Guys I heard Flash will dissapear when HTML 5 comes out. Be prepared.
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Guys I heard Flash will dissapear when HTML 5 comes out. Be prepared.
At 9/2/10 03:23 PM, McPaper wrote: Guys I heard Flash will dissapear when HTML 5 comes out. Be prepared.
HTML 5 will overtake Flash the day Pico 2 and NG Chat come out.
At 9/2/10 02:33 PM, BoMToons wrote: I am a jelly donut
You're delicious
At 9/2/10 02:38 PM, Sam wrote:At 9/2/10 02:33 PM, BoMToons wrote: I am a jelly donutAnd why are you jealous, Mr. Donut?
Was that a dick-neck reference?
At 9/2/10 08:09 PM, Chickumbleh wrote:At 9/2/10 02:38 PM, Sam wrote:Was that a dick-neck reference?At 9/2/10 02:33 PM, BoMToons wrote: I am a jelly donutAnd why are you jealous, Mr. Donut?
No.
How can you know how to download flash files on the machine does not, can you help me do this?
^ wtf?
Any programmer regs wanna make a quick game? I'd like to work with some more of you guys and wanna get a few quick games out before I start my next big project with LongAnimals.
Xeptic? Bom? Anyone? :3?
How the fucking shit do I get the same effect as duplicating in AS2, but in AS3?
God fucking piece of shit
At 9/3/10 04:24 PM, zrb wrote: Many things
Hurdur, I'll try squire <3
At 9/3/10 04:12 PM, Sam wrote: How the fucking shit do I get the same effect as duplicating in AS2, but in AS3?
God fucking piece of shit
You're not doing timeline coding in as3 now are you?
At 9/3/10 05:09 PM, tomdeaap wrote:At 9/3/10 04:12 PM, Sam wrote: How the fucking shit do I get the same effect as duplicating in AS2, but in AS3?You're not doing timeline coding in as3 now are you?
God fucking piece of shit
No sir
All the display properties are in the 'transform' property. So you can do this:
var copy = new Object (x).constructor;
copy.transform = x.transform;
x.parent.addChild (copy);
At 9/3/10 06:28 PM, Starogre wrote: so starbarians looks pretty badass
Yeah, that was hilarious. I find it even funnier that it was removed from YouTube because of some claims that it had nudity in it...
Hey can some people add me on msn so I can consult them about As3?
msn: nathan_abraham012@hotmail.com
At 9/3/10 02:48 PM, Jimp wrote: ^ wtf?
Xeptic? Bom? Anyone? :3?
D'awww. I would if I could :/
Thought I would post this here, because I don't want to make a new topic for this
I'm making a platformer shooter that lets you shoot in eight different directions (think of it like Super Metroid). Right now every time a bullet is spawned the code adds an eventListener to each of the bullets, and then the eventListener takes the bullet's rotation, and moves it to right direction.
Now I'm just thinking of possible lag issues that may happen if there are tons of bullets on-screen. I haven't run into any lag yet, but should I rather use something else than adding eventListeners? Like using a "for" loop through an array of bullets?
Haven't done any shooter programming in Flash before, so I'm just looking for the most efficient way to avoid lag etc.
At 9/4/10 08:27 AM, Shadowii2 wrote: Haven't done any shooter programming in Flash before, so I'm just looking for the most efficient way to avoid lag etc.
Presumably you're adding your bullet to some kind of parent clip - can't you stick an update function on that and stick all of your bullets in an array on it to loop through.
I generally avoid having more than one ENTER_FRAME event going on at a time otherwise I lose track of the order things are supposed to happen in.
At 9/4/10 01:07 PM, Paranoia wrote: I generally avoid having more than one ENTER_FRAME event going on at a time otherwise I lose track of the order things are supposed to happen in.
That's what I tend to do as well. That also makes it easier to pause the game and such since you only have to remove one enter frame listener.
At 9/4/10 02:15 AM, Nayhan wrote: Hey can some people add me on msn so I can consult them about As3?
I added you.
At 9/4/10 01:17 PM, Xeptic wrote: That's what I tend to do as well. That also makes it easier to pause the game and such since you only have to remove one enter frame listener.
You remove a whole listener when pausing? I just use a variable... infact I rely heavily on variables when I script, probably too heavily.
As3 question
Is there anyway I can attatch variables to an object that I import from the library and then add with addChild without having to create a new class in a seperate as file.
At 9/4/10 01:47 PM, Nayhan wrote:At 9/4/10 01:17 PM, Xeptic wrote: That's what I tend to do as well. That also makes it easier to pause the game and such since you only have to remove one enter frame listener.You remove a whole listener when pausing? I just use a variable... infact I rely heavily on variables when I script, probably too heavily.
But that's shit. :\
Checking a variable constantly for whether to pause or not is why there is an event framework to begin with.
At 9/4/10 01:47 PM, Nayhan wrote: As3 question
Is there anyway I can attatch variables to an object that I import from the library and then add with addChild without having to create a new class in a seperate as file.
Don't be lazy, create a class. But if you must, the MovieClip class is a dynamic class, and can have arbitrary methods and variables attached to it like:
myMovieClip.useFuckingClasses = "<--- what he said"
#include <stdio.h>
char*p="#include <stdio.h>%cchar*p=%c%s%c;%cmain() {printf(p,10,34,p,34,10);}";
main() {printf(p,10,34,p,34,10);}
At 9/4/10 02:02 PM, Redshift wrote: Checking a variable constantly for whether to pause or not is why there is an event framework to begin with.
