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The Flash 'Reg' Lounge

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Response to The Flash 'Reg' Lounge 2013-02-25 21:09:58


Gotta say, egg, that was a very pretentious post you made.

Response to The Flash 'Reg' Lounge 2013-02-25 21:20:06


At 2/25/13 09:07 PM, Glaiel-Gamer wrote: overspeaking doesn't make you look smart

seriously? Nobody got that?

here:
"From an objective orientation, saying the == and !== execute opposingly has no base. Classically, the logical operative is to research truth, if perhaps even conditionally separating from the falsities of the internet. In Flash especially, developing with the right frame of mind (and correct information) works to your advantage."

objective orientation
base. Classically
logical operative
if perhaps even conditionally
Flash especially, developing
frame of mind (and correct information) works

if you still don't see it:
object-oriented
base class
logical operator
if conditional
flashdevelop
framework


Programming stuffs (tutorials and extras)

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Response to The Flash 'Reg' Lounge 2013-02-25 21:36:07


Guys you'll have to excuse egg. He did a bunch of LSD earlier today.

Response to The Flash 'Reg' Lounge 2013-02-25 21:38:28


At 2/25/13 09:36 PM, PrettyMuchBryce wrote: Guys you'll have to excuse egg. He did a bunch of LSD earlier today.

And then wigged out to the weirdest advert on the planet: Mr. Soft.

On a serious note I've watched it about 30 times already.

Response to The Flash 'Reg' Lounge 2013-02-25 21:43:19


At 2/25/13 09:36 PM, PrettyMuchBryce wrote: Guys you'll have to excuse egg. He did a bunch of LSD earlier today.

so the purple horse wasn't drinking milkshakes with me earlier?


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Response to The Flash 'Reg' Lounge 2013-02-26 14:29:29


At 2/26/13 02:22 PM, Innermike wrote: lol I can already see Sam and Omar are swinging around the old lock hammers, hard at work cleaning up the streets already.

have you seen the Programming forum with Diki?


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Response to The Flash 'Reg' Lounge 2013-02-26 14:59:16


Let's stop picking on Egg, he made a terrible mistake and we've all had a laugh about it, let's not forget he's still a pretty cool guy and doesn't afraid of anything


- Matt, Rustyarcade.com

Response to The Flash 'Reg' Lounge 2013-02-26 17:55:19


At 2/26/13 02:29 PM, egg82 wrote: have you seen the Programming forum with Diki?

You gotta do what you gotta do. :)

Response to The Flash 'Reg' Lounge 2013-02-26 18:07:07


At 2/26/13 05:55 PM, Diki wrote: You gotta do what you gotta do. :)

i'm not complaining :P


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Response to The Flash 'Reg' Lounge 2013-02-27 12:35:58


At 2/26/13 05:08 PM, Innermike wrote:
At 2/26/13 02:59 PM, Rustygames wrote: Let's stop picking on Egg, he made a terrible mistake and we've all had a laugh about it, let's not forget he's still a pretty cool guy and doesn't afraid of anything
You know what you're right, he doesn't afraid of anything!

http://knowyourmeme.com/memes/pretty-cool-guy


- Matt, Rustyarcade.com

Response to The Flash 'Reg' Lounge 2013-02-27 13:13:37


At 2/27/13 12:35 PM, Rustygames wrote: http://knowyourmeme.com/memes/pretty-cool-guy

i like the graph showing interest in the phrase


None

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Response to The Flash 'Reg' Lounge 2013-02-27 13:21:49


At 2/27/13 01:13 PM, Luis wrote:
At 2/27/13 12:35 PM, Rustygames wrote: http://knowyourmeme.com/memes/pretty-cool-guy
i like the graph showing interest in the phrase

I find it striking that, supposedly, no one ever talked about pretty cool guys before this silly 4chan post.


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Response to The Flash 'Reg' Lounge 2013-02-27 13:35:46


At 2/27/13 01:21 PM, Toast wrote:
At 2/27/13 01:13 PM, Luis wrote:
At 2/27/13 12:35 PM, Rustygames wrote: http://knowyourmeme.com/memes/pretty-cool-guy
i like the graph showing interest in the phrase
I find it striking that, supposedly, no one ever talked about pretty cool guys before this silly 4chan post.

That's a good point Toast. You tell it like it is and don't afraid of anything.

In other news: earlier I accidentally 32MB of rar files, is this bad?


