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  <post>
    <body>ok... a couple of questions

- is this frame your actual maze frame ? Do you have on stage a &quot;dragMe&quot; movieclip ?
- Why are you waiting for the player to push the key with code '2' ? What is the key with code 2 anyway ?what's supposed to happen here. Should i press a key and then my movie jumps to frame 6.... 
- what's in frame 6 ?

The code i gave you works for me... remember to have on that same frame the movieClip with instance name dragMe.</body>
    <body-html>&lt;p&gt;ok&amp;#8230; a couple of questions&lt;/p&gt;
&lt;p&gt;- is this frame your actual maze frame ? Do you have on stage a &amp;#8220;dragMe&amp;#8221; movieclip ?&lt;br /&gt;
- Why are you waiting for the player to push the key with code &amp;#8216;2&amp;#8217; ? What is the key with code 2 anyway ?what&amp;#8217;s supposed to happen here. Should i press a key and then my movie jumps to frame 6&amp;#8230;. &lt;br /&gt;
- what&amp;#8217;s in frame 6 ?&lt;/p&gt;
&lt;p&gt;The code i gave you works for me&amp;#8230; remember to have on that same frame the movieClip with instance name dragMe.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-20T13:37:21-08:00</created-at>
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    <id type="integer">1479758</id>
    <post-number type="integer">30</post-number>
    <topic-id type="integer">63658</topic-id>
    <updated-at type="datetime">2009-11-20T13:37:21-08:00</updated-at>
    <user-id type="integer">15543</user-id>
  </post>
  <post>
    <body>glad I could help
it was you idea though,,, i just coded it ;)</body>
    <body-html>&lt;p&gt;glad I could help&lt;br /&gt;
it was you idea though,,, i just coded it ;)&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-20T12:44:47-08:00</created-at>
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    <id type="integer">1479599</id>
    <post-number type="integer">7</post-number>
    <topic-id type="integer">65613</topic-id>
    <updated-at type="datetime">2009-11-20T12:44:47-08:00</updated-at>
    <user-id type="integer">15543</user-id>
  </post>
  <post>
    <body>add a Mouse Listener, and catch the left clicks. when it's clicked, make the finish invisible... and make it visible again when the button is up.

&lt;pre&gt;
var mouseLis:Object = new OBject();
Mouse.addListener(mouseLis);

mouseLis.onMouseDown = function(){
    finish._visible=false;
}
mouseLis.onMouseUp = function(){
    finish._visible=true;
}
&lt;/pre&gt;

add that code on the first lines of the frame where your maze is.</body>
    <body-html>&lt;p&gt;add a Mouse Listener, and catch the left clicks. when it&amp;#8217;s clicked, make the finish invisible&amp;#8230; and make it visible again when the button is up.&lt;/p&gt;
&lt;pre&gt;
var mouseLis:Object = new OBject();
Mouse.addListener(mouseLis);

mouseLis.onMouseDown = function(){
    finish._visible=false;
}
mouseLis.onMouseUp = function(){
    finish._visible=true;
}
&lt;/pre&gt;
&lt;p&gt;add that code on the first lines of the frame where your maze is.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-20T11:34:41-08:00</created-at>
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    <id type="integer">1479468</id>
    <post-number type="integer">3</post-number>
    <topic-id type="integer">65613</topic-id>
    <updated-at type="datetime">2009-11-20T11:35:14-08:00</updated-at>
    <user-id type="integer">15543</user-id>
  </post>
  <post>
    <body>You should NOT insert the code I gave you within the onEnterFrame() function.
Paste it before it.... not inside.
We don't want to call that code on every frame... just once.</body>
    <body-html>&lt;p&gt;You should &lt;span class=&quot;caps&quot;&gt;NOT&lt;/span&gt; insert the code I gave you within the onEnterFrame() function.&lt;br /&gt;
Paste it before it&amp;#8230;. not inside.&lt;br /&gt;
We don&amp;#8217;t want to call that code on every frame&amp;#8230; just once.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-20T11:32:07-08:00</created-at>
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    <id type="integer">1479463</id>
    <post-number type="integer">28</post-number>
    <topic-id type="integer">63658</topic-id>
    <updated-at type="datetime">2009-11-20T11:32:25-08:00</updated-at>
    <user-id type="integer">15543</user-id>
  </post>
  <post>
    <body>Well i think you could add a combination of 2 things to make it harder.
1. Give more HP to the enemies.
2. Spawn enemies faster.

