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The Flash 'Reg' Lounge

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Response to The Flash 'Reg' Lounge 2012-12-11 17:31:49


At 12/11/12 05:18 PM, Glaiel-Gamer wrote: Then I tried to convert the character into a ragdoll and this happened

I hate to tell ya this, man, but I think you might have a bug in your code.


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Response to The Flash 'Reg' Lounge 2012-12-11 18:11:05


At 12/11/12 02:04 PM, 4urentertainment wrote: http://gamedev.tutsplus.com/tutorials/implementation/animati ng-with-asset-sheets-an-alternative-to-blitting/

Hmmmmm, crap graphics and animating the in-betweens are the 2 problems I have when I try to make animations...this would resolve animation sorta, since I'd only need to define a few frames and tween the rest.

One of you guys should come up with an art-beautifier program.

I might actually be able to put a date on this game I've been working on...but if I say it, it'll get jinxed. IT'LL BE SOON(ish). The musician should be finished about the same time I am, and the writer/artist has had pretty much everything planned out from the start. Is this what smooth game development feels like?

Response to The Flash 'Reg' Lounge 2012-12-12 08:05:42


I was given this link about an hour ago, and thought you guys might find it interesting.

my first response, by the way, was "MOTHERFUCKER!"
might have been influenced by the title.


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Response to The Flash 'Reg' Lounge 2012-12-12 11:49:50


At 12/12/12 08:05 AM, egg82 wrote: I was given this link about an hour ago, and thought you guys might find it interesting.

my first response, by the way, was "MOTHERFUCKER!"
might have been influenced by the title.

Yeah I have read this article before. I find it curious anyway because when you have big 'islands' of memory you are not disposing your objects correctly. Ideally you null out all references on an object. If say a level is disposed it should also call a dispose or clean function on it's children that will get removed before nulling them out, if this object is the manager of these children objects.

Response to The Flash 'Reg' Lounge 2012-12-12 13:15:02


At 12/12/12 11:49 AM, Sandremss128 wrote: Ideally you null out all references on an object. If say a level is disposed it should also call a dispose or clean function on it's children that will get removed before nulling them out, if this object is the manager of these children objects.

if if that's the case, it doesn't always dispose correctly. I wound up using System.gc() to clean up the memory leak in my library, but I don't feel right for doing it.

side-note: I added comments to Main.as to display the library's awesome features. Check it out!
https://github.com/egg82/GTLib/blob/dev/src/Main.as
you can't tell me recording a full webcam video and blitting the damn thing isn't cool.

another side-not: My Nexus 7 came in the mail about 5 minutes ago. I finally have a smart-thing, so I can test my projects on mobile devices :D

it's a good day.


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Response to The Flash 'Reg' Lounge 2012-12-12 14:03:24


At 12/12/12 01:15 PM, egg82 wrote: I wound up using System.gc() to clean up the memory leak in my library, but I don't feel right for doing it.

Doesn't System.gc() only work on debugger versions of Flash and some instances of Air?

By the way, the GTLib sounds cool. It's on my list of code to read, eventually (I really don't read code as frequently as I should.)


"If loving Python is crazy then I don't want to be sane." -Diki

Response to The Flash 'Reg' Lounge 2012-12-12 14:22:20


At 12/12/12 02:03 PM, pirateplatypus wrote: Doesn't System.gc() only work on debugger versions of Flash and some instances of Air?

yeah, I just heard that from another source. Thankfully, that source also gave me a hack to it.

if (SystemUtils.debugger || SystemUtils.environment == "desktop") { System.gc(); }else { try { new LocalConnection().connect("derp"); new LocalConnection().connect("derp"); }catch (error:TypeError) { }catch (error:ArgumentError) { } }

it works. I have no idea why, but it does.


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Response to The Flash 'Reg' Lounge 2012-12-12 19:55:17


This probably gets asked a lot, but can someone link a few good resources for a BRAND new coder looking to learn AS3? Any tips?


