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21
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Developer / Business / Re: Flash Programmer Pricing
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on: December 21, 2010, 12:08:24 AM
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I'd charge WAY more, my going rate for freelance flash is about $100, granted that's sweden and I do mostly marketing stuff so I can charge more (and most of it goes to taxes anyway). But don't screw yourself over with a too low rate, they need to respect and value your time and a good way to communicate that you don't have time to be kicked around is charging for it. Granted, you also want to go low enough to get the job, that's the whole problem  Also, keep in mind that when you're doing a game for a client they are going to want to change things. Probably things you don't agree with. Make room for this in the schedule. There'll also be some turnaround time in getting feedback on what you've done, so add a few days of padding for that, if the game takes three weeks to make, don't set the deadline in three weeks, say four or five to give yourself some breathing room. You don't need to work all those hours.
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23
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Developer / Technical / Re: Bullet Collision
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on: September 29, 2010, 02:06:33 AM
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Me, being a lazy bastard would probably just reflect the bullet far enough that the tank won't catch up with it regardless. I other words, just make the bullet take a step or three extra after reflecting. I don't think it'd be noticable to the player that the bullet moves a wee bit faster "during" the collision.
Or is that what you are doing already?
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24
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Developer / Business / Re: What do people reccomend for video capture?
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on: September 17, 2010, 12:49:14 AM
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I did the my
using fraps. Since I'm running windows 7 the entire desktop runs of the 3d-graphics drivers so fraps i able to capture it. You just need to tick the box that says Monitor Aero desktop (DWM) and you should be good to go. Also, it's probably a good idea to run the game in the standalone flash projector just to get the best possible performance.
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26
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Developer / Technical / Re: Z-Ordering in a Flash game
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on: August 20, 2010, 01:36:19 AM
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another trick is to not z-sort on every frame, the bullets can likely make do with every third frame or something like that. that's a 300% speed improvement nearly for free!
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29
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Developer / Technical / Re: Setting sprite origin in FlashDevelop
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on: July 07, 2010, 01:55:46 AM
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You can do it the complicated way and use some trigonometry when rotating, but it'll be a bit cumbersome and potentially slow. What I would do is wrap the graphic in another sprite. My standard hiearchy looks a bit like this (in pseudocode) public class Player extends Sprite { private var _gfx:Sprite; } This let's me keep the position of the player separate from the relative position of the players graphics, so, offsetting the _gfx object's coordinates by 32 on each axis will give the effect you desire. This also makes it easier to switch your graphics to say a Movieclip or a Bitmap, since it's all internal to the class.
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33
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Player / General / Re: The Translation Party Thread
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on: May 20, 2010, 03:59:51 AM
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How many roads must a man walk down before you can call him a man? becomes Detari are walking the streets in front of many people, you call me?
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39
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Developer / Technical / Re: Error creating Flash movie; ran out of memory.
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on: April 20, 2010, 12:59:48 PM
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okay. that's a bit more info. how much ram do you have? does this happen when doing other things?
what operating system are you on, are you running low on ram even before you start?
can you split the game's assets into other files? (this is good for several reasons)
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