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For everyone who hasn't realized it yet, onEnterFrame() is when you enter every single frame from the first frame till the end of your game. I didn't catch on till just now, but if you realize this, you can add a bunch of sections to your game. Examples would be a timer, position checker, etc....
Hope you guys have as much fun with this as I did!
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Wow, sure makes a mess when you accidentally declare "shootLimiter" in the missile script. A very nice tutorial indeed, as it shows the basics needed for experimenting. Too bad with the flash trial being 30 days only.
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My missiles do come out from the tip of my ship but they wont move and my missile class coding is exactly the same as in the picture, what am i doing wrong??? Help me!
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Nah, I just fixed the "Missile could not be located" issue with a lot easier way. Turns out in the previous Shootorial it says "Make sure ALL of your files are saved in the same folder." I saved them in different ones, causing an error. I fixed it! :D
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This statement is not permitted in a class definition. I get this when I type in if( Key.isDown(Key.SPACE) )
What can I do?
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My Goodness! Ok after the 100's of comments i read about missiles staying still, i was about to quit, but then, i deleted everything and started from the begining of #3 and it works!
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I'm stuck on page 9. For some reason, everything works fine when I exclude "missile._x =_x + 50; missile._y = _y + 2;", but when I include that portion of the code, my character won't move and my missiles won't fire.
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I'm having issues when creating the missiles. They're appearing fine, but when they appear from the ship, they still appear at the top left corner as well. Can anybody help?
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I'm having a really hard time creating the missile in CS5.5, The sizes seem really different and everything is different than the tutorial. Can anyone help me please?
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every slide i read, there will always be a question in my mind(missile shooting so fast, missile coming from the body of spaceship instead of cockpit). then after several slides, the question will be answered. great guide.
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umm my ship class looks exactly like it shows but it fires them like crazy if I move and hold space so its dragging missiles AND they are appearing at the bottom left! what do i do?
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I cannot get the missile to spawn. If I change the linkage identifier and instance name to "ship" I can fire a ship out of my ship, but when it is set to "missile", there is no missile. The properties for the missile are set to 'Export in Frame 1' and if I add a missile manually to the scene, it shows up when I test the movie, and it moves across the screen properly. In the library object the missile shows up as a movie. I am not getting any syntax errors on any .as programs. Any ideas?
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okay, i have my missile working relatively and i am now trying to make things constantly fly out of the back of my ship. Nyanship is my ship's symbol name. The Mexicanflag class is the same as the missile except speed = -20;
if( symbol NYANShip is on stage )
{
var Mexicanflag = _root.attachMovie( "Mexicanflag" , "Mexicanflag" + _root.getNextHighestDepth() , _root.getNextHighestDepth() );
Mexicanflag._x = _x - 100;
Mexicanflag._y = _y - 2;
}
Would this work?
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i had posted up a problem i'm facing with missiles, i need help. i'm seeing white copies of the missile i launch, above me and they are even damaging the enemy ships, please guys, i just need to fix this
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i'm going good with this, but while testing the enemy ships, i saw a very odd thing. when i'm firing missiles, i see blank white copies of them moving just above me as i move the ship down
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Alright well i got the missile to shoot but it just like spamms it from the tope left corner of my ship? What did I do wrong?
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funny how all shootorials are rated 4.05..
people actually do it (Now for once i tried it and it is pretty easy since i'm a developer(other account which is banned until TOMORROW :D :D ))
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please help i have made the missile etc blah blah blah done all the coding but when i test it and press space nothing happens please help
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Important Note!:
The higher your "shootLimiter > x" 'x' is, the slower the bullets will be released (the more frames it will have between each bullets).
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ok, not what i looked for, but i hope i can use the code to experiment and play around. Right now im mixing frameactons and movie clips. i hope this works