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1411258 Posts in 69320 Topics- by 58379 Members - Latest Member: bob1029

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881  Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash on: February 21, 2009, 07:10:25 PM
How does "for each" and ".value" work?
What do you mean by ".value"? The dot operator is used for a bunch of things, but mostly for accessing properties (aka values) and methods on objects.

These two loops are almost equivalent:
Code:
for each (var object: Object in array) {
...
}

for (var i: int = 0; i < array.length; i++) {
var object: Object = array[i];
...
}
The only difference is that the second version lets you use "i" inside the loop, if you need access to the array index for whatever reason.

"for each... in" and "for... in" can be used for other things too. Read about them at the language reference (which you should have open in a tab at all times!):
http://livedocs.adobe.com/flex/3/langref/statements.html
882  Developer / Technical / Re: Pathfinding happiness on: February 15, 2009, 02:07:23 PM
http://code.google.com/p/as3ds/source/browse/trunk/src/de/polygonal/ds/PriorityQueue.as
883  Developer / Playtesting / Re: ScribBall 2 [Mac OS X] on: February 12, 2009, 10:12:30 PM
Holy crap, a non-Flash indie game that runs on my home computer!  It's a 1GHz PowerPC laptop. (and it does everything I need it to, except play indie games.) This game runs smoothly on it most of the time, with some noticeable slow down when the screen is full, but still totally playable.

As far as I could tell, the strategy mostly involved clicking on the white balls when they are touching the explosive balls, rather than getting groups of four like-colored balls to touch. With this strategy I got 750,000ish points on my second try. Does this strategy make the balls fall faster? 

And wow, there's something called an "Owl Combo" in the game? What does that mean?

EDIT: Oh yeah, and link was broken, though I was able to figure out where it was supposed to go.
884  Developer / Technical / wonderfl opensource demos (yet another Flash thread) on: February 07, 2009, 05:26:44 PM
In January, a website called "wonderfl" was launched. It's a very fast web interface for the Flash compiler. Type some code in the window and after a moment of inactivity it will compile and run your Flash program. I think it's pretty awesome.

http://wonderfl.kayac.com/

Kenta Cho has created a bunch of very small games at wonderfl. Check them out and play with their source code at:
http://wonderfl.kayac.com/user/ABA/codes

I have been browsing the website and making a list of awesome visual demos here:
http://wonderfl.kayac.com/user/shaktool/favorites

Or check out my own posted codes for some heightmap renders.

Complaints:
-no code auto completion or hinting or anything like that.
-it's not clear what license the code is available under. The implication is that it's something like Creative Commons with derivatives allowed, since it encourages you to "fork" whatever code strikes your fancy, but it's not explicitly stated anywhere. Some people will put some sort of license in a comment inside their code, but that's rare.
-The thumbnail generator is buggy.
-When browsing for codes, the sorting options are very limited.
885  Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash on: February 07, 2009, 12:36:10 AM
...as I mentioned on the very first page of this thread, you CAN use Ogg Vorbis. You just have to be willing to fool around with a library originally written for haxe:
http://drawlogic.com/2008/10/04/as3-fvorbis-flash-ogg-vorbis-player/
I haven't actually tried converting it to AS3. Maybe someone else on the internet has already done that for us?

EDIT: Ooh, and here's an alternative, which is probably faster and easier to set up:
http://labs.adobe.com/wiki/index.php/Alchemy:Libraries
886  Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash on: February 03, 2009, 06:03:06 PM
Trig functions are great but they're relatively heavy. If you can avoid using them you should.

Sorry, but it must be repeated: Premature optimization is the root of all evil. Trig functions are fine until demonstrated otherwise. Even if they're 10x slower (and they often are), that's still fast enough that I usually don't care.
887  Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash on: February 03, 2009, 05:07:03 PM
Generally speaking, velocity is stored as a vector, rather than as an angle and a speed, but it is often useful to convert between the two.

Code:
var angle: Number = 68 * Math.PI / 180; // the trigonometry functions use radians
var speed: Number = 10;

var v: Point = new Point();
v.x = Math.cos(angle) * speed;
v.y = Math.sin(angle) * speed;

angle = Math.atan2(v.y, v.x);
speed = v.length;

sprite.x += v.x;
sprite.y += v.y;
888  Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash on: February 03, 2009, 02:24:51 PM
You cannot reliably receive mouse events when the mouse is outside the Flash window.