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Response to The Flash 'Reg' Lounge 2012-12-12 20:09:34


At 12/12/12 07:55 PM, LickitySplit wrote: This probably gets asked a lot, but can someone link a few good resources for a BRAND new coder looking to learn AS3? Any tips?

Beginner's Guide to Programming
AS3, FD, and OOP the Right Way - video
the Flash Library Thread


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Response to The Flash 'Reg' Lounge 2012-12-12 20:31:33


At 12/12/12 08:29 PM, Zachary wrote: Ah, I wasn't sure if I should start off coding using OOP, but I guess I have my answer lol. As for the libraries, what exactly are they for?

better to start early than late with OOP :P
libraries are there because you'll quickly find out (after you start writing a real program) that someone else has already done what you're doing, only better.


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Response to The Flash 'Reg' Lounge 2012-12-12 20:33:23


At 12/12/12 08:31 PM, egg82 wrote:
At 12/12/12 08:29 PM, Zachary wrote: Ah, I wasn't sure if I should start off coding using OOP, but I guess I have my answer lol. As for the libraries, what exactly are they for?
better to start early than late with OOP :P
libraries are there because you'll quickly find out (after you start writing a real program) that someone else has already done what you're doing, only better.

(was logged into the wrong account lol)

Say I were to make a platform game or something similar to one, would I be able to use almost any library? Or are there ones that are better than others for specific things?


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Response to The Flash 'Reg' Lounge 2012-12-12 20:36:53


At 12/12/12 08:33 PM, LickitySplit wrote: (was logged into the wrong account lol)

you sir, just made my day. Haha :P

Say I were to make a platform game or something similar to one, would I be able to use almost any library? Or are there ones that are better than others for specific things?

libraries are generally geared toward one specific purpose. There's libraries, engines, frameworks...
for example:
NAPE is a physics engine. It does one thing, and it does it well: Physics
Away3D is a 3D engine. It does one thing...
Flixel is a game framework. It does one thing...

you get the idea.


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Response to The Flash 'Reg' Lounge 2012-12-12 20:43:29


At 12/12/12 08:36 PM, egg82 wrote: libraries are generally geared toward one specific purpose. There's libraries, engines, frameworks...
for example:
NAPE is a physics engine. It does one thing, and it does it well: Physics
Away3D is a 3D engine. It does one thing...
Flixel is a game framework. It does one thing...

you get the idea.

Is it possible to combine libraries then? Say I wanted to use Flixel and the physics of NAPE... is it possible?


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Response to The Flash 'Reg' Lounge 2012-12-12 20:53:53


At 12/12/12 08:43 PM, LickitySplit wrote: Is it possible to combine libraries then? Say I wanted to use Flixel and the physics of NAPE... is it possible?

depends on the libraries in question, but usually it's possible without renaming anything.


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Response to The Flash 'Reg' Lounge 2012-12-13 12:05:52


Over the weekend I built this mmoish HTML5 game with CreateJs. I built a Ruby websocket server for it, and threw it up on ec2. I posted it on a forum. It was madness, but very fun. People were hacking the game, giving themselves invincibility, auto fire. I got a pretty good response that made me want to work more on it. I used to love these MUD type games as a kid.

You can find the source here: https://github.com/prettymuchbryce/RubySocketGame

Also if you ever need to use canvas you should definitely check out CreateJS. It was made by Grant Skinner, and it's very conceptually similar to flash.

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Response to The Flash 'Reg' Lounge 2012-12-13 12:21:32


At 12/13/12 12:05 PM, PrettyMuchBryce wrote: Over the weekend I built this mmoish HTML5 game with CreateJs. I built a Ruby websocket server for it, and threw it up on ec2. I posted it on a forum. It was madness, but very fun. People were hacking the game, giving themselves invincibility, auto fire. I got a pretty good response that made me want to work more on it. I used to love these MUD type games as a kid.

not bad, sir!
makes me want to whip something up with GTLib.

that "Invoke the Hive" thing - i've seen it before (using different text), but where did it come from? What causes it?


