14/08 06:49 PM

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At 9/14/08 06:45 PM, PrettyMuchBryce wrote:
At 9/14/08 06:09 PM, eyerecon wrote: 3.0

what now
Creatively we seem to be in a bit of a pickle. I think we should expand it so its something more than just this cliche 'see how many you can pop' game. Anyone have any ideas?

Animate with lots of filters and like.... code with some sorta physics thing


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deadlock32

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Posted at: 9/15/08 01:37 AM

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At 9/14/08 06:45 PM, PrettyMuchBryce wrote:
At 9/14/08 06:09 PM, eyerecon wrote: 3.0

what now
Creatively we seem to be in a bit of a pickle. I think we should expand it so its something more than just this cliche 'see how many you can pop' game. Anyone have any ideas?

I can think of a few roads to go down. Remember the whole 10 lines.

One thing to do is to set up the particles in its own array, which leaves open the usage for the random object getter function.

maybe the particles become attracted to the mouse.

maybe the explosions are proportionate to the original size of the circle.

maybe create a 2nd object. (which could lead to it falling down the screen which could lead to a different action happening)

maybe have the mouse cursor (flash drawn) get larger as time goes on so its harder to avoid the circles.

maybe instead of mouse over you have to throw the circle at another circle to get it to pop.

maybe if you pop one of one color, they others need to be similar colors to work.

(these are all just examples, maybe it'll help you think of something)

I'm holding back from adding more, until i get a few more from others ^_^

maybe Mike would like to add something? = D


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Tivaelydoc

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Posted at: 9/15/08 02:56 AM

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I was thinking about that 2nd object, like a square, could be different "power-ups". Like, randomly, it could do a number of things like increase/slow the speed of the circles, make everything on the screen explode, make the colors of the circles cycle with other colors rapidly, etc.

What about expanding the background to something more like levels?


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Tivaelydoc

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Posted at: 9/15/08 03:10 AM

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Also, with the background, using the sound spectrum shit, could you write up a simple visualizer that flows with the collisions?

What about when you click it attracts all the particles toward the mouse.

Maybe you could click and hold on a circle particle and drag it toward a falling ball to collide.

More keyboard functions. Shadows. Perhaps the particles themselves could be divided further upon collisions until they reach a minimum size of something like 10px.


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Jaye19

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Posted at: 9/15/08 06:10 AM

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At 9/14/08 06:04 PM, deadlock32 wrote:
At 9/14/08 02:16 AM, Jaye19 wrote: I made this this is just a right-click menu code I posted but it seems that know one cared might as well try to post it again :'(
Ahh! really sorry buddy, i've added your code to the repository!

Links and others stuff

Thanks and I thought this was the thread that is really mean and doesnt care about your post and you guys arent gonna do a preloader if yes I might be of some assistants or maybe just some more codes I could post moee just say what code

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Jaye19

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Posted at: 9/15/08 06:24 AM

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At 9/15/08 01:37 AM, deadlock32 wrote:
At 9/14/08 06:45 PM, PrettyMuchBryce wrote:
At 9/14/08 06:09 PM, eyerecon wrote: 3.0

what now
Creatively we seem to be in a bit of a pickle. I think we should expand it so its something more than just this cliche 'see how many you can pop' game. Anyone have any ideas?

An online highscore tables and obstacles AND LIVES :3

I can think of a few roads to go down. Remember the whole 10 lines.

One thing to do is to set up the particles in its own array, which leaves open the usage for the random object getter function.

What????

maybe the particles become attracted to the mouse.

It's pretty easy in AS2 but I'll try to think of a code

maybe the explosions are proportionate to the original size of the circle.

Good idea and maybe you can put explosion effects like fire and SFX

maybe create a 2nd object. (which could lead to it falling down the screen which could lead to a different action happening)

I dont get t like if it hits a floor it will explode more??

maybe have the mouse cursor (flash drawn) get larger as time goes on so its harder to avoid the circles.

Hey that easy

maybe instead of mouse over you have to throw the circle at another circle to get it to pop.

Kinda hard but maybe some people can easily cheat that

maybe if you pop one of one color, they others need to be similar colors to work.

?

(these are all just examples, maybe it'll help you think of something)

I'm holding back from adding more, until i get a few more from others ^_^

maybe Mike would like to add something? = D

Please a me makey a preloader and find good backround music and SFX

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Jaye19

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Posted at: 9/15/08 07:48 AM

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Made a new one
SWf Protection Code

This may seem similar to the one in AS3 Main but I made this he just got to post it before me and I haven't tested it yet well I acnt upload another flash at another website without redeeming qualities

import flash.display.*;
//Just imports importants stuff

var Good_url:String = "http://www.blah.org/crapSWf"
//Put the website where the swf is embedened in

var this_url:String = this.loaderInfo.url;

if(this_url.indexOf(good_url) ==0)

{

play();

}else{

gotoAndStop("stolen");
//Change stolen to the frame label you have there in the project :3

}

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deadlock32

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Posted at: 9/15/08 06:10 PM

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Jaye19 wrote:

Please a me makey a preloader and find good backround music and SFX

Well I don't think we are at a point where we should be thinking much about BGmusic and SFX. While they are important parts of a game, we shouldn't burden our selves with the tasks prematurely. We are not maintaining an *.FLA file yet, part of the goal was that this project would be able to copy and paste the code on the first frame.

