Never seen that, but it doesn't surprise me. Flash is a bitch to work with sometimes.
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Never seen that, but it doesn't surprise me. Flash is a bitch to work with sometimes.
Ah, someone told me that flash puts library bitmap items there now so you can use them as fills. I guess I didn't break flash afterall!
At 11/17/11 05:08 PM, PestoForce wrote: Ah, someone told me that flash puts library bitmap items there now so you can use them as fills. I guess I didn't break flash afterall!
Wow abobos big adventure is programmed entirely in the flash ide?
At 11/18/11 01:10 AM, PrettyMuchBryce wrote:At 11/17/11 05:08 PM, PestoForce wrote: Ah, someone told me that flash puts library bitmap items there now so you can use them as fills. I guess I didn't break flash afterall!Wow abobos big adventure is programmed entirely in the flash ide?
u no eet!
But each "level" (which is an entire game style) is a precompiled .swc file otherwise I think we'd have hit some kind of library item limit.
i see. well it looks really cool. can't wait to play it!
Friggin code.
I spent two hours dealing with a null object reference error...while almost all of my code was commented out. I compiled the code that was working 5 mins before, and it tossed the cursed 1009. Updated JDK, FD, .NET and made plenty of Google searches on debugging in FD. Nada.
Found out ND2D had an updated version. Added that and uncommented my untouched code. Works fine now...
/rant
Btw, how do you make FD stack trace runtime errors like 1009? I set verbose something or other to true in project and program settings, but it still didn't tell me what line the problem was on. It ended up being thrown at addChild-ing a Sprite2D.
At 11/17/11 04:52 PM, PestoForce wrote: Here's a closeup.
Yeah. You get that if you break down a bitmap and then use the eye dropper tool to select it, if I remember correctly.
Holy game jam!!!11
http://austinbreed.newgrounds.com/news/p ost/657704
It just really sucks that it's a week this time. It was always incredibly fun because of the super strict deadline and seeing tons of games being created from scratch over the course of just three days blah blah. It's also a much bigger commitment being a week. Now it's just a regular contest, not a jam.
Anybody else feel the same way? I really think AustinBreed should reconsider making it 72 hours again.
It doesn't seem like anyone's happy with the 1 week time limit, or at least, whoever is hasn't voiced their opinion. If the majority want it 72 hours, then I think Austin should change. I'd really, really prefer if it was 72 hours.
At 11/22/11 09:31 AM, 4urentertainment wrote: Holy game jam!!!11
http://austinbreed.newgrounds.com/news/p ost/657704
ActionScript 3 users need not apply:
"Programmers are capable of writing in Actionscript 1 or 2"
Yeah one week is lame. It needs to 24/7 thing for only a few days, otherwise stamina runs out. Plus not all of us are in school and have christmas break. Some of us actually have jobs so the playing field is not really equal. Better to choose 2 or 3 days over a weekend. Looks like I will be sitting this one out. I think I may do Ludum Dare instead. It's in Dec as well.
At 11/24/11 11:20 AM, citricsquid wrote: http://www.youtube.com/watch?v=r6XbhIRtU jQ neat
that's pretty awesome
P.
Please say if you post a video that is NSFW..
:p
And so..
*see image*
I voted 0 on all his submissions because I think his animations are terrible and using madness sprites is really lame and that combining shoop da woop with madness is a horrible idea.
Eclipse on one screen, http://www.ustream.tv/ffrc on the other... What more could I need?
At 11/27/11 12:06 AM, Archawn wrote: Eclipse on one screen, http://www.ustream.tv/ffrc on the other... What more could I need?
Watching cats helps you program??? Heyyyy, whatever it takes, haha. I usually watch some sort of movie where there is always the one dude who is a computer wizzard that hacks all this stuff for "good causes". Idk, it just gets me in the "IM GOIN F*** SH** UP..... using a computer" mood, which helps me buckle down and focus.
Am I the only one who's noticed that "cici116819" and "sandyrommy" just answer each others questions in threads? Literally, every thread one makes, the other comes straight in with an answer.
Am I missing an inside joke you lot aren't telling me about?
At 11/29/11 01:00 AM, swishcheese wrote: Watching cats helps you program??? Heyyyy, whatever it takes, haha. I usually watch some sort of movie where there is always the one dude who is a computer wizzard that hacks all this stuff for "good causes". Idk, it just gets me in the "IM GOIN F*** SH** UP..... using a computer" mood, which helps me buckle down and focus.
The movie "The Social Network" did that for me. It was also pretty cool cuz I was watching it with some friends who kept asking me what he was doing in the programming part.
At 11/29/11 03:29 AM, Sam wrote: Am I the only one who's noticed that "cici116819" and "sandyrommy" just answer each others questions in threads? Literally, every thread one makes, the other comes straight in with an answer.