Now, to levelUp the game you also have to options
1. To level UP after some time, in wich case you can use a Timer that calls the function levelUp() but only until certain level has been reached
2. After a certain number of enemies of the current level have been spawned. In this case you want to have a variable that increment every time you spawn an enemy. When it reaches a certaim maximum you call the levelUp() function.


About the levelUp function...
You could do something like.... increment the HP of the enemies. When the HP has been incremented, lets say... 3 times.. make the spawn timer run a bit more faster.

Like Draco said,,,, there are a number of variables that can help you make your game harder and harder. Play with these...
I don't know... just some ideas</body>
    <body-html>&lt;p&gt;Well i think you could add a combination of 2 things to make it harder.&lt;br /&gt;
1. Give more HP to the enemies.&lt;br /&gt;
2. Spawn enemies faster.&lt;/p&gt;
&lt;p&gt;Now, to levelUp the game you also have to options&lt;br /&gt;
1. To level UP after some time, in wich case you can use a Timer that calls the function levelUp() but only until certain level has been reached&lt;br /&gt;
2. After a certain number of enemies of the current level have been spawned. In this case you want to have a variable that increment every time you spawn an enemy. When it reaches a certaim maximum you call the levelUp() function.&lt;/p&gt;
&lt;p&gt;About the levelUp function&amp;#8230;&lt;br /&gt;
You could do something like&amp;#8230;. increment the HP of the enemies. When the HP has been incremented, lets say&amp;#8230; 3 times.. make the spawn timer run a bit more faster.&lt;/p&gt;
&lt;p&gt;Like Draco said,,,, there are a number of variables that can help you make your game harder and harder. Play with these&amp;#8230;&lt;br /&gt;
I don&amp;#8217;t know&amp;#8230; just some ideas&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-20T11:28:52-08:00</created-at>
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    <topic-id type="integer">65572</topic-id>
    <updated-at type="datetime">2009-11-20T11:30:00-08:00</updated-at>
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  </post>
  <post>
    <body>What i wrote should work, as long as you give each of your buttons the appropriate instance names.</body>
    <body-html>&lt;p&gt;What i wrote should work, as long as you give each of your buttons the appropriate instance names.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-18T15:59:14-08:00</created-at>
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    <topic-id type="integer">65269</topic-id>
    <updated-at type="datetime">2009-11-18T15:59:14-08:00</updated-at>
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  </post>
  <post>
    <body>Hi everybody

I have a question that I hope someone here can help me solve.
Like the title says, How do you Load External Images to Specific Frames on a container MovieClip ?

Let's say... I have a serie of external images, that togheter form an animation. I would like then, to load all of them into a MovieClip and play them in order. Is it possible to do that assigning a frame where I want to put the images ?

Maybe if I load the Images into an array... and then play them in order... I don't know
What do you think?

Thanks in advance</body>
    <body-html>&lt;p&gt;Hi everybody&lt;/p&gt;
&lt;p&gt;I have a question that I hope someone here can help me solve.&lt;br /&gt;
Like the title says, How do you Load External Images to Specific Frames on a container MovieClip ?&lt;/p&gt;
&lt;p&gt;Let&amp;#8217;s say&amp;#8230; I have a serie of external images, that togheter form an animation. I would like then, to load all of them into a MovieClip and play them in order. Is it possible to do that assigning a frame where I want to put the images ?&lt;/p&gt;
&lt;p&gt;Maybe if I load the Images into an array&amp;#8230; and then play them in order&amp;#8230; I don&amp;#8217;t know&lt;br /&gt;
What do you think?&lt;/p&gt;
&lt;p&gt;Thanks in advance&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-18T08:51:03-08:00</created-at>
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    <updated-at type="datetime">2009-11-18T08:56:08-08:00</updated-at>
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  </post>
  <post>
    <body>There are really several ways of doing this... 
For example, if your buttons are already on Stage... you could write something like this on the menu Frame. Im supposing your buttons have instance names of ['button'+n] (with n from 1 to totalLevels).

