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  <post>
    <body>Hi everyone. I'm trying to put an exciting font in my game, and when I say exciting I mean battletoads-hovercar-level exciting. Yeah, I know!

Anyway, I've been designing my font diligently in paint, and it's starting to look really nice - but here's the problem. I have no idea how to compile my drawings (of many colours) into one font, and then import that font into flash so that I can embed it in my .swf.

I have a font making program, but it only supports monochrome fonts for some reason - I want an exciting font which has many colours, like every flash game ever, pretty much.

How do I do this? Do I make the numbers into graphics directly in flash, and then make them show instead of using dynamic text? Help!</body>
    <body-html>&lt;p&gt;Hi everyone. I&amp;#8217;m trying to put an exciting font in my game, and when I say exciting I mean battletoads-hovercar-level exciting. Yeah, I know!&lt;/p&gt;
&lt;p&gt;Anyway, I&amp;#8217;ve been designing my font diligently in paint, and it&amp;#8217;s starting to look really nice &amp;#8211; but here&amp;#8217;s the problem. I have no idea how to compile my drawings (of many colours) into one font, and then import that font into flash so that I can embed it in my .swf.&lt;/p&gt;
&lt;p&gt;I have a font making program, but it only supports monochrome fonts for some reason &amp;#8211; I want an exciting font which has many colours, like every flash game ever, pretty much.&lt;/p&gt;
&lt;p&gt;How do I do this? Do I make the numbers into graphics directly in flash, and then make them show instead of using dynamic text? Help!&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-20T08:20:49-08:00</created-at>
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    <id type="integer">1479086</id>
    <post-number type="integer">1</post-number>
    <topic-id type="integer">65596</topic-id>
    <updated-at type="datetime">2009-11-20T08:21:26-08:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>I'm making a game for a friend, and whilst it's finished I need (hopefully) to be able to port it to the iPhone. Can this be done in AS2? I've been looking around and I can't seem to find the answer.

If so, could anyone point me in the direction of what commands to use for iPhone specific input, for example tilting in all directions? Thanks very much in advance.</body>
    <body-html>&lt;p&gt;I&amp;#8217;m making a game for a friend, and whilst it&amp;#8217;s finished I need (hopefully) to be able to port it to the iPhone. Can this be done in AS2? I&amp;#8217;ve been looking around and I can&amp;#8217;t seem to find the answer.&lt;/p&gt;
&lt;p&gt;If so, could anyone point me in the direction of what commands to use for iPhone specific input, for example tilting in all directions? Thanks very much in advance.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-18T05:36:34-08:00</created-at>
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    <id type="integer">1473544</id>
    <post-number type="integer">1</post-number>
    <topic-id type="integer">65323</topic-id>
    <updated-at type="datetime">2009-11-18T05:36:34-08:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>It began for me as it began for all mods. I stood at the foot of Gristleclaw mountain, the most dangerous peak known to man. I donned my crampons, kissed my loved ones farewell and began my journey to the summit; the journey to the centre of my soul. Along the way I met many fire-breathing goats, mountain trolls and flying rat birds. It was a long and treacherous journey, and when I reached the summit there was little left of me but my old sony cassette walkman and John Farnham tape.</body>
    <body-html>&lt;p&gt;It began for me as it began for all mods. I stood at the foot of Gristleclaw mountain, the most dangerous peak known to man. I donned my crampons, kissed my loved ones farewell and began my journey to the summit; the journey to the centre of my soul. Along the way I met many fire-breathing goats, mountain trolls and flying rat birds. It was a long and treacherous journey, and when I reached the summit there was little left of me but my old sony cassette walkman and John Farnham tape.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-10-26T16:07:47-07:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
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    <id type="integer">1408286</id>
    <post-number type="integer">22</post-number>
    <topic-id type="integer">62368</topic-id>
    <updated-at type="datetime">2009-10-26T16:08:39-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>Smells awful in here.</body>
    <body-html>&lt;p&gt;Smells awful in here.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-10-23T05:04:37-07:00</created-at>
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    <id type="integer">1397594</id>
    <post-number type="integer">157</post-number>
    <topic-id type="integer">61810</topic-id>
    <updated-at type="datetime">2009-10-23T05:04:37-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>We can foil these zombies! All we need is some kind of moat, plenty of lego bricks and a caravan full of bananas. I'll explain the plan later.</body>
    <body-html>&lt;p&gt;We can foil these zombies! All we need is some kind of moat, plenty of lego bricks and a caravan full of bananas. I&amp;#8217;ll explain the plan later.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-10-23T03:09:47-07:00</created-at>
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    <id type="integer">1397483</id>
    <post-number type="integer">182</post-number>
    <topic-id type="integer">61804</topic-id>
    <updated-at type="datetime">2009-10-23T03:09:47-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>I'd love a 'random game' button now that page jumping has been disabled...</body>
    <body-html>&lt;p&gt;I&amp;#8217;d love a &amp;#8216;random game&amp;#8217; button now that page jumping has been disabled&amp;#8230;&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-10-20T12:09:00-07:00</created-at>
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    <id type="integer">1389631</id>
    <post-number type="integer">6474</post-number>
    <topic-id type="integer">13</topic-id>
    <updated-at type="datetime">2009-10-20T13:25:30-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>/original opinion

