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  1. Replies
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    you don't use keyUp for that. in ...

    you don't use keyUp for that. in
    onClipEvent(enterFrame){
    if(Key.isDown(38)) {
    increase speed
    } else if (speed >=0 ) {
    decrease speed
    }
    }
  2. Replies
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    i haven't really tried it but I think the best...

    i haven't really tried it but I think the best way to do it would be to use tiles instead of hitTest for collisions.
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    once you put something over the blocks, swap its...

    once you put something over the blocks, swap its depth to a high number, say 10000. it will cover anything that might be on the screen.
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    if u're using attachMovie to place the blocks,...

    if u're using attachMovie to place the blocks, you can use removeMovieClip to delete them. Other than that, you can just place something over the blocks to hide them.
  5. did you read what suprabeener posted up there? at...

    did you read what suprabeener posted up there? at least make some effort to read the replies when you ask a question.
  6. why is the background spinning? it makes me sick

    why is the background spinning? it makes me sick
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    try ...

    try
    _root["mainmenu.btns1all.btn1"+_root.areanumber]._alpha
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    50 tests per frame will be pretty slow. i think...

    50 tests per frame will be pretty slow. i think you can work around it sometimes, for example if you have an asteroids game and you want to test if the asteroids hit the ship you can put them all in...
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    hm. you shouldn't be using hitTest for this type...

    hm.
    you shouldn't be using hitTest for this type of thing.it will be best to use a grid of tiles.
  10. the x and y differences are all you need to get...

    the x and y differences are all you need to get the angle.
    probably the simplest way to get the angle is:

    Math.atan2(dy, dx)
    then the rotation would be:
    _rotation = a*(180/Math.PI);

    For...
  11. nevermind, got it working

    nevermind, got it working
  12. removeMovieClip() doesn't delete a clip that I...

    removeMovieClip() doesn't delete a clip that I placed with attachMovie.
    The attached clip has some variables in it. If I delete them removeMovieClip() works, otherwise it doesn't. any ideas?
    ...
  13. how about gotoAndStop (x);

    how about
    gotoAndStop (x);
  14. I wanted to do something similar but isometric...

    I wanted to do something similar but isometric instead of top down, here it is:
    http://www16.brinkster.com/henryp/iso003.html
    it's tile based, no hittest.
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    to attach a clip you need to: right click it in...

    to attach a clip you need to:
    right click it in the library, choose "linkage" , choose to export it and type in an ID for the clip. you use that ID when you call the attcach command. if you're using...
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    I'm not flaming you or anything Markosef,I'm...

    I'm not flaming you or anything Markosef,I'm sorry if you though that. Maybe I didn't use the right tone but still I think what you're asking is pointless. If flash 6 had all the things people want,...
  17. Replies
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    5,924

    Are you even reading the posts in this thread...

    Are you even reading the posts in this thread Markoseff? You seem to be asking the same question over and over despite what everyone tells you.
    flash is NOT a real game platform, period. if you want...
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    the game is cool kurt. I first thought it's only...

    the game is cool kurt. I first thought it's only graphics and no gameplay, but I played once and it was fun.
  19. Replies
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    if you have a non-isometric grid(rectangular...

    if you have a non-isometric grid(rectangular tiles) the way you would get the tile position from x and y would be:
    tileX = Math.floor(_x/tileWidth)
    tileY = Math.floor(_y/tileHeight)
    assuming the...
  20. Replies
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    i understand your frustration. a while ago i...

    i understand your frustration. a while ago i wanted to make a ball reflect off a surface of any shape so I spent a sleepless night working things out with pencil and paper.

    what you need is called...
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    since you're using tiles, the cleanest approach...

    since you're using tiles, the cleanest approach would probably be to have objects placed in such way so that each tile is either passable or blocked. then you work with x and y of the character to...
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    yes, what i wrote is wrong. the second part won't...

    yes, what i wrote is wrong. the second part won't work. try
    instead



    onClipEvent(load){
    numberOfBalls=3;
    ballRadius= _root.ball1._width;
    }
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    the 3rd loop(with k counter) shouldnt be there...

    the 3rd loop(with k counter) shouldnt be there because as it is, it repeats 16 times and that doesn't make sense - you're not using the i and j counters in the k loop so take it out.
    i would use...
  24. bgroves is right...enterFrame works ok. having...

    bgroves is right...enterFrame works ok. having the script in a frame is a clumsy way to do it.
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    it doesn't matter how many obstacles you have,...

    it doesn't matter how many obstacles you have, you can always put them in one instance, call it obstacle, and this will still work.
    if you're using keys this hitTest routine will still work only...
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