Since I don't know AS3, i'll post what i might do in AS2

&lt;pre&gt;
for(n=1;n&lt;=totalButtons;n++){
    _root[&quot;button&quot;+n].num = n;
    _root[&quot;button&quot;+n].onRelease = function(){
        if(this.num &lt;= (levelsComplete+1)) _root.gotoAndStop(&quot;level&quot;+this.num);
    }
    if(n&gt;(levelsComplete+1)) _root[&quot;button&quot;+n].gotoAndStop(&quot;lockedFrame&quot;);
}
&lt;/pre&gt;

First you assign to the 'num' variable within the button, the number of the level it corresponds. Then you make it so when you click on the button, it jumps to that level (assuming it has a label of 'level'+n). The last line just changes the apearnce of the button in the case it's locked.</body>
    <body-html>&lt;p&gt;There are really several ways of doing this&amp;#8230; &lt;br /&gt;
For example, if your buttons are already on Stage&amp;#8230; you could write something like this on the menu Frame. Im supposing your buttons have instance names of [&amp;#8217;button&amp;#8217;+n] (with n from 1 to totalLevels).&lt;/p&gt;
&lt;p&gt;Since I don&amp;#8217;t know AS3, i&amp;#8217;ll post what i might do in AS2&lt;/p&gt;
&lt;pre&gt;
for(n=1;n&amp;lt;=totalButtons;n++){
    _root[&quot;button&quot;+n].num = n;
    _root[&quot;button&quot;+n].onRelease = function(){
        if(this.num &amp;lt;= (levelsComplete+1)) _root.gotoAndStop(&quot;level&quot;+this.num);
    }
    if(n&amp;gt;(levelsComplete+1)) _root[&quot;button&quot;+n].gotoAndStop(&quot;lockedFrame&quot;);
}
&lt;/pre&gt;
&lt;p&gt;First you assign to the &amp;#8216;num&amp;#8217; variable within the button, the number of the level it corresponds. Then you make it so when you click on the button, it jumps to that level (assuming it has a label of &amp;#8217;level&amp;#8217;+n). The last line just changes the apearnce of the button in the case it&amp;#8217;s locked.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-18T08:00:09-08:00</created-at>
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  </post>
  <post>
    <body>SOLVED 17.11.2009
READ FIRST POST FOR PROBLEM+SOLUTION</body>
    <body-html>&lt;p&gt;&lt;span class=&quot;caps&quot;&gt;SOLVED&lt;/span&gt; 17.11.2009&lt;br /&gt;
&lt;span class=&quot;caps&quot;&gt;READ&lt;/span&gt; &lt;span class=&quot;caps&quot;&gt;FIRST&lt;/span&gt; &lt;span class=&quot;caps&quot;&gt;POST&lt;/span&gt; &lt;span class=&quot;caps&quot;&gt;FOR&lt;/span&gt; PROBLEM+SOLUTION&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-17T19:47:41-08:00</created-at>
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  </post>
  <post>
    <body>You could also use a Keyboard Listener and check:

&lt;pre&gt;
myKeyListener.onKeyDown = function(){

  switch(Key.getCode()){
   case xx:
      something();
      break;
   case yy:
      somethingElse();
      break;
   ...
   ...

  }
}
&lt;/pre&gt;

put the codes for the different keys you want to handle on those cases.
Also to get the numeric code for a specific key you could do a *trace(Key.getCode());*
the previous posted link shows a table with the codes.

