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381
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Developer / Technical / Re: The happy programmer room
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on: October 04, 2010, 02:55:16 AM
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So did you use a Matrix? // 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? <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 :/
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384
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Developer / Technical / Re: The happy programmer room
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on: October 01, 2010, 04:08:48 AM
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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.
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388
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Player / Games / Re: League of Legends
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on: September 27, 2010, 04:44:35 AM
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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.
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390
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Feedback / DevLogs / Re: Reach [FLASH game]
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on: September 25, 2010, 10:10:46 AM
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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  ). Anyway, I've uploaded bunch of new screens, new video and redesigned my webpage. You can also test the game freely now  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
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393
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Developer / Technical / Re: Flash game size in mb
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on: September 24, 2010, 01:37:33 AM
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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.
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394
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Developer / Technical / Flash game size in mb
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on: September 23, 2010, 11:40:34 PM
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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?
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395
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Feedback / DevLogs / Re: Commando [FLASH game]
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on: September 19, 2010, 12:21:49 PM
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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.
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396
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Feedback / DevLogs / Re: Commando [FLASH game]
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on: September 19, 2010, 08:56:39 AM
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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  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 HEREbetaplayer, betapass for login and post some feedback if you find some moments. Screenshot and video update following real soon.
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397
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Developer / Creative / Re: Your biggest obstacle to create a game?
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on: September 18, 2010, 03:54:31 PM
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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.
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398
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Community / Townhall / Re: GIVE UP ROBOT 2!!!
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on: September 18, 2010, 02:39:16 AM
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aweeesome game  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!  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 
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399
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Developer / Technical / Re: Preloader issue
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on: September 17, 2010, 01:17:42 PM
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so I've gone and created a external loader (1,6 kb), that loads my main game, like this 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 
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400
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Developer / Technical / Re: Preloader issue
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on: September 16, 2010, 08:39:27 AM
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well, now i have a different problem. i have this: 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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