You're quite right. I didn't think about that... It is a bit annoying.</body>
    <body-html>&lt;p&gt;/original opinion&lt;/p&gt;
&lt;p&gt;You&amp;#8217;re quite right. I didn&amp;#8217;t think about that&amp;#8230; It is a bit annoying.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-10-20T10:07:49-07:00</created-at>
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    <id type="integer">1389456</id>
    <post-number type="integer">32</post-number>
    <topic-id type="integer">61524</topic-id>
    <updated-at type="datetime">2009-10-20T10:07:49-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>&lt;blockquote&gt;&lt;cite&gt;Originally posted by &lt;b&gt;&lt;a href='/forums/1/topics/61524?page=2#posts-1389419'&gt;Darkruler2005&lt;/a&gt;:&lt;/b&gt;&lt;/cite&gt;&lt;br&gt;&lt;blockquote&gt;

&lt;p&gt;Why are you posting when you do not get a point?&lt;/p&gt;&lt;/blockquote&gt;
&lt;/blockquote&gt;

They're not really comparable. Rating is a way of signposting whether a game is good or bad, so future users have an indicator as to whether they should play it or not. Ultimately it's a service to the community, and as such it's helpful that it's rewarded.

The initial premise of this thread seemed to be that people would carelessly rate games just for the points. No-one can rate games without loading them up first, and you also have to remember that the games show what they've currently been rated. People who rate just to earn points almost always rate the closest star to the current game's rating (hence the huge amount of games with 4.03 averages, or scores in a similar vein). Whilst not very useful, it's not massively destructive - all it does is make subsequent votes slightly less effective. I'd rather have this and thousands of ratings per game than no bad ratings at all and very few ratings in total.

The ratings of games on Kongregate are a very useful - and relied upon - indicator for sponsors of indie flash game developers. I don't see many ratings on Kong that I disagree with, and as such I think that the way the they are organised and rewarded (for me) is pretty much bang on. 