Use the &quot;code&quot; column instead of the ASCII unless you want your application to be case sensitive.
If that's the case, replace *Key.getCode()* with *Key.getAscii()* on the previous code.</body>
    <body-html>&lt;p&gt;You could also use a Keyboard Listener and check:&lt;/p&gt;
&lt;pre&gt;
myKeyListener.onKeyDown = function(){

  switch(Key.getCode()){
   case xx:
      something();
      break;
   case yy:
      somethingElse();
      break;
   ...
   ...

  }
}
&lt;/pre&gt;
&lt;p&gt;put the codes for the different keys you want to handle on those cases.&lt;br /&gt;
Also to get the numeric code for a specific key you could do a &lt;strong&gt;trace(Key.getCode());&lt;/strong&gt;&lt;br /&gt;
the previous posted link shows a table with the codes.&lt;/p&gt;
&lt;p&gt;Use the &amp;#8220;code&amp;#8221; column instead of the &lt;span class=&quot;caps&quot;&gt;ASCII&lt;/span&gt; unless you want your application to be case sensitive.&lt;br /&gt;
If that&amp;#8217;s the case, replace &lt;strong&gt;Key.getCode()&lt;/strong&gt; with &lt;strong&gt;Key.getAscii()&lt;/strong&gt; on the previous code.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-17T19:08:30-08:00</created-at>
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  </post>
  <post>
    <body>Like l3viath3nt said.... using your *levelsComplete* variable you should dynamically add the buttons.
But only the buttons until *levelsComplete+1* should catch the onRelease method</body>
    <body-html>&lt;p&gt;Like l3viath3nt said&amp;#8230;. using your &lt;strong&gt;levelsComplete&lt;/strong&gt; variable you should dynamically add the buttons.&lt;br /&gt;
But only the buttons until &lt;strong&gt;levelsComplete+1&lt;/strong&gt; should catch the onRelease method&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-17T17:49:46-08:00</created-at>
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  <post>
    <body>I haven't had time to program,,, but I wrote some examples and it should work.
I have a set of imported images on stage and want to be able to &quot;click through&quot; the transparent part of them

I created transparent BitmapDatas and drawed on them every MovieClip containing the imported images... then using the onRelease method on the MouseListener, I get the ALPHA of the corresponding pixel, according to the mouse position, with *(BitmapData.getPixel32(x,y) &gt;&gt;24)&amp;&amp;0xFF* for every image on stage.

If more than one image returned a value other than 0 (in my case) the movieClip clicked is the one with the highest depth...

Like I said i have this only in my mind but I've already tried getting the pixels for every image, according to the mouse position and it worked.

Thanks to Moonkey for the idea.
About wordblind's idea... I haven't tried since i'm working in AS2... thanks anyway !