- Matt, Rustyarcade.com

Response to The Flash 'Reg' Lounge 2013-02-27 13:39:10


At 2/27/13 01:35 PM, Rustygames wrote: In other news: earlier I accidentally 32MB of rar files, is this bad?

depends on who was phone


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Response to The Flash 'Reg' Lounge 2013-02-27 16:05:01


At 2/27/13 01:39 PM, egg82 wrote:
At 2/27/13 01:35 PM, Rustygames wrote: In other news: earlier I accidentally 32MB of rar files, is this bad?
depends on who was phone

Well played sir, well played


- Matt, Rustyarcade.com

Response to The Flash 'Reg' Lounge 2013-02-28 22:14:14


Tasksel:
Install ALL the things!

^ my last hour of "productivity"


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Response to The Flash 'Reg' Lounge 2013-03-01 04:38:08


Man, fk you deluge of games from xmas + bday.... *sigh*

So back to making a bullet hell in Flash, I took a look at the number of collision calcs being made. Then the "ye olde good idea fairy" had to kick in, and I thought to myself "why not have player bullets counter enemy bullets?" My desktop is pretty beefy, but even 10k calcs is proving to be pretty ridiculous.

A couple days later, I have devised a solution. The worst case scenario would be slightly worse than the default routine, but the best case scenario reduces calculations by 4x. The good news is that I have done something few would consider. The bad news is that I haven't tried it yet. The bad news is that AS3 is making me do practices that would be the opposite of what to do with better applications. The bad news is that it works poorly with large objects.

Nothing to do but to try it now. For great science!


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Response to The Flash 'Reg' Lounge 2013-03-01 11:17:27


At 3/1/13 04:38 AM, Fooliolo wrote: So back to making a bullet hell in Flash, I took a look at the number of collision calcs being made. Then the "ye olde good idea fairy" had to kick in, and I thought to myself "why not have player bullets counter enemy bullets?" My desktop is pretty beefy, but even 10k calcs is proving to be pretty ridiculous.

i'd recommend quad trees. Flixel allows you to implement them quite easily.


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Response to The Flash 'Reg' Lounge 2013-03-01 12:07:50


At 2/27/13 01:21 PM, Toast wrote: I find it striking that, supposedly, no one ever talked about pretty cool guys before this silly 4chan post.

That's because it used to be all about bad dudes.

The Flash 'Reg' Lounge


The water in Majorca don't taste like what it oughta.

| AS3: Main | AS2: Main | Flash Tutorials |

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Response to The Flash 'Reg' Lounge 2013-03-01 14:23:46


At 3/1/13 11:17 AM, egg82 wrote: i'd recommend quad trees. Flixel allows you to implement them quite easily.

Great minds think alike. Except I'm doing everything from scratch for practice and learning, so no Flixel. Yes, even rotatable hitboxes.

But the devil's in the details, and it will definitely take some tuning.


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Response to The Flash 'Reg' Lounge 2013-03-02 19:30:16


Tile based map. Path finding. A* implemented, works great. New challenger appears: stairs which go up and down.

Anyone done anything like this before? I figured stairs would just have neighbor nodes which are on the second level, but how to calculate the heuristic? Otherwise it's going to try and go to the floor directly below the target and slow things right down...

Ideas?


- Matt, Rustyarcade.com

Response to The Flash 'Reg' Lounge 2013-03-02 19:47:47


At 3/2/13 07:30 PM, Rustygames wrote: Tile based map. Path finding. A* implemented, works great. New challenger appears: stairs which go up and down.

Anyone done anything like this before? I figured stairs would just have neighbor nodes which are on the second level, but how to calculate the heuristic? Otherwise it's going to try and go to the floor directly below the target and slow things right down...

Ideas?

You can count it how you want, whether changing altitude = 1 or jumping = 2 and falling = 0 or something. I'm using manhattan (cardinal directions plus jumping) distance as my heuristic, so for me it's just the sum of abs value of row - row, col - col, and altitude - altitude.

But what do you mean by stairs? Like, multiple tiles in a row that are elevated +1 from the previous, or stairs as a between-tile means (equivalent to jumping) to get to another height?

Response to The Flash 'Reg' Lounge 2013-03-02 19:53:25


At 3/2/13 07:30 PM, Rustygames wrote: Tile based map. Path finding. A* implemented, works great. New challenger appears: stairs which go up and down.

Anyone done anything like this before? I figured stairs would just have neighbor nodes which are on the second level, but how to calculate the heuristic? Otherwise it's going to try and go to the floor directly below the target and slow things right down...

Ideas?

If your talking about pathfinding with stairs, then don't read on and tell me to fuck off because I've never worked with A*.

but this tutorial is amazing, and covers stairs.
Here is a more advanced set of tutorials that were used in the mind blowing game N.

Response to The Flash 'Reg' Lounge 2013-03-02 21:06:28


At 3/2/13 07:30 PM, Rustygames wrote: Ideas?

