suecityvokills
30 posts
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Topic: Elements /
Do you not win cards vs top 50?
top 50 is the AI controlling the top 50 real player’s decks. which is why the strategy is played wrong and they are somewhat easier to beat.
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suecityvokills
30 posts
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Topic: Game Programming /
Kongregate variables.
i was pretty interested in this as well, is there a way to get their friend list, get their kongai cards, get their kongregate points or level, profile picture, ect… some of these would be pretty cool to use when creating a kongregate only game :D!
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suecityvokills
30 posts
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Topic: Game Programming /
song copyright
you’ll need the artists (or creators) permission (in writing would be best). or if the artist is signed to a label you will need to labels permission (which you will most likely not get) or you will have to license it (and pay money).
If the music is created by an individual who is not signed to any label contact them directly via e-mail. get a screen shot of where you got the email address and be sure to save the email giving you permission (this should hold up in court). Otherwise I wouldn’t even bother.
OR you could just use whatever, get caught, and pay hefty copyright infringement penalties or if your lucky receive a cease and desist and have to remove the song anyways… good luck with that.
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suecityvokills
30 posts
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suecityvokills
30 posts
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Topic: Game Programming /
[SOLVED] AS2: Getting a games framerate, Changing a framerate, and Changing a sound from Stream to Event
gahh wish i had as3 :) oh well. still, how do i figure out the framerate? could i add a listener for every 1000 milliseconds (1 sec) and set a variable to ++ every frame.. then have the listeners function tell me the variable and reset to 0?? what would that code look like? and where would i put the listener? in the onLoad() or in the onEnterFrame()?
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suecityvokills
30 posts
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Topic: Game Programming /
[SOLVED] AS2: Getting a games framerate, Changing a framerate, and Changing a sound from Stream to Event
Stage doesn’t seem to have a frameRate property.. that can be called with Stage.frameRate
i’m using AS2.. is this an AS3 thing?
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suecityvokills
30 posts
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Topic: Game Programming /
Real quick question
fading is set with the Alpha, after health<=0 or whatever:
_alpha -= 2;
if (_alpha < 0) {this.removeMovieClip();}
you also might want to create and attach a destruction or explosion animated movieclip with
_root.attachMovie("Eplosion" , "Explosion" + _root.getNextHighestDepth(), _root.getNextHighestDepth());
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suecityvokills
30 posts
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Topic: Game Programming /
[SOLVED] AS2: Getting a games framerate, Changing a framerate, and Changing a sound from Stream to Event
I’m back with 3 questions this time!
1. How do I set a sound as streaming and how do i set a sound as event?
Originally posted by Moonkey:
1. Click the frame in the timeline where you have the sound, and look in the properties inspector. One of the options should be ‘sync’ where you can switch between those.
2. How do i figure out the frame rate of the swf from within a movieclip’s class and display it in text in the game (I’m guessing it has something to do with Intervals and a timer variable?)
Originally posted by MadBoat:
I remember someone on the forums saying that in high graphics lag games, timers can slow down, and if you want to display the frame rate on the screen, it might be because you expect lag…
So, I would suggest using the Date class.
I also found the Moock FPS Speedometer quite helpful.
3. Is it possible to change a games frame rate from within a movieclip’s class?
Originally posted by Moonkey:
You can’t change the framerate in as2.
Originally posted by MadBoat:
in AS3…
2 and 3: the stage has a property called frameRate, which is read/writable. Assuming your MovieClip has been added to the stage via some channel, you can say:
this.stage.frameRate = whateverYouLike;
as for displaying the frame rate, use TextFields.
Thank you all so very much for helping me through the creation of my first game,
pretty sure everyone that has helped me out will be getting a shout out in the description section of my game when I’m all done! :)
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suecityvokills
30 posts
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Topic: Game Programming /
How to make a flash game
it is a link.. but a very very helpful one.
the only money involved is the purchase of adobe flash, you can make games with something called Flex for free though (but I bet it’s much more difficult).
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suecityvokills
30 posts
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Topic: Game Programming /
How to make a flash game
Follow through the shootorials right here on Kongregate! they were a great help and that’s where I started! :)
the first one is here http://www.kongregate.com/games/Kongregate/shootorial-0
and the game you’ll be making after you’re all finished is here http://www.kongregate.com/games/Kongregate/shoot-the-shootorial-game
it’s in ActionScript 2, if you’d like to learn AS3 i have no idea where you’d look.
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suecityvokills
30 posts
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Topic: Game Programming /
Finally figured it out [RANT]
ughhh now i need to go back delete all my traces.. and change back everything i wrecked trying to figure this out…..
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suecityvokills
30 posts
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Topic: Game Programming /
Finally figured it out [RANT]
so i’ve been slaving over this effing code for about 3 days now trying to find out wtf is wrong with it. and i changed and checked everything, variable names, frames, movie clips, ect ect ect. and the stupid effing solution was i forgot to put clearInterval(stupideffingintervalthatneedstostraightupdieahorribledeathsomewhere); and thats what was making my game all shibby. wasn’t even looking in the right place.. probably 24 hours of work for one damn minor stupid mistake… !!!!!. k I’m done.
anyone else have a similar stupid mistake story that might make me feel better about my wasted time?? lol
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suecityvokills
30 posts
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Topic: Game Programming /
Shameful...a hit-test problem...
if you have a MC “Guy” inside a MC “Guy_MC” you’ll need to give both instance names and then call your hit test replacing all your "Guy_MC"s with “Guy_MC.Guy” .. perhaps? haha
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suecityvokills
30 posts
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Topic: Game Programming /
2 preloaders? [SOLVED]
seems wrapping in < pre> < code> code here < /code> < /pre> works.. but i’ve seen better posted code…
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suecityvokills
30 posts
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Topic: Game Programming /
2 preloaders? [SOLVED]
nope.. used pre tags and then asterisks.. and underlines.. that were part of the code.. should i be using code tags?
