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  1. Thread: Audio Sequencer

    by jmp909
    Replies
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    2,223

    check out PopForge library ...

    check out PopForge library

    http://code.google.com/p/popforge/

    which give you direct access to wav byte data. you could potentially write remsampling algorithms yourself but you'd probably be...
  2. [popforge] pitching samples and exporting sequence as wav via PHP?

    Hi,

    i am wondering if it is possible (with popforge) to create pitched
    sample data and then merge those pitched samples into a new sample
    which i would then export as a wav by passing the...
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    beans *are* messy!! but yeah i had to use some...

    beans *are* messy!!

    but yeah i had to use some slight blurring to get the random bean instances to blend in with the background realistically, so it's particularly difficult to find the right one...
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    [WIP] Find Happy Bean

    just some pointless distraction :) could add a high score table at some point

    press go and find the happy bean amongst the sad ones. the replayability is in the randomness of the position,...
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    3,288

    these games are supposedly good for the brain.....

    these games are supposedly good for the brain.. so stick at it!

    my recent times..

    2-1: 00:57:36
    2-2: 01:03:59
    2-3: 01:08:09
    2-4: 00:45:86

    i'm at work so haven't got time to sit through it...
  6. Replies
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    I believe this is because tv/film at 24fps also...

    I believe this is because tv/film at 24fps also has motion blurring which enhances the perception of smoothness. You just don't get this in games. And so really notice the difference between a 30fps...
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    another: http://xplsv.tv/api/gallery/

    another: http://xplsv.tv/api/gallery/
  8. Replies
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    thanks i'd seen that.. now add some extra layers...

    thanks i'd seen that.. now add some extra layers and a scrolling background with blur..... ;)

    also here's one done with papervision: http://theflashblog.com/twitter.html

    rotating it on an axis...
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    no i hadnt seen that. thanks. when i was...

    no i hadnt seen that. thanks.

    when i was talking about the DiRT menus i was referring to eg the more simplistic straight planar sliding movement*, so i don't think it would have to be particularly...
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    688

    ok i didnt mean so much the 3D zooms between...

    ok i didnt mean so much the 3D zooms between menus... just the initial zoom on, the distance transformation, and the slight blurring...

    all effect that are possible within flash

    and i wasn't...
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    Colin McRae DiRT style menus?

    has anyone seen anything like this done in flash 8?

    http://media.ign.com/thumb/199/1993326/dirt2_051607_qthighwide_thumb.jpg

    http://uk.media.xbox360.ign.com/media/826/826336/vid_1993340.html
    ...
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    2,269

    don't really know about this but consider pixel...

    don't really know about this but consider pixel placement etc

    http://www.mail-archive.com/osflash@osflash.org/msg10231.html
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    1,358

    have you got an example online? i've heard of...

    have you got an example online?

    i've heard of gotoAndStop but dont understand the prinicpal or benefits i'll go look it up though.

    j.
  14. Replies
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    does that included large single bitmaps (ie one...

    does that included large single bitmaps (ie one that had the whole map already drawn on it ) that are loaded directly?

    what is the current suggested method for optimal scrolling platformers then?...
  15. Replies
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    1,358

    optimized tile scrolling?

    i was considering this method might be the fastest for moving tilemaps around.

    1) plot the tiles onto a single bitmap area
    2) cache the bitmap
    3) scroll the cached bitmap

    anyone done any...
  16. Replies
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    403

    trying to find a game like space-harrier

    hi i'm trying to trace a games that was about a while ago

    it's a bit like space harrier style 3D, where you fly over a planet surface, (in this game its reddish/brown and covered in bushes etc)...
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    309

    multilingual site - which font to use?

    hi,

    i've looked around the discussions and it seems apparent i need to use unicode text, however do i need to use an un-embedded _sans font so that is viewable to everyone, or can i pick say...
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    0
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    323

    multilingual site - which font to use?

    hi,

    i've looked around the discussions and it seems apparent i need to use unicode text, however do i need to use an un-embedded _sans font so that is viewable to everyone, or can i pick say...
  19. multilingual unicode site - which font to use?

    hi,

    i've looked around the discussions and it seems apparent i need to use unicode text, however do i need to use an un-embedded _sans font so that is viewable to everyone, or can i pick say...
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    hi i'd like to know if you came up with a...

    hi i'd like to know if you came up with a solution to this

    regards
    j.
  21. Replies
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    436

    problem with depth layout

    hi,

    explained here as a graphic....

    Visual Description of the Problem

    i think my only choice is to create a _level0.panels file and have my panels stored in a different swf to my submovie....
  22. Replies
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    looking for a couple of old 3d flash games

    hi i'm trying to trace some games/engines that were about a while ago

    one is a bit like space harrier, where you fly over a planet surface, and you can make your own levels. it uses bitmaps so the...
  23. Replies
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    711

    sorry sleek but i believe you are wrong you can...

    sorry sleek but i believe you are wrong you can do this by using skewing and a bit of maths.... :)

    http://www.active-web.cc/html/research/flash3d/flashtex.html
    ...
  24. Replies
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    http://www.kerb.co.uk - agency portfolio...

    http://www.kerb.co.uk - agency portfolio
    http://www.dotu.net - tinytoons - defenders of the universe
  25. >> white outline its a bitmap i pasted in,...

    >> white outline

    its a bitmap i pasted in, eventually it would be vectors

    >>to get ones depth depending on an x,y coordinate:

    i believe the x coordinate is irrelevant in this case

    >>...
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