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Response to The Flash 'Reg' Lounge 2012-12-13 12:25:42


At 12/13/12 12:21 PM, egg82 wrote: that "Invoke the Hive" thing - i've seen it before (using different text), but where did it come from? What causes it?

I wish I could tell you. It must be some weird character they use to do that. It was actually slowing the game down a lot on the front-end. I think CreateJS is not super at rendering text. All that text is actually player names. I didn't add chatting, but I did add permadeath. So when people would rejoin, they would change their names to communicate.

Response to The Flash 'Reg' Lounge 2012-12-13 12:29:55


At 12/13/12 12:25 PM, PrettyMuchBryce wrote: All that text is actually player names. I didn't add chatting, but I did add permadeath. So when people would rejoin, they would change their names to communicate.

The forum you posted the game in is full of geniuses


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Response to The Flash 'Reg' Lounge 2012-12-13 12:59:41


At 12/13/12 12:05 PM, PrettyMuchBryce wrote:
Also if you ever need to use canvas you should definitely check out CreateJS. It was made by Grant Skinner, and it's very conceptually similar to flash.

thats really really cool, createJS is something i wanted to use back when learning js, but the uni's tutor said no :(

Response to The Flash 'Reg' Lounge 2012-12-13 14:29:25


At 12/13/12 12:25 PM, PrettyMuchBryce wrote: It must be some weird character they use to do that. It was actually slowing the game down a lot on the front-end.

Well, it's an easy fix, at any rate. Just switch your encoding from UTF8 to latin7.


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Response to The Flash 'Reg' Lounge 2012-12-14 14:52:01


Brycedoesludumdare.com

Anyone else doing it ?

Response to The Flash 'Reg' Lounge 2012-12-15 07:33:42


aaaaa I just found out right at the end here that Adobe AIR can't change _quality down to MEDIUM or LOW. It has to stay at "HIGH".
ggoooooddddd dammit.

Response to The Flash 'Reg' Lounge 2012-12-15 11:11:29


At 12/15/12 07:33 AM, I-smel wrote: aaaaa I just found out right at the end here that Adobe AIR can't change _quality down to MEDIUM or LOW. It has to stay at "HIGH".
ggoooooddddd dammit.

oh, yeah, I realized that as well. I have no idea why they do that, to be honest. It goes from "high" to "best" and that's it.

anyway: to fix that, I simply render smaller, simpler graphics on objects with fewer vector points. Of course, i'm using Away3D, so it might be easier said than done for you.


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Response to The Flash 'Reg' Lounge 2012-12-16 15:21:25


randomly generated cave system, anyone?
I keep coming up with new things to add to GTLib every time I get close to finishing the first draft :/


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Response to The Flash 'Reg' Lounge 2012-12-16 16:38:26


At 12/16/12 04:13 PM, PSvils wrote: It just looks like some perlin noise...?

reason probably comes from the fact that Math.random() generates pseudo-random numbers, and the generator implements cellular automata.

logic-wise, it's almost an exact replica of this generator. It has a few tweaks, but it's pretty much the same.


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Response to The Flash 'Reg' Lounge 2012-12-16 17:06:46


At 12/16/12 03:21 PM, egg82 wrote: I keep coming up with new things to add to GTLib every time I get close to finishing the first draft :/

I'm confused as to what the purpose of GTLib is...cave generation, socket server stuff, NAPE?

Response to The Flash 'Reg' Lounge 2012-12-16 17:22:16


At 12/16/12 05:06 PM, MSGhero wrote: I'm confused as to what the purpose of GTLib is...cave generation, socket server stuff, NAPE?

it does a lot in a little.