As a final note, I think people rating just to get points probably happens considerably less than you think. The large majority of voters are almost certainly on the straight and narrow!</body>
    <body-html>&lt;blockquote&gt;&lt;cite&gt;Originally posted by &lt;b&gt;&lt;a href=&quot;/forums/1/topics/61524?page=2#posts-1389419&quot;&gt;Darkruler2005&lt;/a&gt;:&lt;/b&gt;&lt;/cite&gt;&lt;br&gt;&lt;blockquote&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;p&gt;Why are you posting when you do not get a point?&lt;/p&gt;&lt;/blockquote&gt;
&lt;/blockquote&gt;
&lt;p&gt;They&amp;#8217;re not really comparable. Rating is a way of signposting whether a game is good or bad, so future users have an indicator as to whether they should play it or not. Ultimately it&amp;#8217;s a service to the community, and as such it&amp;#8217;s helpful that it&amp;#8217;s rewarded.&lt;/p&gt;
&lt;p&gt;The initial premise of this thread seemed to be that people would carelessly rate games just for the points. No-one can rate games without loading them up first, and you also have to remember that the games show what they&amp;#8217;ve currently been rated. People who rate just to earn points almost always rate the closest star to the current game&amp;#8217;s rating (hence the huge amount of games with 4.03 averages, or scores in a similar vein). Whilst not very useful, it&amp;#8217;s not massively destructive &amp;#8211; all it does is make subsequent votes slightly less effective. I&amp;#8217;d rather have this and thousands of ratings per game than no bad ratings at all and very few ratings in total.&lt;/p&gt;
&lt;p&gt;The ratings of games on Kongregate are a very useful &amp;#8211; and relied upon &amp;#8211; indicator for sponsors of indie flash game developers. I don&amp;#8217;t see many ratings on Kong that I disagree with, and as such I think that the way the they are organised and rewarded (for me) is pretty much bang on.&lt;/p&gt;
&lt;p&gt;As a final note, I think people rating just to get points probably happens considerably less than you think. The large majority of voters are almost certainly on the straight and narrow!&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-10-20T09:37:45-07:00</created-at>
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    <id type="integer">1389435</id>
    <post-number type="integer">30</post-number>
    <topic-id type="integer">61524</topic-id>
    <updated-at type="datetime">2009-10-20T09:39:29-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>That's true, but I've always liked being able to pick a random page and play some games I've never seen before... What will become of me now? Will I have to spend all my time playing Sonny?</body>
    <body-html>&lt;p&gt;That&amp;#8217;s true, but I&amp;#8217;ve always liked being able to pick a random page and play some games I&amp;#8217;ve never seen before&amp;#8230; What will become of me now? Will I have to spend all my time playing Sonny?&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-10-20T09:13:06-07:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
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    <id type="integer">1389401</id>
    <post-number type="integer">4</post-number>
    <topic-id type="integer">61522</topic-id>
    <updated-at type="datetime">2009-10-20T09:13:06-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>Hi guys. I'm coming to the end of making my first complete game (hooray!) but I've come across the horrible problem of game slowdown once things start getting a bit involved, so I'm trying to streamline it a little.

What I'd like to know is which of these factors would slow something down more:

One object hittesting against 100 others every frame
100 objects hittesting against one object every frame

There is a difference in there... What I'm trying to ask is should I make the bullets hittest or the spaceship?

The next question is how much slower will a game run if it's 50 fps compared to 30 fps? Will there be an appreciable difference? Bear with me, guys. I'm very silly.