You can, however, register to receive an event when the mouse leaves the window, and respond appropriately by either pausing the game or disabling whatever effect the mouse normally has.

You can also override the mouse visual and do crazy stuff with it as demonstrated here:
http://www.powercursor.com/
But that is a hack and in some ways it only magnifies the problem when the mouse leaves the Flash window.
889  Developer / Technical / Re: Worst Combination Possible, yet still wish to make games. on: February 03, 2009, 12:36:56 AM
Flash/Flex. I'm in the same situation.
Or, for a slightly lower barrier-to-entry, Processing for Java.
890  Developer / Art / Re: TIGSource: Renditions! (current subject: MEGAMAN!) on: February 02, 2009, 11:40:48 AM
(who gets the MM reference? Wink)
She's gone from suck to blow!
891  Player / Games / Re: Global Game Jam on: February 01, 2009, 10:42:17 PM
THE WORLD IS ON FIRE

This was my first experience with Processing. It was mostly a very positive experience. :D
892  Developer / Playtesting / Re: Mighty Tower on: January 28, 2009, 03:58:58 PM
Minor bug: the lightning sound effect doesn't get muted, though it's definitely a nice touch.

And I'm not used to pogo jumping, so I like the current setup, but really, it's up to you.
893  Player / Games / Re: MDickie Publishes Book, Leaves Game Design on: January 28, 2009, 01:07:33 PM
For what it's worth, the "16th December 2007" entry titled "The Iceman Thaws" at that same link that I posted is way more reasonable.
894  Player / Games / Re: MDickie Publishes Book, Leaves Game Design on: January 28, 2009, 12:53:44 PM
http://www.mdickie.com/commentary.htm
Quote from: MDickie
I had lofty ambitions for this industry and I fell far short of them. But they were ambitions that no other human being has had - let alone taken steps towards. You make it sound like somebody else succeeded where I failed? Like there's somebody out there capable of doing a better job? There isn't. There never was and there never will be. That's what made me bulletproof from day one, and it's what will preserve my legacy long after I'm gone. Criticizing me is like banging your head against a brick wall. If I'm a talentless loser and you're utterly incapable of doing what I do... what does that make you? You see, the more you criticize me the more you criticize yourselves!

It seems I can't criticize him, so I'll just let this quote speak for itself. Go ahead and follow the link above for the context of this quote, it's just as juicy.
895  Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash on: January 27, 2009, 06:45:09 PM
Where does the documentation say that you can't scale Bitmaps?
896  Developer / Playtesting / Re: Mighty Tower on: January 27, 2009, 06:04:13 PM
*shrug* I think that's an improvement. It's a more consistent art style.

So far my score is 435. Does it get harder after that?

EDIT: 655
897  Developer / Playtesting / Re: Mighty Tower on: January 27, 2009, 04:44:26 PM
That is pretty sweet. Aside from optional sound and minor graphical polish (get rid of the noise on the tower texture) there's not much you can add without diluting it.
898  Developer / Art / Re: Feminine Form on: January 26, 2009, 11:30:36 AM
Check this out:
http://www.biomotionlab.ca/Demos/BMLwalker.html
Turn on the lines, and then play with the gender slider.
899  Community / Townhall / Re: Failed Competition Spectacular (Bossmen and Space Harriet) on: January 24, 2009, 02:18:32 PM
I can also vouch for Rellik's awesome music-making skills.  Hand Thumbs Up Right He did the three-track song for SnakeBall that changes in mood depending on the snake's sanity and how close you are to winning.
900  Community / Townhall / Re: Best game evar released! on: January 23, 2009, 05:27:44 PM
I wonder if this is what corporate game developers feel like when indie developers get famous. Maybe they're all like, "Huh? We put so much effort and time and money into our game! How come everybody is focusing on this wimpy little game made by one person just because it got a lot of exposure? Our game is way more epic."

I mean, I'm pretty annoyed by YHTBTR's ranking too, but isn't the whole point of indie gaming that we can accomplish more with less? YHTBTR is that philosophy taken to the extreme.

Still...  Huh?
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