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  1. Replies
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    It may not be what you're looking for but it is...

    It may not be what you're looking for but it is under the Social API umbrella: https://en.mochimedia.com/support/dev_docs#social_mochiuserdata
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    I know Mochi does both of those things.. I think...

    I know Mochi does both of those things.. I think Playtomic might as well? I know they have a storage API at least.
  3. Lookin pretty good. This is just the editor...

    Lookin pretty good. This is just the editor right now, right? Can't actually see the ships in action yet? Couple suggestions.. it kinda jumps a bit when you first start dragging a piece which I...
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    Well, you could put a listener on the text field...

    Well, you could put a listener on the text field to stop the event from bubbling to whatever parent object is catching it. I have to think that there could be a better key for starting/stopping the...
  5. Thread: Error #2025:

    by redjag
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    Well, the most obvious answer would be that...

    Well, the most obvious answer would be that _gameModel.screen isn't the direct parent of the enemy ship. If it is being added to some sub child of _gameModel.screen it has to be removed from that...
  6. It seems sort of obvious now but when I first...

    It seems sort of obvious now but when I first read your post I thought you meant Artificial Intelligence, not Adobe Illustrator :) Maybe that was obvious to the more Adobe-oriented people here but...
  7. Any time you get that error (which will happen a...

    Any time you get that error (which will happen a lot when you're first starting out), you want to run the movie in debug mode so it will tell you where exactly the error is occurring. The error...
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    I think one of the more common ways is to use a...

    I think one of the more common ways is to use a movie clip and switch frames via gotoAndStop().
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    You need to have your draw condition first...

    You need to have your draw condition first because both the first conditions will be true when your draw condition is true.
  10. What are you attaching your key_up listener to? ...

    What are you attaching your key_up listener to? If you attach it to the stage you won't miss key_up events.
  11. Well, the first thing is that AS3 is NOT AS2! ...

    Well, the first thing is that AS3 is NOT AS2! It's a more programmer-oriented language and if you want to learn it you're going to have to let go of your AS2 "baggage" - this is true of any...
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    Yeah, I implemented their API. Unfortunately we...

    Yeah, I implemented their API. Unfortunately we already fell off the weekly contest and the front of the "New" section so I think we might be dead in the water. I feel like I screwed up by not...
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    Thanks guys! Shooters do seem to have a hard...

    Thanks guys! Shooters do seem to have a hard time, I noticed you got a sponsorship for DN8 but was surprised it didn't stay up in the ratings on Kong. Looks like it is doing a bit better on...
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    If someone spends "free" Facebook credits on your...

    If someone spends "free" Facebook credits on your game, are you not compensated? That seems quite strange to me, they're the ones trying to invest in their MTX set up they should foot the bill for...
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    We weren't able to find a sponsorship over the...

    We weren't able to find a sponsorship over the past month so we just went solo this time. Game is posted on http://www.kongregate.com/games/dtsGames/silentium-universi.
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    https://www.gamersafe.com/ is another option, I...

    https://www.gamersafe.com/ is another option, I think it's from the guys that started FGL or at least they advertise for it. Another thing to consider is that you can always integrate with multiple...
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    Your link is a little busted there. I see you're...

    Your link is a little busted there. I see you're prototyping this in Flex - are you planning to release it in Flex? I was starting to think I was the only one that used Flex for games :P
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    Really nice work for a pre-Molehill game,...

    Really nice work for a pre-Molehill game, definitely! Have you been messing with Molehill much?
  19. for(var i:int = 0; i < 2 + level; i++){ This...

    for(var i:int = 0; i < 2 + level; i++){

    This is the line that controls the number of spawns. If you want it to spawn 1 enemy on level 1, 2 on level 2, etc etc then change it to i < level instead...
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    I might just be talking to myself here but that's...

    I might just be talking to myself here but that's alright ;P I decided the pre-rendered explosions just weren't worth the huge file size and chopped them out in favor of a particle system. The...
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    Instead of rotating, you need to display the...

    Instead of rotating, you need to display the appropriate sprite. You can figure out which one to display by comparing the character's position to the mouse's position. For example, if they have the...
  22. Thread: Molehill

    by redjag
    Replies
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    1,806

    I think it is a good move for Unity and a bit of...

    I think it is a good move for Unity and a bit of a slap in the face for Adobe. They put all this work in to getting MoleHill so there's hardware access but weren't planning to release publishing...
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    There's three things you need to do to get mouse...

    There's three things you need to do to get mouse movement. First is listen for MouseEvent.MOUSE_MOVE on the stage and update a "destination" point with the event's stageX and stageY properties. ...
  24. Try this. Also, it's good practice to indent...

    Try this. Also, it's good practice to indent your code a little more consistently. It makes it easier to read and spot mistakes like your line "if (chance < 2 + level)" not having curly braces. I...
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    I know this forum is kinda slow these days but I...

    I know this forum is kinda slow these days but I wanted to post the game just in case anyone wanted to give some feedback. There are cheat buttons in for testing/sponsor purposes that let you skip...
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