Any help would be very much appreciated!</body>
    <body-html>&lt;p&gt;Hi guys. I&amp;#8217;m coming to the end of making my first complete game (hooray!) but I&amp;#8217;ve come across the horrible problem of game slowdown once things start getting a bit involved, so I&amp;#8217;m trying to streamline it a little.&lt;/p&gt;
&lt;p&gt;What I&amp;#8217;d like to know is which of these factors would slow something down more:&lt;/p&gt;
&lt;p&gt;One object hittesting against 100 others every frame&lt;br /&gt;
100 objects hittesting against one object every frame&lt;/p&gt;
&lt;p&gt;There is a difference in there&amp;#8230; What I&amp;#8217;m trying to ask is should I make the bullets hittest or the spaceship?&lt;/p&gt;
&lt;p&gt;The next question is how much slower will a game run if it&amp;#8217;s 50 fps compared to 30 fps? Will there be an appreciable difference? Bear with me, guys. I&amp;#8217;m very silly.&lt;/p&gt;
&lt;p&gt;Any help would be very much appreciated!&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-10-18T12:38:14-07:00</created-at>
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    <id type="integer">1382906</id>
    <post-number type="integer">1</post-number>
    <topic-id type="integer">61286</topic-id>
    <updated-at type="datetime">2009-10-18T12:38:14-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>I thought that point was well written and thought out, and that it came to a dramatic crescendo at the end. My thoughts exactly, but better articulated than I could hope for.</body>
    <body-html>&lt;p&gt;I thought that point was well written and thought out, and that it came to a dramatic crescendo at the end. My thoughts exactly, but better articulated than I could hope for.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-10-09T10:13:51-07:00</created-at>
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    <id type="integer">1355334</id>
    <post-number type="integer">204</post-number>
    <topic-id type="integer">55745</topic-id>
    <updated-at type="datetime">2009-10-09T10:13:51-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>Ventero is truly a bodacious dude. He's like the godfather with hundreds of little greasemonkeys dancing for him on strings. STRINGS WHICH HE CONTROLS! Watch them dance! Watch them bow to the monkey overlord! Who will save them?</body>
    <body-html>&lt;p&gt;Ventero is truly a bodacious dude. He&amp;#8217;s like the godfather with hundreds of little greasemonkeys dancing for him on strings. &lt;span class=&quot;caps&quot;&gt;STRINGS&lt;/span&gt; &lt;span class=&quot;caps&quot;&gt;WHICH&lt;/span&gt; HE &lt;span class=&quot;caps&quot;&gt;CONTROLS&lt;/span&gt;! Watch them dance! Watch them bow to the monkey overlord! Who will save them?&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-10-02T01:39:55-07:00</created-at>
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    <id type="integer">1340465</id>
    <post-number type="integer">36</post-number>
    <topic-id type="integer">59019</topic-id>
    <updated-at type="datetime">2009-10-02T01:39:55-07:00</updated-at>
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  </post>
  <post>
    <body>BRAINS! Delicious brains. That's what I think of zombie week. And also I think it's important to judge these weeks not by how much effort was put in, but by how highly they score on the radical-o-meter. Epic week hit a 10.0, and this whole zombie affair reeks of greatness also! Greatness and brains. Delicious brains.</body>
    <body-html>&lt;p&gt;&lt;span class=&quot;caps&quot;&gt;BRAINS&lt;/span&gt;! Delicious brains. That&amp;#8217;s what I think of zombie week. And also I think it&amp;#8217;s important to judge these weeks not by how much effort was put in, but by how highly they score on the radical-o-meter. Epic week hit a 10.0, and this whole zombie affair reeks of greatness also! Greatness and brains. Delicious brains.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-09-29T02:07:34-07:00</created-at>
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    <post-number type="integer">16</post-number>
    <topic-id type="integer">58742</topic-id>
    <updated-at type="datetime">2009-09-29T02:07:34-07:00</updated-at>
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  </post>
  <post>
    <body>Pwong is unusually intensive because of the effects filters it uses, I believe. Glow filters and blur filters make my computer beg for mercy.

&quot;Here's a page demonstrating how much even a simple glow filter can slow things down&quot;:http://www.bezzmedia.com/swfspot/samples/flash8/Show_the_Current_Frames_Per_Second</body>
    <body-html>&lt;p&gt;Pwong is unusually intensive because of the effects filters it uses, I believe. Glow filters and blur filters make my computer beg for mercy.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.bezzmedia.com/swfspot/samples/flash8/Show_the_Current_Frames_Per_Second&quot;&gt;Here&amp;#8217;s a page demonstrating how much even a simple glow filter can slow things down&lt;/a&gt;&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-09-25T03:27:32-07:00</created-at>
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    <updated-at type="datetime">2009-09-25T03:28:46-07:00</updated-at>
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  </post>
  <post>
    <body>Brilliant! Thanks Jabor. I'll give it a try now. Wahoo!</body>
    <body-html>&lt;p&gt;Brilliant! Thanks Jabor. I&amp;#8217;ll give it a try now. Wahoo!&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-09-22T03:55:33-07:00</created-at>
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    <updated-at type="datetime">2009-09-22T03:55:33-07:00</updated-at>
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  </post>
  <post>
    <body>I've just thought of a better way of saying what I need... In the shootorials, would there be any way to trace what enemy the bullet hit? Surely there must be some command for the hitTest that returns something other than a boolean?