Made a new one
SWf Protection Code

This may seem similar to the one in AS3 Main but I made this he just got to post it before me and I haven't tested it yet well I acnt upload another flash at another website without redeeming qualities

import flash.display.*;
//Just imports importants stuff

(just for your reference, if you are coding in the Flash CS3 IDE, importing display objects (as well as the majority of the flash classes) is not nessary. Only when you are working out of the external classes. just saving your potential lines of code)


var Good_url:String = "http://www.blah.org/crapSWf"
//Put the website where the swf is embedened in

var this_url:String = this.loaderInfo.url;

if(this_url.indexOf(good_url) ==0)

{

play();

}else{

gotoAndStop("stolen");
//Change stolen to the frame label you have there in the project :3

}

Finally, I don't think we need to worry too much about this getting stolen... it is open source. A better idea would be to have maybe a text box in the corner linking to this page OR when ever this makes it to the portal a link there.

BUT I'll let the rest of the authors chime in. The big reason why I am no liking this code its it requires more than one key frame. If you could build it to not start the game and display a graphic (using the DisplayObject.graphics / textfield classes) then I'd be less hesitant ^_^


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Jaye19

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Posted at: 9/16/08 05:51 AM

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At 9/15/08 06:10 PM, deadlock32 wrote: Jaye19 wrote:
Please a me makey a preloader and find good backround music and SFX
Well I don't think we are at a point where we should be thinking much about BGmusic and SFX. While they are important parts of a game, we shouldn't burden our selves with the tasks prematurely. We are not maintaining an *.FLA file yet, part of the goal was that this project would be able to copy and paste the code on the first frame.

Oh dont worry that could be my part beacuse all that I have contributed is just some stupid lines of code so um do accept my idea of a highscore online table

Made a new one
SWf Protection Code

This may seem similar to the one in AS3 Main but I made this he just got to post it before me and I haven't tested it yet well I acnt upload another flash at another website without redeeming qualities

import flash.display.*;
//Just imports importants stuff
(just for your reference, if you are coding in the Flash CS3 IDE, importing display objects (as well as the majority of the flash classes) is not nessary. Only when you are working out of the external classes. just saving your potential lines of code)
BUT I'll let the rest of the authors chime in. The big reason why I am no liking this code its it requires more than one key frame. If you could build it to not start the game and display a graphic (using the DisplayObject.graphics / textfield classes) then I'd be less hesitant ^_^

It's ok to reject it I dont really care about this code it's pretty much easy to do I am kinda figuring of there is a code that you can apply filters to objects

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Jaye19

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Posted at: 9/16/08 05:53 AM

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At 9/15/08 06:10 PM, deadlock32 wrote: Jaye19 wrote:
Please a me makey a preloader and find good backround music and SFX
Well I don't think we are at a point where we should be thinking much about BGmusic and SFX. While they are important parts of a game, we shouldn't burden our selves with the tasks prematurely. We are not maintaining an *.FLA file yet, part of the goal was that this project would be able to copy and paste the code on the first frame.

Oh dont worry that could be my part beacuse all that I have contributed is just some stupid lines of code so um do accept my idea of a highscore online table

Made a new one
SWf Protection Code

This may seem similar to the one in AS3 Main but I made this he just got to post it before me and I haven't tested it yet well I acnt upload another flash at another website without redeeming qualities

import flash.display.*;
//Just imports importants stuff
(just for your reference, if you are coding in the Flash CS3 IDE, importing display objects (as well as the majority of the flash classes) is not nessary. Only when you are working out of the external classes. just saving your potential lines of code)
BUT I'll let the rest of the authors chime in. The big reason why I am no liking this code its it requires more than one key frame. If you could build it to not start the game and display a graphic (using the DisplayObject.graphics / textfield classes) then I'd be less hesitant ^_^

It's ok to reject it I dont really care about this code it's pretty much easy to do I am kinda figuring of there is a code that you can apply filters to objects

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Jaye19

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Posted at: 9/16/08 05:59 AM

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Glitch???? My post doubled??? What the heck happened

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Ben-Fox

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Posted at: 9/16/08 06:30 PM

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Hmmmm...shoot fireworks at the balls--match colors to pop them and set off chain reactions. Your particle colors are random, so you never know how big things are gonna get. It's like Breakout vs Boom Boom Rocket or something.


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Ben-Fox

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Posted at: 9/16/08 06:33 PM

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I swear to God that post made sense when I wrote it. Ahem, popping the balls sets off a shower of particles that can cause chain reactions. Maybe you can influence the particle direction by moving the mouse, too. Double post apologies...


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Jaye19

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Posted at: 9/19/08 06:58 AM

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(sigh)
This collab is dead I think

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Tivaelydoc

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Posted at: 9/24/08 03:31 PM

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I have another idea for this collab. What if when you clicked the mouse, it shot out rectangles that destroy the circles. After every certain amount of circles destroyed, your rectangles "bullets" would get upgraded (+10 size) or something.


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