I'll post later the finished code.</body>
    <body-html>&lt;p&gt;I haven&amp;#8217;t had time to program,,, but I wrote some examples and it should work.&lt;br /&gt;
I have a set of imported images on stage and want to be able to &amp;#8220;click through&amp;#8221; the transparent part of them&lt;/p&gt;
&lt;p&gt;I created transparent BitmapDatas and drawed on them every MovieClip containing the imported images&amp;#8230; then using the onRelease method on the MouseListener, I get the &lt;span class=&quot;caps&quot;&gt;ALPHA&lt;/span&gt; of the corresponding pixel, according to the mouse position, with &lt;strong&gt;(BitmapData.getPixel32(x,y) &amp;gt;&amp;gt;24)&amp;amp;&amp;amp;0xFF&lt;/strong&gt; for every image on stage.&lt;/p&gt;
&lt;p&gt;If more than one image returned a value other than 0 (in my case) the movieClip clicked is the one with the highest depth&amp;#8230;&lt;/p&gt;
&lt;p&gt;Like I said i have this only in my mind but I&amp;#8217;ve already tried getting the pixels for every image, according to the mouse position and it worked.&lt;/p&gt;
&lt;p&gt;Thanks to Moonkey for the idea.&lt;br /&gt;
About wordblind&amp;#8217;s idea&amp;#8230; I haven&amp;#8217;t tried since i&amp;#8217;m working in AS2&amp;#8230; thanks anyway !&lt;/p&gt;
&lt;p&gt;I&amp;#8217;ll post later the finished code.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-17T09:51:14-08:00</created-at>
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  </post>
  <post>
    <body>I think BrainStormer's solution is the best
create 3 empty movieClips.
Attach the Banner to the top one.
The background to the lowest one.
And in the middle container attach your Objects,,, like Draco18 said</body>
    <body-html>&lt;p&gt;I think BrainStormer&amp;#8217;s solution is the best&lt;br /&gt;
create 3 empty movieClips.&lt;br /&gt;
Attach the Banner to the top one.&lt;br /&gt;
The background to the lowest one.&lt;br /&gt;
And in the middle container attach your Objects,,, like Draco18 said&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-16T18:40:14-08:00</created-at>
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  <post>
    <body>nice
thanks for the answers
i'll try both ideas</body>
    <body-html>&lt;p&gt;nice&lt;br /&gt;
thanks for the answers&lt;br /&gt;
i&amp;#8217;ll try both ideas&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-16T17:02:18-08:00</created-at>
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  <post>
    <body>well.... you could get the Depth of the banner with *banner.getDepth();* (remember to give your banner an instance name)
then you could attach objects into the stage to a specific depth *banner.getDepth()-x*</body>
    <body-html>&lt;p&gt;well&amp;#8230;. you could get the Depth of the banner with &lt;strong&gt;banner.getDepth();&lt;/strong&gt; (remember to give your banner an instance name)&lt;br /&gt;
then you could attach objects into the stage to a specific depth &lt;strong&gt;banner.getDepth()-x&lt;/strong&gt;&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-16T13:25:33-08:00</created-at>
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    <post-number type="integer">2</post-number>
    <topic-id type="integer">65113</topic-id>
    <updated-at type="datetime">2009-11-16T13:25:55-08:00</updated-at>
    <user-id type="integer">15543</user-id>
  </post>
  <post>
    <body>ok ... I've just tried the code i gave you and it work great for me
I can click and drag (while the mouse button is Down) the Movieclip DragMe. Also, when the mouse leaves the Stage, you stop dragging it.
If that doesn't work for you...I mean, i f you can drag while clicking the dragMe, then,,, you might wanna check its instance name,,, i don't knoe what else could be wrong since it works for me.

Wir that last sentence I meant... that don't forget to use the onEnterFrame function to constantl check for collision between dragMe and the movieClip.... which i see you did ok i think</body>
    <body-html>&lt;p&gt;ok &amp;#8230; I&amp;#8217;ve just tried the code i gave you and it work great for me&lt;br /&gt;
I can click and drag (while the mouse button is Down) the Movieclip DragMe. Also, when the mouse leaves the Stage, you stop dragging it.&lt;br /&gt;
If that doesn&amp;#8217;t work for you&amp;#8230;I mean, i f you can drag while clicking the dragMe, then,,, you might wanna check its instance name,,, i don&amp;#8217;t knoe what else could be wrong since it works for me.&lt;/p&gt;
&lt;p&gt;Wir that last sentence I meant&amp;#8230; that don&amp;#8217;t forget to use the onEnterFrame function to constantl check for collision between dragMe and the movieClip&amp;#8230;. which i see you did ok i think&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-16T10:27:14-08:00</created-at>
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  <post>
    <body>anyone ?</body>
    <body-html>&lt;p&gt;anyone ?&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-16T10:17:42-08:00</created-at>
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    <topic-id type="integer">64567</topic-id>
    <updated-at type="datetime">2009-11-16T10:17:42-08:00</updated-at>
    <user-id type="integer">15543</user-id>
  </post>
  <post>
    <body>Now, the best way to do this is having different variables that control everything in the game you want to customize, like ... i don't know....size of the paddle, speed of the ball, speed of the computer's paddle, etc etc etc.

