I was at Disneyland this weekend with my girlfriend, and two people came up to me and told me they knew of Newgrounds (NG tshirt gave it away). Sadly none of them knew of my work :(.
Hi there!
I was at Disneyland this weekend with my girlfriend, and two people came up to me and told me they knew of Newgrounds (NG tshirt gave it away). Sadly none of them knew of my work :(.
Hi there!
At 11/13/06 01:01 AM, jmtb02 wrote: I was at Disneyland this weekend with my girlfriend, and two people came up to me and told me they knew of Newgrounds (NG tshirt gave it away). Sadly none of them knew of my work :(.
lol :(
I want a girlfriend :( Mine broke up with me before I went to college
At 11/13/06 12:34 AM, cheshirepus wrote:At 11/13/06 12:17 AM, AlJean wrote: Whats the point of doing this, serious question..
Organization and efficiency. The fewer lines in a program (script) the better it will run and the easier it is to debug
Kind of true. In a sense though, OOP and using classes can actually slow down a program since the main functions have to search for variables and methods inside of other classes. Its kind of like using Math.sin() instead of just doing 10 devided by 7 (or whatever your numbers are) First flash has to find the Math class, then locate the sin method, then apply the method. It can actually slow down a program.
Organization though, you hit the nail on the head. Its preference though. Jmtb02 and I were talking about it the other night. He doesn't use classes... I do. He likes everything in one place... I get bogged down and confused if everything is in the same place.
Personally, I like keeping all of my variables the same across the board. vx = velocity on the x axis.... regardless of who is using it.
hero.vx
enemy.vx
monsterCock.vx
You don't NEED classes to do that, but you're basically using OOP at that point.
The main reason I like classes is this:
Say I create a hero's moving engine. It's 100 lines long (comments included) and it works perfect. I want to get it the hell out of my way at that point... just begone with it.
I could just put his code on another layer.... then it wouldn't be in the way..
But... what if I have a hero that is going to move almost the exact same way in a game I might be creating later? I can either cut and paste the code from the one layer into my new flash... or I could just move my Hero class into my new games folder and viola... movement engine is done.
Its all personal preference. OOP is "mainly" for multiple people working on the same projects... (I'll get critized for that, I'm sure) where each class can be tested and debugged independantly which makes the entire process easier.
"Okay, that class works.... get it out of here until we need it"
At 11/13/06 01:01 AM, jmtb02 wrote: I was at Disneyland this weekend with my girlfriend, and two people came up to me and told me they knew of Newgrounds (NG tshirt gave it away). Sadly none of them knew of my work :(.
They probably weren't TRUE Newground's fans. NG posers.
Anyway, hope you had a good time.
At 11/13/06 01:19 AM, DFox wrote: They probably weren't TRUE Newground's fans. NG posers.
I have met Newgrounds fans in the past. They are usually old school fans, like they know of the older series that were popular in the '02's. I have met a few who are newer, but mostly know of Newgrounds just from being linked to it for submissions such as Numa Numa or Charlie the Unicorn.
Hi there!
i am really mixed on using classes for a flash. i like to have things really organized, but when it comes to code, i hate switching back and forth between files to change some code, even if it is just a click. i sometimes hit myself for making my code in flash really unorganized, though.
maybe i should start using classes more. since ImpotentBoy2 sort of showed me how to make movieclips part of a class, i feel like i can do ANYTHING!
on a slight topic change, how often do you guys do flash presentations for school? i try to do one for every project, as i hate posters and powerpoints. i have an upcoming theme park project where i have to design a theme park with the theme of the civil war...i might use swift for that. meh. i love the reaction i get when i show my class something that i actually spent lots of time on. last year, in earth science, after i had presented my earth science project (a LONG time after, in fact), when i was on the verge of presenting another flash project, i overheard some girl saying "his movies are incredible!". good thing i didn't get to show my class this project, because it sucked huge fecking cock.
blagh.
K so I meant to post this earlier this weekend but i will just do so now.
This current page is an example of a regular 'reg' lounge page... where people are laid back and discussing things that are still relevant to the forum. Its really not hard at all to fall into those boundaries.
We got one group talking about classes and confusing the fuck out of me.
We got John discussing his newgrounds related anectode.. etc
This thread is going out of control and if it continues itll probably end up locked like the original reg lounge was and ill look bad because i was the one who thought it was a decent idea to bring it back . SO.
no more posts like these:
Lol im in i HAX'd JOO
:P
------------------------------
Have some self control. If you want to be utterly immature and discuss hacking or the sores on your penis goto general PLEASE.
Dont be the reason this thread gets shut down.
None
PLEASE TAKE MY POST SERIOUSLY. IGNORE THE FEET BEING PISSED ON.
None
At 11/13/06 01:12 AM, Johnny wrote: It's 100 lines long (comments included) and it works perfect.
This line just had me thinking, do you guys all put comments in your codes when you write it? I know it makes it easier for you to remember where stuff is but I have never really gotten into the habbit of it. I suppose when making larger codes I will probably need to start using it a bit more. I know for when I did Visual Basic at school (fuck easy) I would have passed the whole unit with 100% but I forgot to add comments in my main assignment. So yeah do you guys use comments and if so do you find them completely neccessary?