Help would be like clement weather in an otherwise miserable winter.</body>
    <body-html>&lt;p&gt;I&amp;#8217;ve just thought of a better way of saying what I need&amp;#8230; In the shootorials, would there be any way to trace what enemy the bullet hit? Surely there must be some command for the hitTest that returns something other than a boolean?&lt;/p&gt;
&lt;p&gt;Help would be like clement weather in an otherwise miserable winter.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-09-22T03:30:06-07:00</created-at>
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    <post-number type="integer">6</post-number>
    <topic-id type="integer">57022</topic-id>
    <updated-at type="datetime">2009-09-22T03:30:06-07:00</updated-at>
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  </post>
  <post>
    <body>Hey Jabor,

I'm not sure if hitTest is a good method, but that's what I'm using. I initially create a movieclip called chainland, and then attach all chains to that movieclip. I then hitTest with my character class against that movieclip with the following code:

&lt;pre&gt;
while (_root.chainland.hitTest(forecast_x, forecast_y+12, true)||forecast_y+12&gt;400) 
		{
			forecast_y--;
			vel.y = 0;
		}
&lt;/pre&gt;

That's just for the bottom of the character, but there's similar code for the other 3 directions I hitTest in. forecast_x is the x position predicted for the next frame, similar with forecast_y. 400 is the stage height.</body>
    <body-html>&lt;p&gt;Hey Jabor,&lt;/p&gt;
&lt;p&gt;I&amp;#8217;m not sure if hitTest is a good method, but that&amp;#8217;s what I&amp;#8217;m using. I initially create a movieclip called chainland, and then attach all chains to that movieclip. I then hitTest with my character class against that movieclip with the following code:&lt;/p&gt;
&lt;pre&gt;
while (_root.chainland.hitTest(forecast_x, forecast_y+12, true)||forecast_y+12&amp;gt;400) 
		{
			forecast_y--;
			vel.y = 0;
		}
&lt;/pre&gt;
&lt;p&gt;That&amp;#8217;s just for the bottom of the character, but there&amp;#8217;s similar code for the other 3 directions I hitTest in. forecast_x is the x position predicted for the next frame, similar with forecast_y. 400 is the stage height.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-09-21T05:55:02-07:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
    <forced-visibility-state type="boolean">true</forced-visibility-state>
    <forum-id type="integer">4</forum-id>
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    <id type="integer">1315222</id>
    <post-number type="integer">5</post-number>
    <topic-id type="integer">57022</topic-id>
    <updated-at type="datetime">2009-09-21T05:55:02-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>Right... After trying to do this, I've become stuck. I've got my chain arrays, and indeed an array of chain arrays, but I have no idea how to find out which array contains the links that have been hit by the hitTest... Is there some kind of trace option that will show me that info?

Also, how can I dynamically label arrays for each chain?

Thanks so much for the help, ssjskipp... I'm still stuck though, so any more help would be appreciated!</body>
    <body-html>&lt;p&gt;Right&amp;#8230; After trying to do this, I&amp;#8217;ve become stuck. I&amp;#8217;ve got my chain arrays, and indeed an array of chain arrays, but I have no idea how to find out which array contains the links that have been hit by the hitTest&amp;#8230; Is there some kind of trace option that will show me that info?&lt;/p&gt;
&lt;p&gt;Also, how can I dynamically label arrays for each chain?&lt;/p&gt;
&lt;p&gt;Thanks so much for the help, ssjskipp&amp;#8230; I&amp;#8217;m still stuck though, so any more help would be appreciated!&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-09-21T03:07:06-07:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
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    <forum-id type="integer">4</forum-id>
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    <id type="integer">1315152</id>
    <post-number type="integer">3</post-number>
    <topic-id type="integer">57022</topic-id>
    <updated-at type="datetime">2009-09-21T03:07:06-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>Oh how exciting! It's like watching optimus prime transform into a truck. Or the other way around. Or whatever.</body>
    <body-html>&lt;p&gt;Oh how exciting! It&amp;#8217;s like watching optimus prime transform into a truck. Or the other way around. Or whatever.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-09-17T01:43:20-07:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
    <forced-visibility-state type="boolean">true</forced-visibility-state>
    <forum-id type="integer">1</forum-id>
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    <id type="integer">1304176</id>
    <post-number type="integer">33</post-number>
    <topic-id type="integer">57195</topic-id>
    <updated-at type="datetime">2009-09-17T01:43:20-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>I have a bit of a problem with the current game I'm making. I have a cannon that points at a moving character. It occasionally fires at the character, and a harpoon chain is released. This chain remains, and is unpassable. The cannon continues moving and eventually fires another chain, again unpassable. This slowly decreases the size of the movement area until the character becomes trapped.

