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1411262 Posts in 69320 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 03:57:19 PM

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141  Community / DevLogs / Re: Cafe - Concepts/Mockups - Devthread on: October 01, 2008, 06:26:36 AM
@increpare: Haha i actually laughed out loud Tongue
142  Developer / Technical / Re: Actionscript 3: Assistance required on: October 01, 2008, 06:18:47 AM
Ahh i regret posting now! Nothing better than a good ol' drunken rant :D
143  Community / Creative / Re: Looking for a firm boot in the rear on: October 01, 2008, 06:16:24 AM
Man i have the same problem. My solution (we will see if it works soon enough) is to get an artist involved, get him all enthusiastic and then leech off his enthusiasm Tongue

In regard to choice of programming language, I recommend python and pygame or something like game maker. Making games is hard enough, so take any opportunity to make it simpler. Game maker is probably a good choice as there seem to be many users of it in this community.

To preempt the inevitable language debate:
Learn C/C++ if you want to program games.
Learn game maker (/alternative) if you want to make games.
144  Developer / Technical / Re: Actionscript 3: Assistance required on: October 01, 2008, 06:03:23 AM
Ahh that makes significantly more sense.

Ok so in order to get it to work change the blot class to store a reference to the Game instance. Its pretty easy to do:
Code:
class Blot extends Sprite {
  public var game:Game;
  function Blot(g:Game) {
    // Blot object gets created here.
    game = g;
    this.addEventListener(MouseEvent.MOUSE_DOWN, clickedBlot);
  }
  private function clickedBlot(event:MouseEvent) {
    game.makeBlot(); // THIS is where it breaks.
    // Game.makeBlot(); // Alternate thing I tried; didn't work.
  }
}

And now when you create a Blot instance from inside the game instance use var blot:Blot = new Blot(this);.
145  Developer / Technical / Re: Actionscript 3: Assistance required on: October 01, 2008, 01:44:58 AM
Oh well there you go Wink

If you want to put it in a seperate file, you just have to make sure it is in the same directory as your Main class's file. Thats what the whole package thingy is about. If you say package someFolder { ... } then it assumes the particular file is in someFolder. That would also mean you would say someFolder.className or you could just 'import someFolder'. Hope that made sense.

Come to think of it... it looks like the blot class cannot 'see' the Game class. Putting each class in its own file should fix that.

Edit: I clearly still have a lot to learn Tongue
146  Developer / Technical / Re: Actionscript 3: Assistance required on: October 01, 2008, 12:59:18 AM
I'm not exactly certain whats going on with your code but I'm pretty sure that both classes need to be in different files, though maybe they just need to be in the same package (I've never tried). Point is: all code needs to exist in some package somewhere. So if you want them to be in the same file try:
Code:
package {
  import flash.display.*;
  import flash.events.*;
  import flash.geom.*;

  public class Game extends MovieClip {
    public static var blot:Blot;
    public function Game():void {
      // Irrelevant stuff happens here.
      makeBlot();
    }
    public function makeBlot() {
      blot = new Blot();
      addChild(blot);
    }
  }
 public class Blot extends Sprite {
   public function Blot() {
     // Blot object gets created here.
     this.addEventListener(MouseEvent.MOUSE_DOWN, clickedBlot);
   }
   private function clickedBlot(event:MouseEvent) {
     makeBlot(); // THIS is where it breaks.
     // Game.makeBlot(); // Alternate thing I tried; didn't work.
   }
 }
}
Or in seperate files, put the blot class in its own file:
Code:
package {
import flash.display.*;
import flash.events.*;
import flash.geom.*;

class Blot extends Sprite {
  function Blot() {
    // Blot object gets created here.
    this.addEventListener(MouseEvent.MOUSE_DOWN, clickedBlot);
  }
  private function clickedBlot(event:MouseEvent) {
    makeBlot(); // THIS is where it breaks.
    // Game.makeBlot(); // Alternate thing I tried; didn't work.
  }
}
}

Now i'm not certain either of these methods will fix your problem, but I've never actually seen code outside of a package before so i think that would be the cause...
147  Developer / Business / Re: Monetizing Flash Games on: September 30, 2008, 05:59:43 PM
The money you make from sponsorship is significantly greater than from advertising revenue. I highly reccomend that for anyone who wants to make money from flash games, that they have a look at the different types of sponsorship and then post their game on FlashGameLicense. Ad based revenue is a long term thing that can make a nice slice of profit but its the way you handle sponsorships that make or break the deal.