Then, instead of using the instruction *_root.gotoAndStop(frame)* you should upgrade these variables to make it a little bit harder each time. That's what we mean when we say that... you shouldn't use differents frames for each level... That way you game consists on only one frame... and a set of variables that contorl its difficulty, in this case</body>
    <body-html>&lt;p&gt;Now, the best way to do this is having different variables that control everything in the game you want to customize, like &amp;#8230; i don&amp;#8217;t know&amp;#8230;.size of the paddle, speed of the ball, speed of the computer&amp;#8217;s paddle, etc etc etc.&lt;/p&gt;
&lt;p&gt;Then, instead of using the instruction &lt;strong&gt;_root.gotoAndStop(frame)&lt;/strong&gt; you should upgrade these variables to make it a little bit harder each time. That&amp;#8217;s what we mean when we say that&amp;#8230; you shouldn&amp;#8217;t use differents frames for each level&amp;#8230; That way you game consists on only one frame&amp;#8230; and a set of variables that contorl its difficulty, in this case&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-15T14:03:33-08:00</created-at>
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  <post>
    <body>well since i don't have all the information about the game... let me ask you.

Are you making every level in differents frames of the main timeLine?? You can see that that is not the best and elegant option, but ok, if you already did it that way, tell us so we can help you. If that's the way you did it, then YEAH you can jump to a specific level knowing in wich frame it is and doing *_root.gotoAndStop(frameNumber)*

Now... you should have in your programm a bit of code that increment either leftScore or rightScore everytime the ball hits the goal. right? Well... exactly in the next line of the instruction *lefscore++* you should type

if(leftscore &gt; maxScore) _root.gotoAndStop(frameNumber);

the same for rightscore... but instead,,, it should jump to the game Over frame.


A few comments:

- Converting the text boxes into movieclips won't help, you should search through your code till you find the actual line that increments the score and then write those *if* statements.

- _root.leftscore.nextFrame(); won't work at all, since leftscore is a number and doesn't have frames itself. I thounk you're trying to do _root.gotoAndstop(frame);</body>
    <body-html>&lt;p&gt;well since i don&amp;#8217;t have all the information about the game&amp;#8230; let me ask you.&lt;/p&gt;
&lt;p&gt;Are you making every level in differents frames of the main timeLine?? You can see that that is not the best and elegant option, but ok, if you already did it that way, tell us so we can help you. If that&amp;#8217;s the way you did it, then &lt;span class=&quot;caps&quot;&gt;YEAH&lt;/span&gt; you can jump to a specific level knowing in wich frame it is and doing &lt;strong&gt;_root.gotoAndStop(frameNumber)&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Now&amp;#8230; you should have in your programm a bit of code that increment either leftScore or rightScore everytime the ball hits the goal. right? Well&amp;#8230; exactly in the next line of the instruction &lt;strong&gt;lefscore++&lt;/strong&gt; you should type&lt;/p&gt;
&lt;p&gt;if(leftscore &amp;gt; maxScore) _root.gotoAndStop(frameNumber);&lt;/p&gt;
&lt;p&gt;the same for rightscore&amp;#8230; but instead,,, it should jump to the game Over frame.&lt;/p&gt;
&lt;p&gt;A few comments:&lt;/p&gt;
&lt;p&gt;- Converting the text boxes into movieclips won&amp;#8217;t help, you should search through your code till you find the actual line that increments the score and then write those &lt;strong&gt;if&lt;/strong&gt; statements.&lt;/p&gt;
&lt;p&gt;- _root.leftscore.nextFrame(); won&amp;#8217;t work at all, since leftscore is a number and doesn&amp;#8217;t have frames itself. I thounk you&amp;#8217;re trying to do _root.gotoAndstop(frame);&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-15T13:59:41-08:00</created-at>
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  <post>
    <body>Nimrod

If you pase the code above on the pong frame, it won't work. Why? be cause the *if* statement will only be checked once,,, once you enter the Frame. You have then 2 options... check constantly for the value of leftscore and rightscore with an onEnterFrame method for a MovieClip... or.... check their value everytime you add 1 to any of them.