.
At 11/13/06 01:45 AM, ImpendingRiot wrote:At 11/13/06 01:43 AM, Luis wrote: PLEASE TAKE MY POST SERIOUSLY. IGNORE THE FEET BEING PISSED ON.Yeah, because if someone gets this thread locked, urine trouble.
Lol, you used the title of my movie, I feel special, I best be making one of those sig things....
At 11/13/06 01:48 AM, Fion wrote:
So yeah do you guys use comments and if so do you find them completely neccessary?
yeah, i do a lot. most of the time, i put about 3 lines of blank comments to separate functions and all that, although it doesn';t really help me to pick out any functions \:
but when i use comments to explain variables and stuff, yes, it's very necessary. i hardly ever type out full names for my variables, like "xvelocity" or "newnumber". i usually abbreviate them to vs or newnum, and having 30 variables with 5 or less letters can get a little confusing after a while.
At 11/13/06 01:48 AM, Fion wrote: So yeah do you guys use comments and if so do you find them completely neccessary?
Yeah, I use the hell out of comments... or used to when I was doing a lot of AS with a friend of mine a while ago. I find them extremely helpful as I'm probably about one of the most unorganized people you'll ever come across. After I run out of x, y, a, and b to use as variables I'll start coming up with some pretty off the wall "self description" stuff, like for the speed of a boat for instance, I might use something like var sb00; in which case, I think it wise to follow that up with // speed of boat in first river
Of course, I've been known (seriously) to name variables on things that had a habit of not working: var fuckingPieceOfShit;
But yes, I think comments are absolutely necessary if not for yourself later on down the road then definitely if there's ever a possibility that someone else will be working on your project. It's not just a mark of professionalism, but really just good manners... I think.
At 11/13/06 01:48 AM, Fion wrote:At 11/13/06 01:12 AM, Johnny wrote: It's 100 lines long (comments included) and it works perfect.This line just had me thinking, do you guys all put comments in your codes when you write it? I know it makes it easier for you to remember where stuff is but I have never really gotten into the habbit of it. I suppose when making larger codes I will probably need to start using it a bit more. I know for when I did Visual Basic at school (fuck easy) I would have passed the whole unit with 100% but I forgot to add comments in my main assignment. So yeah do you guys use comments and if so do you find them completely neccessary?
I try to, but i don't do it as much as i like. I'm constantly coming back to old Flashes to look at how i programmed a certain bit of it, only to find that there's no comments in the whole code to remind me where i started or where the section i'm looking for even is. Ususally the most i do is:
//------------------------------------------- ----
to seperate two sections, which i find quite helpful, but i feel like i'm talking to myself when i use proper comments all the way through.
I like this idea, a whole community of people talking about what they do, this is really cool :O
At 11/13/06 01:48 AM, Fion wrote: So yeah do you guys use comments and if so do you find them completely neccessary?
I overuse them. Same deal with you... C++ classes, commenting was part of the grade. A combination of that, and going back to an old engine and having to retrace my steps on how to get it to work got my motivated to overuse lines of code.
All comments are in bright red. Here's an example...
At 11/13/06 02:10 AM, Johnny wrote: All comments are in bright red. Here's an example...
JESUS! (not cybex). I've never really put any effort into commenting, that is quite a lot there. I find that it's just easier to read thrrough the code to find stuff than to get into the habbit of commenting everything, I could be very wrong of course. Another thing I've been told but could be very wrong is my dad once said to me that commenting your code isnt a good idea when you start to program actual programs, rather than games and flash things because it leaves them more vulnerable(sp?) for hacking. (Making programs seems more of a likely career direction for me than games, don't really know why that is though).
.
Wow you dad codes? I wish my dad coded. That'd be awesome.
I tried to get him into video games once. That didn't work out. I gave him a controller and put him on halo and told him the controls. He wasn't very good with the aiming control... he kept staring at the ground spinning around in circles.
Maybe he didn't like inverted controls lol.
My dads heaps good at sleeping, the only thing he controls is the menu on his softcore porn.
At 11/13/06 03:04 AM, orb wrote: Wow you dad codes?
Nah he doesnt code himself, I doubt he knows any language. He just works really closely with many programmers... I dont really know what he does know that I think about it, he's a manager and does heaps of stuff with computer systems and such so maybe he does code......
.
i almost never use comments :P
Aside from commenting out lines to test something, and the occasional ////////// to make it easier to find sections of code.
I can USUALLY figure out what my code means, as i have a few variables names that i use throughout a project. "NMBR" for a depth counter, "GROUNDED" for if it's on the ground, etc.
Although trying to remove a bug in aqua slug 2 weeks after i wrote polo's 500-line script was a pain in the ass
At 11/13/06 01:40 AM, Rammer wrote: maybe i should start using classes more. since ImpotentBoy2 sort of showed me how to make movieclips part of a class, i feel like i can do ANYTHING!
wait i thought that was 02345
sorry to double post.
im like glaiel, i dont use comments other then to block text to test it. i dont explain what parts of code does unless im asking for help on it.
but now that flash 9 doesnt have autoformatting i tend to use it alot. even though its actually neater than my as2 codes
and Luis i'm confused on what you dot want us talking about. do you not want programming discussion?