@alexandersshen: Under what circumstances are you looking to make an income? If you're looking at say keeping the game exclusively on your own website, the approach you would take would be very different to if you were looking to simply maximise profits.
148  Developer / Technical / Re: Actionscript 3: Assistance required on: September 30, 2008, 12:48:43 AM
Try doing a seperate fill for each circle. Also make sure to call endFill(); at the end of each fill. That will fix it.
149  Player / General / Re: Good old games: gog.com on: September 29, 2008, 03:39:02 AM
Did anyone else look at their library of games and think "these games aren't that old". I mean, they have games from 2005. 2005! Old? I like the idea of the site and all, but I just wish they had actual old games for sale, instead of games a few years out of date.

I understand what you're saying but from my point of view its just another game on their system. It's not like they choose 2005 games instead of 1990 games, they were offered a 2005 game and they accepted it. But I would love to see more retro games. There are so many games I want to see up there but have heard nothing about.
150  Community / DevLogs / Re: Cafe - Concepts/Mockups - Devthread on: September 29, 2008, 03:34:46 AM
Ahh i love that biting animation. So fluid and natural (even for some hideously unnatural thing as that Tongue)

You make me long for some artistic talent!
151  Community / DevLogs / Re: Cafe - Concepts/Mockups - Devthread on: September 28, 2008, 08:11:06 PM
Holy fuck that black thing is awesome! Man i would be damn proud of that animation if i were you.

Will he move that fast in game though? It would be kinda hard to dodge, unless you make the motion of building up for the pounce take a little longer.

In regard to the red guy, it really looks like he should be swinging those yellow limb things around. Or maybe just flicking the tip of the one on the right?
152  Player / Games / Re: Lars the wanderer on: September 28, 2008, 06:46:17 PM
Gentleman
153  Community / DevLogs / Re: Cafe - Concepts/Mockups - Devthread on: September 28, 2008, 04:47:36 AM
Its called 'paying homage to...' Tongue

Most of your art is really unique. You've got nothing to worry about... at least until Miyazaki does an anime about coffee.
154  Player / General / Re: Best and Worst Game Character Designs on: September 25, 2008, 04:13:07 AM


The style of him isn't spectacularly unique but i love the background story of not only The Nameless One, but also the entire Planescape:Torment universe. The fact that The Nameless One can't die doesn't just work well with the setting and story, but it also works well as a gameplay mechanic.
155  Developer / Playtesting / Re: Zompocalypse on: September 25, 2008, 03:19:30 AM
Man this looks good. I'm very interested to see how the gameplay turns out. Can't wait to play it.

One thing: It looks wierd with the 3rd screenshot being a bit brighter.
156  Player / General / Re: Books on: September 24, 2008, 03:09:14 AM
Hitchhikers Guide to the Galaxy. 'Nuff said.
This.

I recently finished reading the series on my iPhone. I used to never read, but having the books on my phone in an easily readable format means its so convinient, i read every spare minute i have. The books themselves are hilariously good. I was so incredibly disappointed that i reached the end of them Tongue

Started reading the discworld novels and I'm loving them so far. Really similar style of humor to hitchhiker's guide, just set in a fantasy universe.
157  Developer / Technical / Re: iPhone for Unity on: September 23, 2008, 03:52:12 AM
It's worth knowing that this is Intel Mac only, for some reason. It seems to build an Xcode project and then that is sent off to Apple. I don't fully understand Xcode (never touched it) or what that means, but hopefully it is as easy to use as Unity is. Smiley

From what i could tell, through using Unity iPhone you could create and deploy an iPhone game without even knowing xcode exists.
158  Developer / Playtesting / Re: pro killer man on: September 23, 2008, 03:43:32 AM
Love the art. "I need you to kill people" "O.K." Hahahah gold :D

It's superb when one cop shoots another Tongue
159  Developer / Technical / Re: iPhone for Unity on: September 23, 2008, 02:26:10 AM
Oo I've been waiting for this.

I think the developer of Wurdle (Whom is a tigger if i'm not mistaken) created his game without owning an iphone. The most expensive hurdle for iPhone development would be having to own/buy a mac.
160  Player / General / Re: Good old games: gog.com on: September 22, 2008, 01:40:14 PM
Yeah, I bought MDK but it suffers from some terrible hardware nightmare on my comp and doesn't run properly Sad
Did you post on their forums? So far most people's non-working games have been fixed, and the guys at GoG seem to be really nice so you should hopefully be able to sort something out. What did you get as your free game?

I'm still waiting for the old Thief's.
WHAT? They don't work in Vista?

Goodbye, Microsoft. That was the last straw. And one of the most insulting ones.
I've been playing through Thief 2 Gold on Vista. Sweet game but an absolute bitch to get working. This link does make it significantly easier though.

The best thing about this site, is the fact that its a collection of sweet games, most of which I've never even heard of. Citizen Kabuto I had never even heard of, but I'm sure glad i have now.
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