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The Flash 'Reg' Lounge

3,345,401 Views | 60,214 Replies
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Response to The Flash 'Reg' Lounge 2010-04-05 07:45:00


At 4/4/10 11:01 PM, turtleco wrote: I think I have a total of 2 or 3 dollars in revenue, I always submit on such bad days revenue wise.

There aren't really any "bad" days for revenue. It's all based on the popularity of your submission.

I make $2-4 per day usually.

Response to The Flash 'Reg' Lounge 2010-04-05 08:40:33


Re:Muse

At 4/4/10 11:52 PM, doctormario wrote: Just back from Portland, and seeing Muse for the very first time. My wife is the big fan, but they do put on one hell of a spectacle. WiFi LED mesh, hydraulics, giant eyeball balloons, and custom guitars is a pretty winning recipe.

I shoulda seen Muse ages ago. I am from the same place as them. I used to work with Matt Bellamy's cousin too.

But, alas, I shall be seeing them soon. There playing Glasto this year with an orchestra too, so should be pretty mental. Ive never been a massive fan of theirs, i've always liked them though so now is the time i'll either love them or.. like them about the same?


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Response to The Flash 'Reg' Lounge 2010-04-05 13:36:35


At 4/5/10 08:40 AM, Mogly wrote: But, alas, I shall be seeing them soon. There playing Glasto this year with an orchestra too, so should be pretty mental. Ive never been a massive fan of theirs, i've always liked them though so now is the time i'll either love them or.. like them about the same?

wow who are you?


None

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Response to The Flash 'Reg' Lounge 2010-04-05 15:53:22


At 4/5/10 07:45 AM, Archon68 wrote:
At 4/4/10 11:01 PM, turtleco wrote: I think I have a total of 2 or 3 dollars in revenue, I always submit on such bad days revenue wise.
There aren't really any "bad" days for revenue. It's all based on the popularity of your submission.

I make $2-4 per day usually.

I made only about 92 cents off of a flash with 22,000 views

$1.29 off of one with 10,000 views

$0.09 off of one with 6000 views

and $0.06 of one with 11,000 views

So I'm sure the day you submit it on does make a difference, but the longer it is on the front page the less it matters I guess.


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Response to The Flash 'Reg' Lounge 2010-04-05 16:05:10


At 4/5/10 01:36 PM, Luis wrote:
At 4/5/10 08:40 AM, Mogly wrote: But, alas, I shall be seeing them soon. There playing Glasto this year with an orchestra too, so should be pretty mental. Ive never been a massive fan of theirs, i've always liked them though so now is the time i'll either love them or.. like them about the same?
wow who are you?

It's mogly of moglytom.com!

Safari can't find the server.
Safari can't open the page "http://moglytom.com/" because Safari can't find the server "moglytom.com".

hmmmmmm

the events are merely fictional, written, directed, and acted out by all who create them

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Response to The Flash 'Reg' Lounge 2010-04-05 16:17:44


At 4/5/10 03:53 PM, turtleco wrote:
I make $2-4 per day usually.
I made only about 92 cents off of a flash with 22,000 views

$1.29 off of one with 10,000 views

$0.09 off of one with 6000 views

and $0.06 of one with 11,000 views

So I'm sure the day you submit it on does make a difference, but the longer it is on the front page the less it matters I guess.

If it's a game, you should just throw it into one of those distribution services, Mochi's is very well. Got 500k views on my first game which didn't get sponsored. Too bad their eCPM is pretty low.

Response to The Flash 'Reg' Lounge 2010-04-05 16:21:25


In the licenses for these ads can you have like CPmstar mochi and Ng ads all in the same preloader?


"To live is the rarest thing in the world. Most people exist, that is all."

- Oscar Wilde

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Response to The Flash 'Reg' Lounge 2010-04-05 16:37:12


Mochi don't allow you to use third party ads while using their ad network. I'm pretty sure CPMstar and NG ads have the same rule.

Response to The Flash 'Reg' Lounge 2010-04-05 18:28:12


At 4/5/10 04:21 PM, Deadclever23 wrote: In the licenses for these ads can you have like CPmstar mochi and Ng ads all in the same preloader?

Cant speak for mochi, but i dont know why you'd want to do that anyway. Its been tested heavily and proven that multiple ads, resizing the ad, or sprinkling ads in between / during gameplay is a turn-off and it infact hurts your revenue making potential. That and youre turning people off and making a bad gaming experience, do you want people to not like to play your game?