_soundManager.addSounds(["http://www.newgrounds.com/audio/download/504458"], ["test"]); _soundManager.playSounds(["test"]); _downloadManager.downloadFiles(["http://download.thinkbroadband.com/1GB.zip", "http://download.thinkbroadband.com/512MB.zip", "http://download.thinkbroadband.com/200MB.zip"], ["test", "test2", "test3"]); _micListener.load(); _micListener.listen(); _micListener.playSound(); _camListener.load(); _camListener.listen(); _camListener.video.x = stage.stageWidth - _camListener.video.width; _camListener.video.y = stage.stageHeight - _camListener.video.height; addChild(_camListener.video); _caveGenerator.generate(2000, 1000);

all of that does this:
streams an MP3 from an online source
downloads files to the user's computer
listens for microphone input and plays it back through the speakers (via accessible ByteArray and Sound object)
listens for camera input and puts the image on the stage (the direct Video route, rather than the blitting route)
asynchronously generates a 2000x1000 cave system in a vector of booleans (asynchronous so it doesn't freeze or crash when generating large maps)

I just wanted to make things easier on myself and others, so I started making classes that I thought devs would have fun using.


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Response to The Flash 'Reg' Lounge 2012-12-16 17:56:04


At 12/16/12 05:06 PM, MSGhero wrote:
At 12/16/12 03:21 PM, egg82 wrote: I keep coming up with new things to add to GTLib every time I get close to finishing the first draft :/
I'm confused as to what the purpose of GTLib is...cave generation, socket server stuff, NAPE?

I took a look at it when it was posted a week or two ago. Seems to be lacking some much needed focus. Most Libs that are popular do 1 or a couple things very very well. With this, developers can get say 2 or 3 libs that would best fit their particular project. GTLib has so many different components that i would not want to bloat my project by including so much code that I would not use.

I think its cool that your creating a library, I have always wanted to do it myself. But it does need to be focused, and its benefits to developers need to be very clear. The way you describe it is "it does everything", or along those lines. Of course, it most certainly does not do "everything", so your left with potential developers having no idea what the library does.

Hopefully that helps. Way to actually try and make a library though. I'm to lazy. : P


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Response to The Flash 'Reg' Lounge 2012-12-16 18:36:39


At 12/16/12 05:56 PM, 23450 wrote: I took a look at it when it was posted a week or two ago. Seems to be lacking some much needed focus. Most Libs that are popular do 1 or a couple things very very well. With this, developers can get say 2 or 3 libs that would best fit their particular project. GTLib has so many different components that i would not want to bloat my project by including so much code that I would not use.

fair point, but AS3 doesn't include things that you don't use. You could say Flixel is a bloated framework because it has a lot of functionality, but if you don't use every single one of its classes then it's quite fast. It's pretty much the same thing, here. There's a lot of stuff you can do with it, but there's very little cross-referencing in the library so it's not "bloated" persay.

but you are right, there needs to be a direction in the library. I just have no idea where to go with it, to be honest. There's a lot of stuff in there that i'd like to see stay, but a file management system, a client/server/mysql socket, a microphone and webcam listener, and a dungeon generator does not a direction make.

Of course, it most certainly does not do "everything", so your left with potential developers having no idea what the library does.

of course it doesn't do everything :P
I just like to think that it does a lot.

Hopefully that helps. Way to actually try and make a library though. I'm to lazy. : P

yeah, critique is always appreciated ^.^

what do you guys think of this idea:
give the library a single direction (i'm leaning towards file and networking-related items such as uploading and downloading, file management, version management, and client/server/mysql) and putting all the other classes in separate repos.


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Response to The Flash 'Reg' Lounge 2012-12-16 22:50:03


Well my Ludum Dare game is done. The theme was "You are the villain"

In retrospect it was a different experience building a multiplayer game. It was a really good learning experience, though; and I'm glad I did it. I love ruby as a language, and it's a pleasure whenever I get to use it. Ruby + Javascript is nice too, because they are pretty similar languages, and porting code is pretty easy. My game is not too great, but it was still a lot of fun to make.

http://www.brycedoesludumdare.com if you guys wanna take a look.