Basically I have one EnterFrame listener and then I seperate all the parts of the script (controls,hitTests...) into functions then I put an if (!pause) { over the certain functions that will stop when someone pauses. This way I can also just stop the controls for a cutscene or something...
At 9/4/10 01:47 PM, Nayhan wrote: As3 questionDon't be lazy, create a class. But if you must, the MovieClip class is a dynamic class, and can have arbitrary methods and variables attached to it like:
Is there anyway I can attatch variables to an object that I import from the library and then add with addChild without having to create a new class in a seperate as file.
myMovieClip.useFuckingClasses = "<--- what he said"
I will try that, at the moment I don't completely understand classes but once I do I'll start using em.
At 9/4/10 02:07 PM, zrb wrote:At 9/4/10 02:02 PM, Redshift wrote: But that's shit. :\I don't see the problem with using a boolean for pausing. Its probably much faster than adding/removing an event.
Checking a variable constantly for whether to pause or not is why there is an event framework to begin with.
Speed isn't really a big issue between the two methods. But now that I think of how I code my main stuff these days, I tend to have a big overall tick() method attached to an ENTER_FRAME event. Within that method I might have world.tick() and shit.tick(), and within world.tick() I might have player.tick().
I can't just remove the ENTER_FRAME listener if I want certain things to run, but not others. It's been a long while since I've completed a full game, and all other random projects up to this point haven't gone far enough for a pause feature. My first game used the remove listener method, and it was a more simpleton main loop. And as my main loop code is a bit more sophisticated these days I'll probably be using the boolean checking in the future.
Although, however method anyone uses to pause their game, it should never be a simple assignment of a boolean variable, ideally you'd want to use pause() and unpause() functions that take care of boolean assignment and other various tasks that need to be performed for a nice clean pause/unpause transitions.
#include <stdio.h>
char*p="#include <stdio.h>%cchar*p=%c%s%c;%cmain() {printf(p,10,34,p,34,10);}";
main() {printf(p,10,34,p,34,10);}
At 9/4/10 02:31 PM, zrb wrote:At 9/4/10 02:25 PM, Redshift wrote: ideally you'd want to use pause() and unpause() functions that take care of boolean assignment and other various tasks that need to be performed for a nice clean pause/unpause transitions.That's exactly what I what I meant and I do just that :P
Yeah I assumed so, but I figured I throw that in in case other people are doing otherwise.
#include <stdio.h>
char*p="#include <stdio.h>%cchar*p=%c%s%c;%cmain() {printf(p,10,34,p,34,10);}";
main() {printf(p,10,34,p,34,10);}
At 9/4/10 02:25 PM, Redshift wrote: Although, however method anyone uses to pause their game, it should never be a simple assignment of a boolean variable, ideally you'd want to use pause() and unpause() functions that take care of boolean assignment and other various tasks that need to be performed for a nice clean pause/unpause transitions.
Ah yes, I use variable timers for that most of the time, which will make the pause screen appear over a set time and anything else that needs to happen, so I'm not just setting a variable to true.
At 9/4/10 02:25 PM, zrb wrote: I understood AS3 when it came to timeline coding because it wasn't too far from AS2 but it took me about an hour to learn AS3+OOP thanks to this tutorial. Look it over and drop me a PM if you need help, it gets pretty easy after a while.
Thanks man, I will save this for later.
At 9/4/10 01:26 PM, zrb wrote: And if your worried about lag, here are a few things you could do:
- re use bullets, only create as many bullets as there can be on the screen at a time
- use Bitmaps and BitmapData for graphics/animations as opposed to movie clips
Personally I find that the biggest way to cut down lag by far is to only do checks and updates on things that you know are on, or nearly on, screen.
Well, that and sticking stuff that's excessively vectory/alpha layery into a bitmap.
If I'm doing hitTests on lots of stuff (as I imagine you would be for bullets), what I do is first find some way of checking if your bullet is touching anything at all, e.g testing against a clip holding all of the enemies, and then moving on to find out what specifically is being hit only if that condition is met. Also, only bother checking for things that are actually on-screen and kill the bullet if it leaves the screen.
One of the biggest things that causes lag that I've noticed, is using a billion enter frame events.
#include <stdio.h>
char*p="#include <stdio.h>%cchar*p=%c%s%c;%cmain() {printf(p,10,34,p,34,10);}";
main() {printf(p,10,34,p,34,10);}
At 8/24/10 03:28 PM, Sam wrote: 2 A*'s, an A, 5 B's and a C. Suck ma cockkk
i know this is real late but I only just got back from France so anyway 2 A*, 5 A's 2 B's. I was actually disappointed. :(
At 9/5/10 05:00 PM, Deadclever23 wrote:At 8/24/10 03:28 PM, Sam wrote: 2 A*'s, an A, 5 B's and a C. Suck ma cockkki know this is real late but I only just got back from France so anyway 2 A*, 5 A's 2 B's. I was actually disappointed. :(
I wish I'd got all A*s four years ago so I could boast at you :p