Am I missing an inside joke you lot aren't telling me about?
They look like they're both bots made to advertise that SWF to video converter or something, which is actually a pretty new way of doing something like this. Usually this advertiser/spammer would just make a bot to search for old threads and reply to those.
At 11/29/11 05:23 AM, 4urentertainment wrote: They look like they're both bots made to advertise that SWF to video converter or something, which is actually a pretty new way of doing something like this. Usually this advertiser/spammer would just make a bot to search for old threads and reply to those.
The sad/funny thing is that it probably isn't a bot but just some guy writing up those posts. A pretty pathetic PR strategy if you ask me :').
At 12/4/11 06:30 PM, PSvils wrote: Game Jam's over for me. Got as far as we could (an artist dropped out), and then we decided to finish the game over the week.
Mm mmmm, no pressure no more. Feels so nice.
Good luck to those who are still goin for it!
We were doing well, but then my code died. Compiled once, fine. Compiled right after to check something, and one of my variables started to increase faster than the code allowed, skyrocketing to infinity...(I swear, I'm never making a platformer again)
It does feel nice. I get to sleep now :)
At 12/4/11 06:30 PM, PSvils wrote: Game Jam's over for me. Got as far as we could (an artist dropped out), and then we decided to finish the game over the week.
Mm mmmm, no pressure no more. Feels so nice.
Good luck to those who are still goin for it!
that sucks that the artist dropped out, your demo was really cool too. I love puzzle games like that. I cant wait to play it once you finish it over the week. Good luck!
At 12/5/11 11:26 AM, PSvils wrote:D Was the variable in the collision code? I had problems with my collisions, but I realized today I may have simply made a really stupid mistake...
I thought about it during class today, and yeah it was the collision code (y offset of the stationary hero relative to scrolling platforms). The platform that the hero was landing on since the 30 min mark of the contest all of a sudden stopped registering collisions a second or two into the game, and he just fell forever and crashed flash. Gonna use NAPE next time around after some more practice with that.
At 11/30/11 06:56 AM, citricsquid wrote: you should all read this http://www.joblo.com/movie-news/steven-s pielberg-sees-unofficial-tintin-credits-
on-web-gives-artist-job-on-next-movie-
That is a really cool story, thanks for sharing CSquid!
Loved the Game Jam, I submitted something for the first time in over a year and I couldn't be happier.
Anyone want to tell me what I've missed since... around Clock Day? Just a brief summary will do...
...
At 12/7/11 06:35 PM, KaynSlamdyke wrote: Anyone want to tell me what I've missed since... around Clock Day? Just a brief summary will do...
People posted questions in the forum, most weren't decently answered, no work on edenspace happened, stagnation, stagnation, etc, etc.
At 12/13/11 11:08 AM, PSvils wrote: Oi peeps.
I had a question for you:
If you have a game with lots of scenes, let's say a point'n'click adventure, or a platformer, do you have a main GameScreen class handle the logic, and have scenes simply hold a map of the area, or does the GameScreen load in the Scene class, but the Scene class also has it's own update function, and it executes logic itself?
By Scene class I mean whatever class you have storing each level/area.
I'm interested to know, because a hiccup I always have is how to store/load each level.
P.
I have all my levels stored in a data file (I use JSON format and use the JSON encode/decoding fromt he as3corelibs ) that is embedded in some resource class.
Then I only decode the level I want to enter. This way I don't have all the levels loaded up all the time.
It's all fairly broad stuff so I'm not to great at explaining it but I can show you some examples when i get home.
This seems to work fairly cleanly and you can see in the Lost Catacombs game I just recently submitted where all these levels are stored as embedded raw data (the player made ones are stored on a server). (Shameless plug to my game no one bothered to view!)
It is very generic as I use the same system to make a top down type game and a side scrolling brawler.
At 12/13/11 12:58 PM, PSvils wrote: But after you load it in, what if you have a special item in the level, and it needs to do something that isn't generic? Or a special type of interaction?
I played your game! It looks very awesome! But yes, that's the kind of game where you build a database of items, and then lay the out. In my current game, it's my first platformer as well as point'n'click, and so I'm not used to cooking up each level being unique (I have something that works, just feels a bit...clunky...)
P.
Even if your levels are 'unique' you should still be able to represent them all the same. For 'special items it shouldn't really make much difference. I have a entity list defined in the data for each level. Whether the entity is a special item, door, trigger volume, spawn point it is created and spawned all the same!
My level load/save system is very heavily tied into my own framework though so its a bit hard to describe without the rest, so if you dow ant to ake a look I'd be more then happy chucking it over! I'm also curios to see what another pair of eyes think about my code base!