Not to derail your seeking for an answer but that reminded me of a question... so I was working on a skateboarding game with a programmer, and slopes became a major issue. So are slopes actually hard to work with? I mean if just having stairs is giving Rusty a headache, im wondering if the programmer really wasnt just being lazy and it actually is a pain.

<3


None

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Response to The Flash 'Reg' Lounge 2013-03-02 21:18:04


At 3/2/13 09:06 PM, Luis wrote: Not to derail your seeking for an answer but that reminded me of a question... so I was working on a skateboarding game with a programmer, and slopes became a major issue. So are slopes actually hard to work with? I mean if just having stairs is giving Rusty a headache, im wondering if the programmer really wasnt just being lazy and it actually is a pain.

<3

They can be annoying if you aren't using something that handles them. NAPE physics engine will handle slopes automatically. The problem with not using an engine is that you don't know what the slope is (unless you do). So as a programmer with a square, I'd have to check both bottom corners for collision. When one corner hits the ground, there's trig involved for rotation about that point, and no one likes trig. If you know the actual slope beforehand or if the slope is nice when flash rounds the trig values, it'll look smoother.

Response to The Flash 'Reg' Lounge 2013-03-02 21:18:04


At 3/2/13 09:06 PM, Luis wrote: Not to derail your seeking for an answer but that reminded me of a question... so I was working on a skateboarding game with a programmer, and slopes became a major issue. So are slopes actually hard to work with? I mean if just having stairs is giving Rusty a headache, im wondering if the programmer really wasnt just being lazy and it actually is a pain.

it requires lots and lots of maths. Generally, the programmers that aren't working for big companies aren't very good at "lots and lots of maths."

I want to say slopes requires advanced geom and possibly some trig, but correct me if i'm wrong.


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Response to The Flash 'Reg' Lounge 2013-03-02 22:29:43


At 3/2/13 09:18 PM, egg82 wrote: it requires lots and lots of maths. Generally, the programmers that aren't working for big companies aren't very good at "lots and lots of maths."

I want to say slopes requires advanced geom and possibly some trig, but correct me if i'm wrong.

it requires 7th grade levels of math

Response to The Flash 'Reg' Lounge 2013-03-03 00:34:57


At 3/2/13 10:29 PM, Glaiel-Gamer wrote: it requires 7th grade levels of math

isn't that pre-algebra?
can you explain? o.o


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Response to The Flash 'Reg' Lounge 2013-03-03 01:32:31


I have a proposition.

How about we designate a day of the month or week that we all post screenshots of what we're working on ? It could be a game, website project, school project, whatever. The point is that we're showing what were doing. For some reason it seems like this board has gotten a bit snarky in the last month, which is ok, but maybe we're getting off track. I know you're all smart. You don't have to prove it with each and every post you make. Sometimes you can just chill out. That's why this is a lounge. I am building a little prototype in Unity (screenshot). I'm not sure if it will be fun yet. Other than that, I have been exploring C++ a little bit. I am also sending you all good vibes and positive feeling beams right now.

The Flash 'Reg' Lounge

Response to The Flash 'Reg' Lounge 2013-03-03 01:39:54


Glaiel
I'm sure Glaiel is purposefully making somewhat hyperbolic statements that are not to be taken too literally. Stating how early or late a subject is introduced to students in school could never be a good measure of the difficulty of the subject either way. In this case though, I'm pretty sure basic trigonometric functions are taught somewhere around 8th grade, albeit not very effectively. I recall having stuff about inclined planes taught to us in physics class around the same time we learned about sine and cosine in math.

Ninja chicken pathfinding
Ninja chicken your question doesn't make any sense. You have an extra floor of tiles which you want to link through the stairs. As you said, the stairs node will link to nodes of the upper floor instead of nodes of the same floor. ie: if coordinates [f, i, j] represent a tile on floor f on the ith row and jth column, then a set of stairs on [f, i, j] would link to tiles [f+1, i+1, j], [f+1, i-1, j], [f+1, i, j+1], [f+1, i, j-1] in lieu of the same coordinates on [f, ...] which a regular non-stair tile would link to. It seems to me you answered your own question.

Slopes
Luis the slope problem is unrelated to ninja chicken's stairs. Ninja chicken is not coding physics, the stairs are just an abstraction for a "transporter" from a node to other nodes.

As far as slopes in games go, the N tutorial covers a lot of very important concepts for coding this kind of things. The other tutorial that was linked merely shows how to displace a character walking up a linear inclination such that he doesn't end up "inside" the ground. Following the instructions of this tutorial results in having a character that moves faster when he's going uphill than when he's walking on flat ground. Not great ...

egg I wouldn't disagree that generally programmers who don't work for big companies are not very good at math. If, however, you claim that the converse is true, ie: that generally programmers who work for big companies are good at "lots and lots of math", then I think we will run into a small disagreement :P


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