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suecityvokills
30 posts
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Topic: Game Programming /
2 preloaders? [SOLVED]
nice never mind i figured it out, thanks for pointing me in the right direction! i realized it doesn’t count it’s own frame.. and
i used an ‘if (_framesloaded == 3) {gotoAndStop(frame 3)}
while at the same time using the preloader bar i had carried to frame 3 with me so it’s still accurate (in the long run).
Now i have a fun interactive tutorial that pops up when 3 frames are loaded while the rest of the game loads! thanks again for your help!
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suecityvokills
30 posts
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Topic: Game Programming /
2 preloaders? [SOLVED]
hmmm… yeah looks like assets on frame 4 were the same.. i put in a big ol song file on frame 4 and now it only hits “2” before tracing “5” .. i think i’m missing something… lol
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suecityvokills
30 posts
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Topic: Game Programming /
2 preloaders? [SOLVED]
just tried throwing a ‘trace(_framesloaded)’ in there and it spits out 1’s until the enitre swf is loaded.. i need to split up the loading processes somehow.
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suecityvokills
30 posts
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Topic: Game Programming /
2 preloaders? [SOLVED]
I’d like to load up assets on frame 2 and a tutorial on frame 3, when those are complete I’d like to gotoAndStop(3); then load up additional assets on frame 4 and the real game on frame 5 so the user can play the tutorial as frame 4 and 5 load. and when its done gotoAndStop(5); Is there a way to load a game this way? I’m using AS2.
right now AS is set up on frame 1:
stop();
loaderInt = setInterval(Lbar, 10);
function Lbar () {
percentInst.text = Math.round(getBytesLoaded()/getBytesTotal()*100)+"%";
if (getBytesLoaded() >= getBytesTotal()) {
gotoAndStop(3);
percentInst._visible = false;
fillBar._visible = false;
strokeMC._visible = false;
clearInterval(loaderInt);
}
fillBar._xscale = (getBytesLoaded()/getBytesTotal()*100);
}
I have this normal preloader working fine.. but I’d like to incorporate the tutorial load while the rest loads. Thanks for any help!
oh.. and how do i place code in here without asterisks turning things bold? and underlines turning things italic?
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suecityvokills
30 posts
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Topic: Game Programming /
[SOLVED] setting new MC instance variables?
using trace i found out the default values for the instances i set in “on load” were overriding the variable update that took place right after they were created. moved the default values to be set with else after they were created.. and now it works fine.
any idea why this was happening? its almost behaving like each instances function on Load() is happening after my if statements… hmmm
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suecityvokills
30 posts
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Topic: Game Programming /
[SOLVED] setting new MC instance variables?
For some reason variables within new MC instances in my swf aren’t being updated the way they should be in this code:
…
var newinstance1 = _root.attachMovie(“Object” , “Object” + _root.getNextHighestDepth() , _root.getNextHighestDepth());
var newinstance2 = _root.attachMovie(“Object2” , “Object2” + _root.getNextHighestDepth() , _root.getNextHighestDepth());
if(…){
newinstance2.number = numberArray[arrayPosition];
newinstance2.boolean = true;
newinstance1.color = “Purple”;
newinstance1.instance2 = newinstance2;
}
else if(…){…}
…
any idea whats going wrong here (I’m a little new at this), or am i doing this correctly and the problem is elsewhere?
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suecityvokills
30 posts
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Topic: Game Programming /
[ALMOST SOLVED] Preloader Problems
New questions;
In the fla would I then drag the .mp3 from my library to a new layer in the 2nd assets frame?
oh and how do I switch a sound file between event and stream?
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suecityvokills
30 posts
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Topic: Game Programming /
[ALMOST SOLVED] Preloader Problems
Originally posted by ssjskipp:
4. Create a new layer for each Sound that you’re exporting via actionscript, and set them to Event.
Hey new problem:
I would set all my sounds to Event but I read:
Found at adobe.com:
Use sounds set to Stream for only that content which absolutely must synchronize with the timeline, such as spoken words which are lip-synched.
Unfortunately this is the case for some sound in my game. How do I load up a streaming sound to be used in the game on frame 2 in assets?
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suecityvokills
30 posts
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Topic: Game Programming /
[ALMOST SOLVED] Preloader Problems
Ahh I see, well it does work with the previous help although it isn’t as “clean” as I’d like and I think Ill go the rout of a single contained swf. Looks like I’ll have to upgrade to CS4/AS3 sooner rather than later! :)
Thanks a lot for the much needed help guys!
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suecityvokills
30 posts
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Topic: Game Programming /
[ALMOST SOLVED] Preloader Problems
.. and for all this trouble and “ugly programing” all Adobe would need to do is add in a “Export in custom frame [ ]” under MC linkage. problem solved. This would greatly help people to easily incorporate preloaders throughout their FlashApp/Game.. and make it sooo easy to have multiple preloaders in an App.
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