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161  Developer / Technical / Re: Uh? (AS3) on: December 07, 2011, 06:58:00 PM
Better way to do what? Make collisions work for other enemy types?

You could change this:
Code:
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:
Code:
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.
162  Developer / Technical / Re: Uh? (AS3) on: December 07, 2011, 06:30:21 PM
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.
163  Developer / Technical / Re: Uh? (AS3) on: December 07, 2011, 05:08:33 PM
post those codes again
164  Developer / Technical / Re: Uh? (AS3) on: December 07, 2011, 04:59:33 PM
You need something like:
Code:
addEventListener(Event.ENTER_FRAME, checkCollisions);
...
function checkCollisions(e:Event):void
{
  //all you collision code here
}
165  Developer / Technical / Re: Uh? (AS3) on: December 07, 2011, 04:51:43 PM
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.
166  Developer / Technical / Re: Uh? (AS3) on: December 07, 2011, 04:37:23 PM
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.
167  Developer / Technical / Re: Uh? (AS3) on: December 07, 2011, 04:29:00 PM
impossible to know without looking at the error and your code
168  Developer / Technical / Re: Uh? (AS3) on: December 07, 2011, 04:23:20 PM
I would assume they should be at the deepest nest.
169  Developer / Technical / Re: Uh? (AS3) on: December 07, 2011, 04:20:34 PM
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.
170  Developer / Design / Re: Uplink-Style Game Idea on: December 07, 2011, 04:13:33 PM
The story sounds a different, but would the game mechanics be any different?
171  Player / General / Re: Mythbusters: Whoops! on: December 07, 2011, 04:09:00 PM
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.
172  Developer / Technical / Re: Uh? (AS3) on: December 07, 2011, 03:46:38 PM
Might want to debug and/or insert some logging statements, so you can see what it is doing and where it is crapping out.
173  Player / Games / Re: Dedicated Terraria Server on: December 07, 2011, 03:40:34 PM
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.
174  Player / Games / Re: Skyward Sword on: December 06, 2011, 01:00:29 PM
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.
175  Player / General / Re: Food on: December 06, 2011, 12:59:38 PM
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.
176  Player / Games / Re: Skyward Sword on: December 04, 2011, 10:18:09 PM
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 Sad Nintendo please continue the running joke!

Is that a thing in this game?
177  Player / Games / Re: Skyward Sword on: December 04, 2011, 02:05:55 PM
Pretty much everything you do for people in Skyloft is for crystals.
178  Player / Games / Re: Skyward Sword on: December 03, 2011, 11:59:24 AM
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:

Quote
"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.
179  Player / Games / Re: Skyward Sword on: December 03, 2011, 11:31:05 AM
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.
180  Player / Games / Re: Skyward Sword on: December 03, 2011, 11:10:00 AM
I just realized the idea that the only reason there is a harp is for this motion plus nonsense.
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