None

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Response to The Flash 'Reg' Lounge 2010-04-05 18:34:55


Quick question, can anyone tell me, what is easier to make, a movie or a game?


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Response to The Flash 'Reg' Lounge 2010-04-05 18:39:40


At 4/5/10 06:34 PM, MaestroCC wrote: Quick question, can anyone tell me, what is easier to make, a movie or a game?

Making a good movie is tough, but making a good game is way harder, because so much has been done already. For example, I can't tell you how many knock off versions of Peggle I've played recently. Some had really good art too, but for games, it's all about a fresh concept, and it's real work to come up with something fresh.


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Response to The Flash 'Reg' Lounge 2010-04-05 18:41:47


So, in your opinion, a complete beginner should try and make a movie?


While reading this sentence, someone in the world has been born with your name. Congrats.

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Response to The Flash 'Reg' Lounge 2010-04-05 19:28:49


At 4/5/10 06:46 PM, Ansel wrote: It really depends on the scale and quality, as well as the game mechanic, as well as whether you're doing the art or the programming, or if you're collaborating -- you can't compare the two, to be honest.

Yeah, i would say first choose what you're most interested in by experimenting with the two.

Try some actionscript tutorials for a week or so, then try some animation tutorials. Perhaps you find you hate your art and have a knack with programming, or maybe you'll even end up being really good at both, then you can persue what you're greatest interest is :)

IMO, animating is easier, but thats just because i have no interest in programming. I'm sure someone like Glaiel or bomToons would probably say otherwise as they typically spend their days programming.

Response to The Flash 'Reg' Lounge 2010-04-05 19:45:49


At 4/4/10 11:52 PM, doctormario wrote: Just back from Portland, and seeing Muse for the very first time. My wife is the big fan, but they do put on one hell of a spectacle. WiFi LED mesh, hydraulics, giant eyeball balloons, and custom guitars is a pretty winning recipe.

I seen them a week ago in Edmonton. Not as good as NIN, but it was a pretty damn good show. Looking at those huge tower's before the show started, I really didn't think they did much. But they do a shit load of cool things. Good times.


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Response to The Flash 'Reg' Lounge 2010-04-05 20:09:14


At 4/5/10 06:41 PM, MaestroCC wrote: So, in your opinion, a complete beginner should try and make a movie?

if you're a complete beginner, organization probably won't come firsthand. I'd go with a movie, then when you're more organized and you've figured out a good streamline way of doing things, you can start doing graphics for games. it really depends if you're a programmer but i'll assume you like to do art more if you're actually interested in a movie.

just read up on some frame by frame movement tutorials then watch some movies to get camera angles stuck in your head for awhile. then go at it!


the events are merely fictional, written, directed, and acted out by all who create them

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Response to The Flash 'Reg' Lounge 2010-04-05 20:42:26


At 4/5/10 07:28 PM, Duchednier wrote: bomToons would probably say otherwise as they typically spend their days programming.

Eh, he's better at art.


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Response to The Flash 'Reg' Lounge 2010-04-05 20:47:15


At 4/5/10 08:42 PM, Coaly wrote:
At 4/5/10 07:28 PM, Duchednier wrote: bomToons would probably say otherwise as they typically spend their days programming.
Eh, he's better at art.

Isn't it called 'scripting' anyways? There's a difference between telling the computer to do something (programming) or telling software to do something (scripting). Ie. the difference between C and HTML....

and it's CALLED action'script'

sorry if i offended all you scripters


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Response to The Flash 'Reg' Lounge 2010-04-05 21:06:36


sorry if i offended all you scripters

Naw. It's all good advice, all around. Oddly enough, homie's question reminded me of that thread Glaiel started a bit ago that was titled something like, "Tell me what your game idea is, and I'll tell you why it sucks". There was some real gold in that thread. It's similar to when I get a client on the phone, and they're saying real smart stuff like, "Have you ever heard of YouTube? Well, we wanna do something like that, but have a monthly fee for premium content." To which I reply, "Oh... so you want a porn site." :D


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Response to The Flash 'Reg' Lounge 2010-04-05 22:03:10


Insomnia sucks. :(


"To live is the rarest thing in the world. Most people exist, that is all."

- Oscar Wilde

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Response to The Flash 'Reg' Lounge 2010-04-05 22:15:55


At 4/5/10 08:47 PM, Starogre wrote: Isn't it called 'scripting' anyways?

