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my explosion keeps appearing in the top left hand corner and disappears, it wont appear where the enemy ship was at! please help!
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aah.. source files downloaded but now i'm unable to open SH_05.fla it says "Unexpected file format." i'm using macromedia flash 8 if that has anything to do with it. PLZ HELP!
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@krinsmnite: it's probably to do with the frame rate of the game being different to the frame rate of your explosion. but that's just a guess
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im using cs5 and i think u have to declare functions before you use them in the main loop but i cant find how to do that...anyone know the syntax?
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My issue was fixed! Turns out I had a comma after the second "Missile" before the + in the Ship's attach Missile mc script.
Sorry for posting 3 times here :c
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I had it set to 30 fps. I ended up exporting it as a flash movie instead of a gif. For some reason I can not get the gif to run correctly, even with extra frames added. But, after some tweaking, I got it to work with a flash movie.
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I am having another problem however. My EnemyShips only explode if I hit, for example, the third EnemyShip with my third Missile. If I miss an EnemyShip, and then hit the THIRD EnemyShip with my FOURTH missile, there is no more collision detection. I've triple checked my for...in code and the enemies array code and can't find a fault. Any ideas?
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@krinsmnite, are you exporting your explosion from another Flash file? The default frame rate in Flash is 12 fps, and I assume that's what your explosion is being exported at. The game is ran at 30 fps.
You can change your frame rate in your explosion file to 30 and double-frame it or something, that's what I did lol.
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I hate to spam, but I'm updating my progress. I've tried making the explosion in gif, swf, everything. It plays fine normally, but, after I import it into this game, it plays far too fast. I can't find any info on google or in the help about this.
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make sure your enemy ship has the right scrip under Function Explode() and that Function Explode is in the right place
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@ bufferOverflow i may be wrong but i think the number is removed when the instance of that ship is removed because its a local variable tied into that ship so enemyX should be tied to arrayX
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There is a problem with this tutorial scenario. If you create an array that holds the enemies, and add one whenever it appears on the stage, shouldn't you also remove them from the array when they are destroyed? The way it's described, it's a performance leak - Every missile will loop through the list of many enemy ships, even if they have left the screen or have been destroyed. Did I miss something?
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I wonder if we can create some explosion animation in after effects and then use it in flash. has someone already try that ?? It would be actually great to do that, you can use really cool animations like laser beam, shield or something that kind of stuff using after effects :)
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Hey, if you're testing your movie you need to have saves your .as files first or it won't change anything!! :) thumbs up keep it alive
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this is SPARTAAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1
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OMG LOL OMG LOL!!!!! Ignore my other comments...
Guess what? the HitTest... instance name is Ship... i put _root.ship WTF is wrong with me? :)
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in my game, this error came
for(var i in _root.ship.enemies) {
This statement is not permitted in a class definition.
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I'm having a slight problem. Only some of the enemy ships explode :S. I can shoot some of them but the other ones, the missile goes right through them. They only explode when i run into them.
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never could get the hit detection on missiles to work. On the plus side, the resulting failure did give me an awesome game idea
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k ive got a couple of problems... firstly my missiles do not make the enemies explode but they do disappear and my enemies make 2 missiles... 1 my colour anothe their color.... their colour does as it should but my colour stands their and does nothing.
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CAN SOMEONE HELP ME?!?! After Page 13/14, when I went to test it, all I found was the scrolling background! nothing else, no ship, no enemy ships!
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It seems that simply removing the clip of an enemy from the stage does not remove it from the "enemies " array in the ship class. Over time the for loop in missile begins to bog down the system because of the number of enemies in the array. Does anyone know how to take a given instance of an enemy out of the array? The opposite of "push" I suppose.