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161
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Developer / Technical / Re: Uh? (AS3)
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on: December 07, 2011, 06:58:00 PM
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Better way to do what? Make collisions work for other enemy types? You could change this: for(var k=0; k<numChildren;k++){ if(getChildAt(k) is Enemy1) { if(Bullet(getChildAt(j)).hitTestObject(Enemy1(getChildAt(k)))){ Bullet(getChildAt(j)).die = true; Enemy1(getChildAt(k)).die = true; } } }
to this: for(var k=0; k<numChildren;k++){ if(getChildAt(k) is Enemy1) { if(Bullet(getChildAt(j)).hitTestObject(Enemy1(getChildAt(k)))){ Bullet(getChildAt(j)).die = true; Enemy1(getChildAt(k)).die = true; } } if(getChildAt(k) is Enemy2) { if(Bullet(getChildAt(j)).hitTestObject(Enemy2(getChildAt(k)))){ Bullet(getChildAt(j)).die = true; Enemy2(getChildAt(k)).die = true; } } if(getChildAt(k) is Enemy3) { if(Bullet(getChildAt(j)).hitTestObject(Enemy3(getChildAt(k)))){ Bullet(getChildAt(j)).die = true; Enemy3(getChildAt(k)).die = true; } } }
for the simplest fix. Either way, my AS3 knowledge isn't that great. If you're not using something like Flixel or FlashPunk, I think you have to use addChild() to make things show up on screen.
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162
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Developer / Technical / Re: Uh? (AS3)
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on: December 07, 2011, 06:30:21 PM
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I see the collision code sets .die for enemies and bullets to true. I don't see where entities that are dead are removed from the game.
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164
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Developer / Technical / Re: Uh? (AS3)
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on: December 07, 2011, 04:59:33 PM
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You need something like: addEventListener(Event.ENTER_FRAME, checkCollisions); ... function checkCollisions(e:Event):void { //all you collision code here }
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165
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Developer / Technical / Re: Uh? (AS3)
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on: December 07, 2011, 04:51:43 PM
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You should probably put your collision code in a function and use the Enter Frame event to make it loop so it gets called every frame instead of just running once like it is doing now.
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166
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Developer / Technical / Re: Uh? (AS3)
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on: December 07, 2011, 04:37:23 PM
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Well, what is the problem? Blank screen? No movement? No collisions?
EDIT: This code is pretty messy. You should separate your function declarations and definitions from the "main method" code around it. Your "eliminate enemies" code doesn't seem to be in a function, so it looks like it would only run once.
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169
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Developer / Technical / Re: Uh? (AS3)
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on: December 07, 2011, 04:20:34 PM
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Um, if those 2 statements at the end are outside the loops just as they appear to be here, then the j and k are outside the bounds at that point.
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171
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Player / General / Re: Mythbusters: Whoops!
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on: December 07, 2011, 04:09:00 PM
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Considering they've been doing this for years without incident, its no reason for everyone to freak out. I'm sure that's what people will be doing though. Wonder how this will damage the show.
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172
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Developer / Technical / Re: Uh? (AS3)
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on: December 07, 2011, 03:46:38 PM
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Might want to debug and/or insert some logging statements, so you can see what it is doing and where it is crapping out.
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173
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Player / Games / Re: Dedicated Terraria Server
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on: December 07, 2011, 03:40:34 PM
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Sorry, I took the server down to play with my friends on our game last night, but it's back up.
argh, no wonder I could not connect. The game seems kinda dumb though, considering I was at the "connecting to server" screen for minutes without any feedback as to why connection was not happening.
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174
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Player / Games / Re: Skyward Sword
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on: December 06, 2011, 01:00:29 PM
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Just started playing last night, so I don't have too much to say. What I can say is that I'm loving the included music CD. That shit is phenomenal.
I forgot I even had it.
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175
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Player / General / Re: Food
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on: December 06, 2011, 12:59:38 PM
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I went to make muffins the other day and had everything mixed before realizing that I no longer had muffin/cupcake pans. Ended up baking half the mix like pancakes and half like a really flat cake. Pancakes became "desert wads" since they were impossible to flip, causing them to cook more like scrambled eggs. Flat cake turned out nice. Wondered about making a full size cake out of about 6 layered flat cakes.
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176
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Player / Games / Re: Skyward Sword
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on: December 04, 2011, 10:18:09 PM
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well it's convenient to write it off like that, but the skyloft sidequests give you crystals which give you useful things which will aid you in your main quest.
Not really. Its just wallets and rupees. Need to finish that second half of the game to use bug net on the last boss  Nintendo please continue the running joke! Is that a thing in this game?
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177
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Player / Games / Re: Skyward Sword
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on: December 04, 2011, 02:05:55 PM
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Pretty much everything you do for people in Skyloft is for crystals.
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178
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Player / Games / Re: Skyward Sword
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on: December 03, 2011, 11:59:24 AM
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Considering how much wandering around you have to do, I am glad its an option. I never filled all my slots, though. I agree. As much as I love the director's design choices in the oracle games, minish cap, and SS, the one thing that I can't stand about his philosophy is contained in this quote from wikipedia: "According to Fujibayashi, the most important aspect of game design is making the fundamental rule set of a video game absolutely clear to a player constantly throughout the game and at every available second whether the player needs to hear it or not." I see nothing wrong with this, as long as being made clear isn't the same as it being force fed to me.
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179
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Player / Games / Re: Skyward Sword
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on: December 03, 2011, 11:31:05 AM
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I like how Link picks up the harp a few days ago and can play all kinds of magical legendary songs without even practicing, but is just incapable of a decent accompaniment with the tavern owner's daughter for her amateur performance for an audience of 2 patrons.
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180
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Player / Games / Re: Skyward Sword
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on: December 03, 2011, 11:10:00 AM
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I just realized the idea that the only reason there is a harp is for this motion plus nonsense.
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