The lines between scripting and programming are very blurred these days. From an academic standpoint, they're completely different, but from a utilitarian standpoint, there's some gray area now.

Response to The Flash 'Reg' Lounge 2010-04-06 00:07:44


At 4/5/10 08:47 PM, Starogre wrote: Ie. the difference between C and HTML....

HTML is markup, C is programming

Scripting = Software interprets code
Programming = Hardware interprets code

Scripts can be compiled to low level "bytecode" to make interpreting faster.
Programs are compiled to low level "machine code" so the hardware can run it.

Most good script interpreters nowadays use JIT compiling to covert bytecode to machine code before running it, so the lines between scripting and programming is super blurry.

I just prefer to call it all programming, but anything that doesnt need to be compiled (LUA embedded in a c++ game engine, for instance) scripting.

Response to The Flash 'Reg' Lounge 2010-04-06 00:21:44


At 4/5/10 08:42 PM, Coaly wrote:
At 4/5/10 07:28 PM, Duchednier wrote: bomToons would probably say otherwise as they typically spend their days programming.
Eh, he's better at art.

Not really, I suck at both.

Response to The Flash 'Reg' Lounge 2010-04-06 01:54:34


At 4/6/10 12:21 AM, BoMToons wrote:
At 4/5/10 08:42 PM, Coaly wrote:
At 4/5/10 07:28 PM, Duchednier wrote: bomToons would probably say otherwise as they typically spend their days programming.
Eh, he's better at art.
Not really, I suck at both.

says the guy who coded the cavern of the evil wizard

Response to The Flash 'Reg' Lounge 2010-04-06 01:58:19


At 4/5/10 07:28 PM, Duchednier wrote: IMO, animating is easier

when you're animating there's no compiler or error messages to tell you when you're wrong.

Response to The Flash 'Reg' Lounge 2010-04-06 11:22:54


At 4/6/10 10:44 AM, HDXmike wrote: While im here does anyone know how i can access document class properties from the class of a child of the document class without extending the document class ? up till now ive been using the doc class to access child properties but i wanted to slim down my doc class , so any tips ?

pass a reference from the document class to the child when you create the child (call it) and store it as "doc" or "parent" or something

Response to The Flash 'Reg' Lounge 2010-04-06 13:05:35


At 4/6/10 11:22 AM, Glaiel-Gamer wrote: pass a reference from the document class to the child when you create the child (call it) and store it as "doc" or "parent" or something

I did that for the longest time, but lately I've taken to having all my classes that need to reference the document class to extend a class that hold a static variable that contains that reference. I make an instance of that class and define that variable once and all my classes will now have the reference. I'm really enjoying have no-arg constructors in my level elements. Just slap them onto the stage and it all works. : )


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Response to The Flash 'Reg' Lounge 2010-04-06 13:40:58


At 4/6/10 01:05 PM, 23450 wrote:
At 4/6/10 11:22 AM, Glaiel-Gamer wrote: pass a reference from the document class to the child when you create the child (call it) and store it as "doc" or "parent" or something
I did that for the longest time, but lately I've taken to having all my classes that need to reference the document class to extend a class that hold a static variable that contains that reference. I make an instance of that class and define that variable once and all my classes will now have the reference. I'm really enjoying have no-arg constructors in my level elements. Just slap them onto the stage and it all works. : )

here's a tip, if your class has static public variables, any class can reference those without extending it.

I usually have a

class GLOBALS {
static public var root:MovieClip;
static public var screenwidth:Number;
static public var screenheight:Number;
static public var camera:Camera;
//etc
}

can reference them by GLOBALS.root, etc

Response to The Flash 'Reg' Lounge 2010-04-06 16:29:04


Speaking of artists... I'm about 50% complete of a decent-sized engine and really don't want the game to fail because I decided once again to do the art myself. I might be in the market for someone to draw dragons, skeletons, wizards and all that happy horse shit in the near future.

Response to The Flash 'Reg' Lounge 2010-04-06 17:20:52


At 4/6/10 02:55 PM, HDXmike wrote: Hey guys you know what i hate ?

why don't you make the art yourself?


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Response to The Flash 'Reg' Lounge 2010-04-06 18:58:40


At 4/6/10 05:20 PM, turtleco wrote:
At 4/6/10 02:55 PM, HDXmike wrote: Hey guys you know what i hate ?
why don't you make the art yourself?

Cause he's more the programming type. But Mike do art himself if he wanted :)


I am a FAB

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