Look through your code to the part where you actually increment the score.... and after that line you should check for

if(leftscore&gt;5) gotoAndStop(nextLevel);

and by the way,,, supermario is right.... you shouldn't use different frames for every level. But,,, if thats the way you did it... then... it's ok.</body>
    <body-html>&lt;p&gt;Nimrod&lt;/p&gt;
&lt;p&gt;If you pase the code above on the pong frame, it won&amp;#8217;t work. Why? be cause the &lt;strong&gt;if&lt;/strong&gt; statement will only be checked once,,, once you enter the Frame. You have then 2 options&amp;#8230; check constantly for the value of leftscore and rightscore with an onEnterFrame method for a MovieClip&amp;#8230; or&amp;#8230;. check their value everytime you add 1 to any of them.&lt;/p&gt;
&lt;p&gt;Look through your code to the part where you actually increment the score&amp;#8230;. and after that line you should check for&lt;/p&gt;
&lt;p&gt;if(leftscore&amp;gt;5) gotoAndStop(nextLevel);&lt;/p&gt;
&lt;p&gt;and by the way,,, supermario is right&amp;#8230;. you shouldn&amp;#8217;t use different frames for every level. But,,, if thats the way you did it&amp;#8230; then&amp;#8230; it&amp;#8217;s ok.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-15T13:13:24-08:00</created-at>
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  <post>
    <body>on a frame of the main timeLine.... remember that that code sould work, assuming the movieclip to be dragged has an instance name of &quot;dragMe&quot;
Also, remember to check for collisions between dragMe and your maze on the onEnterFrame method for dragMe</body>
    <body-html>&lt;p&gt;on a frame of the main timeLine&amp;#8230;. remember that that code sould work, assuming the movieclip to be dragged has an instance name of &amp;#8220;dragMe&amp;#8221;&lt;br /&gt;
Also, remember to check for collisions between dragMe and your maze on the onEnterFrame method for dragMe&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-15T13:05:37-08:00</created-at>
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  <post>
    <body>You can have, in each frame of the Character MovieClip, another MovieClip containing the animations for the actions you want.
Then on the onEnterFrame method cath for the Keypress

if(Key.isDown(Key.RIGHT)) this.gotoAndStop(&quot;walk&quot;);
else this.gotoAndStop(&quot;stand&quot;);

for example,</body>
    <body-html>&lt;p&gt;You can have, in each frame of the Character MovieClip, another MovieClip containing the animations for the actions you want.&lt;br /&gt;
Then on the onEnterFrame method cath for the Keypress&lt;/p&gt;
&lt;p&gt;if(Key.isDown(Key.&lt;span class=&quot;caps&quot;&gt;RIGHT&lt;/span&gt;)) this.gotoAndStop(&amp;#8220;walk&amp;#8221;);&lt;br /&gt;
else this.gotoAndStop(&amp;#8220;stand&amp;#8221;);&lt;/p&gt;
&lt;p&gt;for example,&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-15T13:00:52-08:00</created-at>
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  <post>
    <body>mmmm
try pressing Ctrl+Alt+V at that moment to see a list of variables and their value, to see if these 2 variables actually exist</body>
    <body-html>&lt;p&gt;mmmm&lt;br /&gt;
try pressing Ctrl+Alt+V at that moment to see a list of variables and their value, to see if these 2 variables actually exist&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-13T17:35:28-08:00</created-at>
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  </post>
  <post>
    <body>What I do in these cases is the first option.

Each Frame of the Character MovieClip contains an action (in another MovieClip) and their corresponding label, and I just call them with *this.gotoAndStop(&quot;walk&quot;);*

For the second option.... i think it's a little hard to program through actionscript the movements.