At 11/13/06 07:30 AM, ImpotentBoy2 wrote: and Luis i'm confused on what you dot want us talking about. do you not want programming discussion?
I dont want you talking about how suddenly orange is your favorite color. Come on lets atleast make a half assed attempt at intelligent conversation.
Programming discussion is just fine, doesnt have to appeal to everyone, i was just making a side comment that even though i dont know what you all were talking about its perfectly at home in this thread.
None
I like comments in code. They let me remember how things are supposed to work. I'm especially liking them when it comes to making 2D arrays...
The code looks so much more organised when you can split it up as a tabular array:
myarray =
[0,0,0,1],
[1,1,1,0],
But Flash's standard is to compress it all to one line:
myarray = [0,0,0,1], [1,1,1,0],
Which gets annoying for 2D arrays getting close to sizes 40 x 40. Adding a // to the end of each comment stops me accidentally hitting autoformat (it comes up with syntaxxing errors if you try it... Flash can't have comments in the middle of code lines), and keeps it looking pretty.
...
I use the comments a lot for some stuff, and not at all for others. I'm not a Nazi about it; I can usually see what my code is. It'll usually go something like this:
// W - 87; A - 65; S - 83; D - 68;
var dir:Number = 1; // 1 - Down; 2 - Left; 3 - Up; 4 - Right;
var ....
...
var levelVars:Array = new Array(); // 0 - Door1 key picked; 1 - Door1 unlocked; 2 - Zombie1 woken...
...
bleh
At 11/13/06 01:41 AM, Luis wrote:
Lol im in i HAX'd JOO
P
im sorry :( It just HAD to be me didnt it.
Anyway..
I have got into a bad habit of inserting new layers instead of scenes in my flash and i have got to a certain point where flash crashes when i test movie. Does flash have a max layer limit before it starts to crash. Or maybe i just have a corrupt symbol :S
Commenting is great either way. I use it both to comment sections out for testing, and for labeling areas. It's really more of a habit to get into if you plan on commenting large areas, but really, I find it helps out a year or two down the road to explain what the hell you were doing. I think a lot of us can say that our coding styles have changed over the past few years, so its a good fallback. It only takes a few minutes to comment areas.
Hi there!
At 11/13/06 11:15 AM, fuzz wrote: Anyway..
I have got into a bad habit of inserting new layers instead of scenes in my flash and i have got to a certain point where flash crashes when i test movie. Does flash have a max layer limit before it starts to crash. Or maybe i just have a corrupt symbol :S
lol, avoiding using scenes is never a bad habit. Ask any scripter how much scenes suck. Go on; I dare you. I double dare you!
What you're probably doing is adding a new layer for each new graphic/tween/mask, which is a bad habit. When I'm animating (poorly), I generally have like one border layer, one GUI layer, one or two backgrounds and then between eight and sixteen object or effect layers, of which two or three are associated with motion guides or masks. If I need to animate a character with tweens or something which requires a lot more layers, I'll generally just do it inside a graphic. It works a hell of a lot better than scenes. Trust me on this.
As for crashing with lots of layers, I had experience of Flash slowing when I had lots of layers before, but it could just as easilly be a big piece of media in your library. In general, so long as you're not a Nazi about associating layers with specific objects you'll be fine.
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Now, on a slightly (totally) off-topic note, how many of you have experience with people being totally retarded? I just found out at lunch that a friend didn't know that rabbits have legs >.<
I comment my stuff a lot. probably not as much as Johnny but still to the point that I should be able to go back to my code and easily find the spot I need
lol, avoiding using scenes is never a bad habit. Ask any scripter how much scenes suck. Go on; I dare you. I double dare you!
Actually I always use scenes to organize my flash games :S
preloader scene, intro scene, menu scene, game scene, credits scene
As long as you put a frame label on the first frame of each scene you shouldn't have a problem
Now, on a slightly (totally) off-topic note, how many of you have experience with people being totally retarded? I just found out at lunch that a friend didn't know that rabbits have legs >.<
What, did he think they crawled? flew?
11k
At 11/13/06 11:26 AM, Paranoia wrote:
lol, avoiding using scenes is never a bad habit. Ask any scripter how much scenes suck. Go on; I dare you. I double dare you!
Yea, i thought i heard bad stuff about scenes :S but i wasnt sure.
What happens with scenes cause if its simply an animation nothing can go wrong riiight?
As for crashing with lots of layers, I had experience of Flash slowing when I had lots of layers before, but it could just as easilly be a big piece of media in your library. In general, so long as you're not a Nazi about associating layers with specific objects you'll be fine.
Im on 200 layers so i guess that layers isnt the problem
Now, on a slightly (totally) off-topic note, how many of you have experience with people being totally retarded? I just found out at lunch that a friend didn't know that rabbits have legs >.<
Roffle not much else can be said realy. No i dont have THAT retarded friends :P
@Jmtb02
Could you check your pm's, i would like to host 4sf on my site if thats ok with you?