nerd2005
2 posts
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now that answers my question, so you can work in Flash Player 6 but it is much better in flash player 7. thanks #.#
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Heylon
137 posts
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by the way i am having troubles getting the kongregate API running on my game(all my other games work with kong API).
its only this one game. The API for all my other games seems to work fine.
problem: when i submit my game, go though the process of uploading, my game hasent got an achivements tab.no API
Any Help Please! thanks in advance.
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djice555
3 posts
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hi im working in as3
wat am i doing wrong
the ghost serv er works but the site won’t do it
heres what i have so far
package
{
import flash.display.MovieClip
import flash.ui.Mouse
import flash.events.*
import flash.events.ProgressEvent
import flash.display.SimpleButton
import com.kongregate.as3.client.KongregateAPI
public class DocumentClass extends MovieClip
{
public var playScreen:ShapeFrogger;
public var gameOver:GameOver;
public var niceOne:NiceOne;
public var i:Number=1
public var menuScreen:MenuScreen
public var kongregate:KongregateAPI
public var upgradeScreen2:upgradeScreen
public var frogSpeed:Number
public var nEL:notEnoughLvls
public var carSpeed:Number
public var upgradePressed:Boolean
public function DocumentClass()
{
upgradePressed=false
carSpeed=0
frogSpeed=.5
kongregate = new KongregateAPI();
addChild(kongregate)
menuScreen=new MenuScreen
menuScreen.addEventListener(NavigationEvent.START, gameStart)
menuScreen.addEventListener(NavigationEvent.COOL, Alright)
menuScreen.x=0
menuScreen.y=0
addChild(menuScreen)
}
public function gameStart(navigationEvent:NavigationEvent):void
{
playScreen=new ShapeFrogger();
playScreen.addEventListener(AvatarEvent.DEAD, onAvatarDeath);
playScreen.addEventListener(AvatarEvent.SAFE, onAvatarSafe);
addChild(playScreen);
playScreen.x=0
playScreen.y=0
playScreen.carSpeed=Math.random() * .05
playScreen.gameScore.setValue(1)
stage.stageFocusRect=false
removeChild(menuScreen)
stage.focus=playScreen.car3
}
public function onAvatarDeath(avatarEvent:AvatarEvent):void
{
gameOver=new GameOver();
gameOver.addEventListener(NavigationEvent.RESTART, onRequestRestart);
addChild(gameOver)
removeChild(playScreen)
kongregate.scores.submit(i)
}
public function reboot()
{
i=1
menuScreen=new MenuScreen
menuScreen.addEventListener(NavigationEvent.START, gameStart)
menuScreen.addEventListener(NavigationEvent.COOL, Alright)
menuScreen.x=0
menuScreen.y=0
addChild(menuScreen)
removeChild (gameOver)
stage.focus= menuScreen
}
public function NextLevel(navigationEvent:NavigationEvent):void
{
playScreen=new ShapeFrogger();
playScreen.addEventListener(AvatarEvent.DEAD, onAvatarDeath);
playScreen.addEventListener(AvatarEvent.SAFE, onAvatarSafe);
playScreen.x=0
playScreen.y=0
addChild(playScreen);
playScreen.frog.speed=frogSpeed
playScreen.car2.car2speed+=carSpeed
playScreen.car3.car3speed+=carSpeed
playScreen.car4.car4speed+=carSpeed
playScreen.car5.car5speed+=carSpeed
playScreen.car6.car6speed+=carSpeed
playScreen.car7.car7speed+=carSpeed
playScreen.car8.car8speed+=carSpeed
playScreen.car9.car9speed+=carSpeed
playScreen.carSpeed=Math.random() * (i / 10)
playScreen.gameScore.setValue(i+1)
i++
removeChild (niceOne)
if (upgradePressed==true)
{
removeChild (upgradeScreen2)
upgradePressed=false
}
stage.focus=playScreen
}
public function onRequestRestart(navigationEvent:NavigationEvent):void
{
reboot();
}
public function onAvatarSafe(avatarEvent:AvatarEvent)
{
niceOne=new NiceOne()
niceOne.addEventListener(NavigationEvent.NEXTLVL, NextLevel)
niceOne.addEventListener(NavigationEvent.UPGRADE, upgrade)
addChild (niceOne)
removeChild (playScreen)
}
public function Alright(navigationEvent:NavigationEvent)
{
i=100000
playScreen=new ShapeFrogger();
playScreen.frog.speed=10
playScreen.addEventListener(AvatarEvent.DEAD, onAvatarDeath);
playScreen.addEventListener(AvatarEvent.SAFE, onAvatarSafeHaHa);
addChild(playScreen);
playScreen.x=0
playScreen.y=0
playScreen.carSpeed=Math.random() * 0
playScreen.gameScore.setValue(-1)
playScreen.gameScore.isPatPlaying=true
stage.stageFocusRect=false
removeChild(menuScreen)
}
public function onAvatarSafeHaHa(avatarEvent:AvatarEvent)
{
niceOne=new NiceOne()
niceOne.addEventListener(NavigationEvent.NEXTLVL, SpecialNextLevel)
niceOne.addEventListener(NavigationEvent.UPGRADE, upgrade)
addChild (niceOne)
removeChild (playScreen)
}
public function SpecialNextLevel(navigationEvent:NavigationEvent)
{
playScreen=new ShapeFrogger();
playScreen.addEventListener(AvatarEvent.DEAD, onAvatarDeath);
playScreen.addEventListener(AvatarEvent.SAFE, onAvatarSafeHaHa);
playScreen.x=0
playScreen.y=0
addChild(playScreen);
playScreen.carSpeed=Math.random() * 0
playScreen.gameScore.setValue(-1)
i++
playScreen.frog.speed=5
removeChild (niceOne)
stage.focus=playScreen
}
public function upgrade(navigationEvent:NavigationEvent)
{
upgradePressed=true
upgradeScreen2=new upgradeScreen()
upgradeScreen2.addEventListener(NavigationEvent.NEXTLVL, NextLevel)
upgradeScreen2.addEventListener(NavigationEvent.FASTER, faster)
upgradeScreen2.addEventListener(NavigationEvent.SLOWER, slower)
upgradeScreen2.addEventListener(NavigationEvent.PIC, pic)
addChild(upgradeScreen2)
}
public function faster(navEvent:NavigationEvent):void
{
if (i>4)
{
frogSpeed=1
}
else
{
nEL=new notEnoughLvls()
addChild(nEL)