Another option, if all the characters have the same movements, would be to use the first option, but instead of creating a lot of different characters, you could also make every part of the body to be a MovieClip where each frame is a different skin (for each different character) [i don't know if you get what i mean]. That way besides calling wich action you want to perform with  *this.gotoAndStop(&quot;walk&quot;);* you could also do *this.leftArm.gotoAndStop(&quot;skin1&quot;);* *this.leftLeg.gotoAndStop(&quot;skin1&quot;);* etc. etc.

That way you create the movements only once and have only one character (with multiple &quot;skins&quot;).


** *Now that im writing this,,, it could be harder than I thought to do that last thing ... mmmmm. Perhaps stick with the first option...*</body>
    <body-html>&lt;p&gt;What I do in these cases is the first option.&lt;/p&gt;
&lt;p&gt;Each Frame of the Character MovieClip contains an action (in another MovieClip) and their corresponding label, and I just call them with &lt;strong&gt;this.gotoAndStop(&amp;#8220;walk&amp;#8221;);&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;For the second option&amp;#8230;. i think it&amp;#8217;s a little hard to program through actionscript the movements.&lt;/p&gt;
&lt;p&gt;Another option, if all the characters have the same movements, would be to use the first option, but instead of creating a lot of different characters, you could also make every part of the body to be a MovieClip where each frame is a different skin (for each different character) [i don&amp;#8217;t know if you get what i mean]. That way besides calling wich action you want to perform with  &lt;strong&gt;this.gotoAndStop(&amp;#8220;walk&amp;#8221;);&lt;/strong&gt; you could also do &lt;strong&gt;this.leftArm.gotoAndStop(&amp;#8220;skin1&amp;#8221;);&lt;/strong&gt; &lt;strong&gt;this.leftLeg.gotoAndStop(&amp;#8220;skin1&amp;#8221;);&lt;/strong&gt; etc. etc.&lt;/p&gt;
&lt;p&gt;That way you create the movements only once and have only one character (with multiple &amp;#8220;skins&amp;#8221;).&lt;/p&gt;

	&lt;ul&gt;
		&lt;li&gt;&lt;strong&gt;Now that im writing this,,, it could be harder than I thought to do that last thing &amp;#8230; mmmmm. Perhaps stick with the first option&amp;#8230;&lt;/strong&gt;&lt;/li&gt;
	&lt;/ul&gt;</body-html>
    <created-at type="datetime">2009-11-13T13:27:18-08:00</created-at>
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  </post>
  <post>
    <body>well... 
for starters... we want just the ballon to hit to explode,,, therefore... you should redefine your EXPLODe function to make only the movieClip calling it to explode

MovieClip.prototype.explode = function(){
  this.removeMovieClip();
}

then you should call it by

...
if(this.hitTest(_root.enemyship)) this.explode();
...

also, remeber tu put that last line on the onEnterFrame method of the ballon MovieClip.

I could help you more but there i need more info, for example...
Are you dynamically attaching the ballons to the stage?</body>
    <body-html>&lt;p&gt;well&amp;#8230; &lt;br /&gt;
for starters&amp;#8230; we want just the ballon to hit to explode,,, therefore&amp;#8230; you should redefine your EXPLODe function to make only the movieClip calling it to explode&lt;/p&gt;
&lt;p&gt;MovieClip.prototype.explode = function(){&lt;br /&gt;
  this.removeMovieClip();&lt;br /&gt;
}&lt;/p&gt;
&lt;p&gt;then you should call it by&lt;/p&gt;
&lt;p&gt;&amp;#8230;&lt;br /&gt;
if(this.hitTest(_root.enemyship)) this.explode();&lt;br /&gt;
&amp;#8230;&lt;/p&gt;
&lt;p&gt;also, remeber tu put that last line on the onEnterFrame method of the ballon MovieClip.&lt;/p&gt;
&lt;p&gt;I could help you more but there i need more info, for example&amp;#8230;&lt;br /&gt;
Are you dynamically attaching the ballons to the stage?&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-13T13:21:02-08:00</created-at>
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  </post>
</posts>
