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1075767 Posts in 44140 Topics- by 36113 Members - Latest Member: Hardcore2dacore

December 29, 2014, 01:06:46 AM
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381  Developer / Technical / Re: The happy programmer room on: October 04, 2010, 02:55:16 AM
So did you use a Matrix?

Code:
// clear all transforms
matrix.identity();
// translate in to rotation pivot and rotate
matrix.tx = -width * 0.5;
matrix.ty = -height * 0.5;
matrix.rotate(angle);
// translate out to position of pivot
matrix.tx += px;
matrix.ty += py;
MovieClip.transform.matrix = matrix;

or a Shader?

Code:
<languageVersion : 1.0;>

kernel RotateCW
<   namespace : "";
    vendor : "Nitrome Ltd.";
    version : 1;
    description : "Rotates an image CW";
>
{
    input image4 src;
    output pixel4 dst;
   
     parameter float width
    <
        minValue: 0.0;
        maxValue: 2880.0;
        defaultValue: 1.0;
    >;

    void
    evaluatePixel()
    {
        dst = sampleNearest(src, float2(outCoord().y, width - outCoord().x));
    }
}

i used matrix but IT SUCKS. turned my rectangle sprite in a mess when it comes to quality of an image :/
382  Player / General / Re: A scene in which the weather changes abruptly. on: October 04, 2010, 02:52:49 AM
i wish i could draw like this

offtopic - i don't like cold weather

this fall sucks in terms of temperatures, it's freakin' winter.
383  Player / General / Re: Posting Under Your Real Name- Why or Why Not? on: October 04, 2010, 02:07:00 AM
i mostly use davidp for usernames, which is actually my real name - david p(ucko).

i use it all over the places and it's cool.
384  Developer / Technical / Re: The happy programmer room on: October 01, 2010, 04:08:48 AM
I'v finally managed to rotate bitmap in ActionScript 3 in combination with Flashdevelop on a custom registration point, hell yea.

Without adding EVERY SINGLE bitmap to it's sprite container. which seems to be preffered method in many tutorials around the internets.
385  Developer / Creative / Re: So what are you working on? on: September 30, 2010, 11:13:12 AM
yeah, it's beautiful!

it's awesome indeed!
386  Developer / Technical / Re: What's the simplest, cheapest (ideally free) way to privately host a SWF? on: September 30, 2010, 01:35:27 AM
why not sign up for one of the free hosts around the internets, and put up a small php page with pass and username authentication, which would then lead to the flash game subsite?

it's like 30 seconds of google and 20 minutes of work (even if you look up for an php tutorial on forms and stuff).
387  Player / Games / Re: League of Legends on: September 27, 2010, 04:53:47 AM
lol is the best game of all times


of ALL TIMES! Wizard Wizard
388  Player / Games / Re: League of Legends on: September 27, 2010, 04:44:35 AM
90% of the time i play nunu, shen and i just bought nasus which is awesome.

i was die hard nunu fan, then went on ryze for a while, then shen, which i played for weeks, rediscovered nunu when i discovered 3v3 and now nasus.

i was trying with tyrand, yi, twisted fate, frost archer (cant remember her name, with frost arrow and stuff), but realized i suck with squishy characters, so i play str and tend to charge in their team, causing chaos and dealing fair ammount of dmg while taking tons of it.

hell yea, bring it on!

nunu - great lane phase, harras with ice throw, eat minions for hp regen, 2nd and ultimate skill for cherry on top, especially 2nd skill on some awesome dps hero, so you chase and slow and he does his magic.
shen - again, taunt/shield/throw knife for life steal, aaaweeesome ninja ulti to protect your teammate, drop in, taunt, throw knife turn on shield, destroy.
nasus - slow, aoe dmg and armor reduction, GROOOOW, SLOW AND DAMAGE ULT OMG i love this one, one hit bonus with 1st skill and passive life steal hell yea.
389  Hidden / Unpaid Work / Looking for an artist to draw 4 640x240 images :) on: September 27, 2010, 01:22:49 AM
I'm working on a Flash SHMUP game, availible for playtest here: http://itsmelol.com

Now I'd need someone to draw 4 640x240 images for storytelling sequences before every level, cartoony style.

Some screenshots of current game build:



If anyone is interested drop me a PM here or mail - [email protected]
390  Feedback / DevLogs / Re: Reach [FLASH game] on: September 25, 2010, 10:10:46 AM
So I've uploaded the new version of my game, now renamed to Recon*(don't know how i forgot about well known flash game named Commando Facepalm ).

Anyway, I've uploaded bunch of new screens, new video and redesigned my webpage. You can also test the game freely now Smiley

I've added pistol if you run out of ammo, and changed machinegun from unlimited to max 120 ammo, changed game resolution from 640x480 with blank borders to 640x240, added two music pieces and fixed some bugs.

Two new screens:



There is also video of a boss fight under Gallery section of the webpage.



visit my website: http://www.itsmelol.com

*Recon, not Reach jeez
391  Developer / Technical / Re: Flash game size in mb on: September 24, 2010, 03:12:36 PM
thanks guys, appreciate the input Smiley
392  Developer / Technical / Re: Flash game size in mb on: September 24, 2010, 05:31:45 AM
seems like a reasonable idea, but i'll start thinking about it if i really hit more than 3,5 megs.
393  Developer / Technical / Re: Flash game size in mb on: September 24, 2010, 01:37:33 AM
so far i've only changed 44mhz to 11mhz mp3, wasn't touching anything else. it still sounds decent and it went from 5 megs each file to 1 meg and then further compressed when embedded in flashdevelop.

i'll look into kpbs and decrease those two.

i need to decrease graphics too, which will be pain in the ass as i already minimized them, but heck... it has to be done.
394  Developer / Technical / Flash game size in mb on: September 23, 2010, 11:40:34 PM
What do you TIGers consider to be "ok" when it comes to file size of a flash game? I've just hit 2 megs when embedded 2 mp3 music tracks yesterday and I'm really bugged about it. If I remove them I land back on 1 meg, with approx. half game yet to complete, so I guess I'll hit 2 meg mark when I complete the whole game. And first half of the game isn't excatly finished yet, I'm still thinking of addsing some flair to it, so... I guess I'll end up with 3,5 - 4 megs when completed. Is this too much?