To avoid this, the character can destroy the chains, but here's the thing - how can I make it so that each time a chain is destroyed, ONLY that chain is broken? I place the chainlinks on an array each time the cannon fires. I have now made it so that the each chain array is placed onto an array of chain arrays.

From then on I am stumped. I've got a feeling I'm heading in the right direction, but this problem is more to do with what direction I should go in next rather than a definite problem with my existing script. Please help! I'm at a complete loss.</body>
    <body-html>&lt;p&gt;I have a bit of a problem with the current game I&amp;#8217;m making. I have a cannon that points at a moving character. It occasionally fires at the character, and a harpoon chain is released. This chain remains, and is unpassable. The cannon continues moving and eventually fires another chain, again unpassable. This slowly decreases the size of the movement area until the character becomes trapped.&lt;/p&gt;
&lt;p&gt;To avoid this, the character can destroy the chains, but here&amp;#8217;s the thing &amp;#8211; how can I make it so that each time a chain is destroyed, &lt;span class=&quot;caps&quot;&gt;ONLY&lt;/span&gt; that chain is broken? I place the chainlinks on an array each time the cannon fires. I have now made it so that the each chain array is placed onto an array of chain arrays.&lt;/p&gt;
&lt;p&gt;From then on I am stumped. I&amp;#8217;ve got a feeling I&amp;#8217;m heading in the right direction, but this problem is more to do with what direction I should go in next rather than a definite problem with my existing script. Please help! I&amp;#8217;m at a complete loss.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-09-15T06:11:01-07:00</created-at>
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    <id type="integer">1299722</id>
    <post-number type="integer">1</post-number>
    <topic-id type="integer">57022</topic-id>
    <updated-at type="datetime">2009-09-17T04:22:02-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>Well I'm waiting with baited breath for Tower of Greed to snap up some badges. Let's be honest - what could be more epic than a marshmallow/starfish hybrid dodging high velocity snails in a non-stop diamond-filled tower of perpetuity?</body>
    <body-html>&lt;p&gt;Well I&amp;#8217;m waiting with baited breath for Tower of Greed to snap up some badges. Let&amp;#8217;s be honest &amp;#8211; what could be more epic than a marshmallow/starfish hybrid dodging high velocity snails in a non-stop diamond-filled tower of perpetuity?&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-09-11T02:09:57-07:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
    <forced-visibility-state type="boolean">true</forced-visibility-state>
    <forum-id type="integer">1</forum-id>
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    <id type="integer">1289041</id>
    <post-number type="integer">80</post-number>
    <topic-id type="integer">56552</topic-id>
    <updated-at type="datetime">2009-09-17T04:19:50-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>hey iKiller,

I had a similar problem, but solved it by just using the Ctrl+mouse wheel scrolling. Might not work, but it's worth a shot!</body>
    <body-html>&lt;p&gt;hey iKiller,&lt;/p&gt;
&lt;p&gt;I had a similar problem, but solved it by just using the Ctrl+mouse wheel scrolling. Might not work, but it&amp;#8217;s worth a shot!&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-09-10T10:45:54-07:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
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    <forum-id type="integer">7</forum-id>
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    <id type="integer">1287114</id>
    <post-number type="integer">8</post-number>
    <topic-id type="integer">54908</topic-id>
    <updated-at type="datetime">2009-09-17T04:10:14-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>Thanks guys, that's a great solution. I'll try implementing it now... slowly but surely, that's what they say. :D</body>
    <body-html>&lt;p&gt;Thanks guys, that&amp;#8217;s a great solution. I&amp;#8217;ll try implementing it now&amp;#8230; slowly but surely, that&amp;#8217;s what they say. :D&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-09-08T13:52:37-07:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
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    <forum-id type="integer">4</forum-id>
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    <id type="integer">1282932</id>
    <post-number type="integer">4</post-number>
    <topic-id type="integer">56326</topic-id>
    <updated-at type="datetime">2009-09-17T04:18:37-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>Hi there,

I have made a rotating turret which needs to rotate in the direction of a ball that can move around the arena. It has an easing effect and can be seen here: http://spamtheweb.com/ul/upload/080909/61041_ChainGang.php.