nEL.x=0
nEL.y=0
nEL.addEventListener(MouseEvent.CLICK, onClickReturn)
}
}
public function onClickReturn(me:MouseEvent)
{
removeChild(nEL)
}
public function slower(navEvent:NavigationEvent)
{
if (i>9)
{
carSpeed=-1
}
else
{
nEL=new notEnoughLvls()
addChild(nEL)
nEL.x=0
nEL.y=0
nEL.addEventListener(MouseEvent.CLICK, onClickReturn)
}
}
public function pic(navEvent:NavigationEvent)
{
nEL=new notEnoughLvls()
addChild(nEL)
nEL.x=0
nEL.y=0
nEL.addEventListener(MouseEvent.CLICK, onClickReturn)
}
}
}<code>
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Moneybags
16 posts
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Ok, bit of a noob question here, but im having trouble
From what i gather, the first line of the API can be placed anywhere in the program, and early is best, right?
Then the second line gets put in the same function as when the hero character dies, and “submit(1000)” would just be changed to “submit(points)” with points being the players score, correct?
So…where does that final chunk of coding go, and what parts do i sub in my own variables and such? O.o
Again, flash noob here, so if i got the first 2 parts wrong, please tell me :P And if anyone can help me with the 3rd, it would be greatly appreciated :D
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Jabor
9714 posts
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You don’t need to use that third example of code unless you want to display the highscore list directly in your own game.
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Moneybags
16 posts
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Ahh, thanks Jabor. Just to be clear, if i dont display it in my game, itll still be displayed on the site?
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flashmadruga
4 posts
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Is there a way to check if you are connected or not ? the submit functions have a return value we can check for success ?
I’m not sure why it is not working in my last game ….
Thanks
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Jabor
9714 posts
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Yep Moneybags, the highscores will still be shown in the chat bar.
@flashmadruga: What code do you have at the moment?
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Vegard20
188 posts
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I want tohave a API high score for Credits found, is it right to put this action in to the action to credit frame:
_root.kongregateCredits.submit(1); // The user found the credits screen
And put: _root.kongregateServices.connect(); on the first frame?
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djice555
3 posts
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how do i integrate the scores in as3 if im using seperate as class files
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Jabor
9714 posts
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@Vegard: If you do that, you’ll need to use the statistics API with stat type set to “add”. You probably don’t want to use the Highscores API for this.
@djice: Check the AS3 API Integration thread.
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Vegard20
188 posts
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Vegard20
188 posts
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bubwee2
1 post
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weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
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McCoyEVP
341 posts
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So is there any replacement of the ?debug_level=3, etc. that is available for the new chat interface?
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DTran
220 posts
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The High Scores API is no longer available for new flash games, which I assume is why this topic is not stickied anymore.
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UnknownGuardian
1703 posts
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Originally posted by DTran:
The High Scores API is no longer available for new flash games, which I assume is why this topic is not stickied anymore.
What? I thought it was? Can’t games still send Highscore API?
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DTran
220 posts
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I’m mistaken. It seems they’re cutting support for the High Scores API, but you can still use it if you want. They’re just not providing instructions or help. However, UG, the High Scores API is separate from the regular stats API. You could just use the High Scores API if you just wanted a leaderboard but didn’t want to submit any stats.
http://www.kongregate.com/forums/1/topics/49416?page=1
“- We’re cutting support to the “High Scores” API and have removed links to those tutorials. We still use the Statistics API that most people have been using, and we still support the API for both AS2 and AS3. I believe old games will continue working with the High Scores, but we will no longer provide support for those APIs. NOTE: This only affects developers using APIs – gamers will not see any difference. Also, we’re not removing APIs, we’re just no longer offering help or instructions for one of them so we can encourage developers to use the other one. Sorry for any confusion."
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UnknownGuardian
1703 posts
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