I don't know much about Flash gamers in general, but I don't mind loading a few megs for a flash game, but that's just me, I'm on broadband anyway so no biggie, but what about others who aren't so fortune with their connection?
395  Feedback / DevLogs / Re: Commando [FLASH game] on: September 19, 2010, 12:21:49 PM
yea, that out of ammo seems to be bugging quite a lot of people, so i guess i'll add a pistol or something, with really low firing rate, for last resort.

and that ASD idea is awesome! i'll probably add an option where you can shoot back, behind your back, like in blackthorne (blizzard).

when i think of it... this really is an awesome suggestion! thanks.
396  Feedback / DevLogs / Re: Commando [FLASH game] on: September 19, 2010, 08:56:39 AM
Okay, so I've just finished level 2 and boss fight and I would be really, really happy to get some feedback.

Game is playable on my website - http://itsmelol.com, username betaplayer and password betapass.

-Controls-
Arrow keys are for movement - left right, up for jump and down to stick to wall - hide from enemy projectiles. You can move while "hidden" but cant shoot. Pick up weapons with A, shoot with S. Be sure to have some weapon pickup always availible, because running out of ammo means you have nothing to shoot with Smiley P is for pause.

-WHAT TO DO-
-Highscore submit doesn't work at the moment because I'm rewritting the encryption for it, but everything else should be okay.

-Add cutscenes between levels

-Add enviromental hazards (spikes, fire which can hurt you, etc).

-Add some touches to boss fight

-Finish the rest of the game of course!

Also, I could really use some help with cutscenes - some artist that could draw 4 640x380 images, cartoony style, to use with storytelling. If someone is interested drop me a PM.


Sooo,

PLAY HERE
betaplayer, betapass for login

and post some feedback if you find some moments.

Screenshot and video update following real soon.
397  Developer / Creative / Re: Your biggest obstacle to create a game? on: September 18, 2010, 03:54:31 PM

read it yesteday (actually the day before yesterday as it's 19th now) and gotta say this is amazing article. spot on, i've found myself in it on more than one occassion, so.. yea, read this if you haven't yet.
398  Community / Townhall / Re: GIVE UP ROBOT 2!!! on: September 18, 2010, 02:39:16 AM
aweeesome game Smiley i've made to world 3, but gave up, it was enough frustration for one go, i'll give it a try again later.

smooth movement, nice graphics and sounds, awesome gameplay (as always). very good game! Smiley

it made me remember old jumper days and frustration :D

also, the feeling when you consecutively jump from rocket to rocket and drag them is super awesome, gotta feel like ninja when you make it  Ninja
399  Developer / Technical / Re: Preloader issue on: September 17, 2010, 01:17:42 PM
so I've gone and created a external loader (1,6 kb), that loads my main game, like this

Code:
package Commando
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.ProgressEvent;
import flash.net.URLRequest;
import flash.display.Loader;
import flash.text.TextField;
import flash.text.TextFormat;
import flash.text.Font;

/**
* ...
* @author david
*/

[SWF(width = "640", height = "480", frameRate = "30", backgroundColor = "#000000")]

public class Main extends Sprite
{
public var loader:Loader;
public var ammoText:TextField;
public var ammoFormat:TextFormat;
public var array:Array;

public function Main():void
{
ammoText = new TextField();
ammoFormat = new TextFormat();
array = new Array();

ammoText.text = "";
ammoText.background = false;
ammoText.border = false;

ammoFormat.color = 0xFFFFFF;
ammoFormat.size = 10;
ammoFormat.font = "Arial";
ammoText.x = 300;
ammoText.y = 220;
ammoText.width = 160;

ammoText.defaultTextFormat = ammoFormat;
addChild(ammoText);

var request:URLRequest = new URLRequest("commandoflash.swf");
var loader:Loader = new Loader();
loader.load(request);
array.push(loader);
loader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, loadProgress);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
}

private function loadProgress(event:ProgressEvent):void
{
ammoText.text = event.bytesLoaded + " bytes loaded!";
}

private function loadComplete(event:Event):void
{
trace("Load Complete");
addLoader();
}

private function addLoader():void
{
var loader:Loader = array[0];
addChild(loader);
}
}
}

it's not perfect - it only shows how many bytes have loaded, but not total. that's because i couldn't get it to show total bytes, if i used event.bytesTotal for loader it kept increasing (basically bytesLoaded). so i've tried setting loader.LoaderInfo.bytesTotal to one of my int variables but got an null reference error (it was after loader.load(request) line), so i've ditched everything and made it with minumum work and thinking required, just went for a safe bet. now player gets and immidiate screen with some values increasing, knowing something is happening back there and patiently wait for game to load Smiley
400  Developer / Technical / Re: Preloader issue on: September 16, 2010, 08:39:27 AM
well, now i have a different problem.

i have this:

Code:
loadTextt.text = Math.floor((root.loaderInfo.bytesLoaded / root.loaderInfo.bytesTotal) * 100) + "% loaded";
trace( Math.floor((root.loaderInfo.bytesLoaded / root.loaderInfo.bytesTotal) * 100));

if i run the game on desktop i see loading progress in trace normally, going from 1 to 100, but if i load game on the web i get 100% for the whole loading progress :/ any ideas?
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