The problem is that when you go from 0 radians to 360, the turret rotates all the way round to follow the moving sphere rather than continuing round in a circle. It is only at this transition point that it happens. I have tried many many solutions, but all the ones I have thought of and can find do not work with my rotation easing script.

Below is the code that has the problem:

&lt;pre&gt;

function onEnterFrame()
	{
		
		//rotation easing
		var targetRotation = ((Math.atan2(_root.Skullinst._y-this._y, _root.Skullinst._x-this._x)*(180/Math.PI))+90);
		
		
		var tmpSpeed = Math.abs(targetRotation-rotationValue) &gt; rotationSpeed ? rotationSpeed : Math.abs(targetRotation-rotationValue);
		
		if (rotationValue &lt; targetRotation)
		{
     		rotationValue += tmpSpeed;
			
		} else {
    		rotationValue -= tmpSpeed;
			
		}

		this._rotation = rotationValue;
		

	}

&lt;/pre&gt;

Where Skullinst is the instance name of the ball. Please advise so that I get a smooth 360 following action! Thanks.</body>
    <body-html>&lt;p&gt;Hi there,&lt;/p&gt;
&lt;p&gt;I have made a rotating turret which needs to rotate in the direction of a ball that can move around the arena. It has an easing effect and can be seen here: &lt;a href=&quot;http://spamtheweb.com/ul/upload/080909/61041_ChainGang.php&quot;&gt;http://spamtheweb.com/ul/upload/080909/61041_ChainGang.php&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The problem is that when you go from 0 radians to 360, the turret rotates all the way round to follow the moving sphere rather than continuing round in a circle. It is only at this transition point that it happens. I have tried many many solutions, but all the ones I have thought of and can find do not work with my rotation easing script.&lt;/p&gt;
&lt;p&gt;Below is the code that has the problem:&lt;/p&gt;
&lt;pre&gt;

function onEnterFrame()
	{
		
		//rotation easing
		var targetRotation = ((Math.atan2(_root.Skullinst._y-this._y, _root.Skullinst._x-this._x)*(180/Math.PI))+90);
		
		
		var tmpSpeed = Math.abs(targetRotation-rotationValue) &amp;gt; rotationSpeed ? rotationSpeed : Math.abs(targetRotation-rotationValue);
		
		if (rotationValue &amp;lt; targetRotation)
		{
     		rotationValue += tmpSpeed;
			
		} else {
    		rotationValue -= tmpSpeed;
			
		}

		this._rotation = rotationValue;
		

	}

&lt;/pre&gt;
&lt;p&gt;Where Skullinst is the instance name of the ball. Please advise so that I get a smooth 360 following action! Thanks.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-09-08T09:07:29-07:00</created-at>
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    <id type="integer">1282360</id>
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    <topic-id type="integer">56326</topic-id>
    <updated-at type="datetime">2009-09-17T04:18:37-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
  <post>
    <body>Hi there! Nothing major, but when I try to load up the terms and conditions of the 9 competition by clicking the link at the bottom of the promotion page, I get asked for a username and password. I wouldn't mind giving them a read over (because I'm bored) - that is unless there's something in those rules you don't want us seeing! :D</body>
    <body-html>&lt;p&gt;Hi there! Nothing major, but when I try to load up the terms and conditions of the 9 competition by clicking the link at the bottom of the promotion page, I get asked for a username and password. I wouldn&amp;#8217;t mind giving them a read over (because I&amp;#8217;m bored) &amp;#8211; that is unless there&amp;#8217;s something in those rules you don&amp;#8217;t want us seeing! :D&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-09-07T09:40:03-07:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
    <forced-visibility-state type="boolean">true</forced-visibility-state>
    <forum-id type="integer">7</forum-id>
    <hidden-by-id type="integer" nil="true"></hidden-by-id>
    <id type="integer">1278143</id>
    <post-number type="integer">1</post-number>
    <topic-id type="integer">56162</topic-id>
    <updated-at type="datetime">2009-09-17T04:17:41-07:00</updated-at>
    <user-id type="integer">1317847</user-id>
  </post>
</posts>
