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The Flash 'Reg' Lounge

3,046,059 Views | 60,186 Replies
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Response to The Flash 'Reg' Lounge 2013-05-02 23:40:51


At 5/2/13 09:34 PM, GeoKureli wrote: http://www.victordramba.com/ free online as3 editor. I have no use for it but if any of you are coders on the go, check it out.

If FD wasn't free, i'd use this. Basically.


Programming stuffs (tutorials and extras)

PM me (instead of MintPaw) if you're confuzzled.

thank Skaren for the sig :P

BBS Signature

Response to The Flash 'Reg' Lounge 2013-05-03 03:11:25


I'll be making a game in 10 days, wish me luck. That is unless you're competing against me, then I would suggest saying hurtful discouraging things to me.

http://www.kongregate.com/forums/4-game-programming/topics/3 34927-gitd-32-starts-on-may-2nd?page=1

The theme is collection. I can't even think of a game that doesn't have you collecting coins or points. I think my game will be based around greed.

Response to The Flash 'Reg' Lounge 2013-05-03 04:29:05


At 5/3/13 03:11 AM, GeoKureli wrote: I'll be making a game in 10 days, wish me luck. That is unless you're competing against me, then I would suggest saying hurtful discouraging things to me.

http://www.kongregate.com/forums/4-game-programming/topics/3 34927-gitd-32-starts-on-may-2nd?page=1

The theme is collection. I can't even think of a game that doesn't have you collecting coins or points. I think my game will be based around greed.

Good luck! I wish I had time to take part... I've never heard of a game jam that lasts more than three days before...

Response to The Flash 'Reg' Lounge 2013-05-04 05:58:03


At 5/4/13 04:30 AM, PSvils wrote: What's everyone working on?

Puzzle platformer about a thief who collects other people treasure, the more you steal the heavier you get. Weight affects your jump height, speed, and other things you would expect.

Response to The Flash 'Reg' Lounge 2013-05-04 06:43:26


leaving this here

The Flash 'Reg' Lounge


- Matt, Rustyarcade.com

Response to The Flash 'Reg' Lounge 2013-05-04 12:52:54


At 5/4/13 04:30 AM, PSvils wrote: What's everyone working on? I'm getting bored, I used to be able to check out a new post in the reg lounge every few hours while taking a break from programming. :(

Making a whole bunch of utils because I'm bored as well


Programming stuffs (tutorials and extras)

PM me (instead of MintPaw) if you're confuzzled.

thank Skaren for the sig :P

BBS Signature

Response to The Flash 'Reg' Lounge 2013-05-04 17:40:26


At 5/4/13 06:43 AM, Rustygames wrote: leaving this here

that was cute


None

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Response to The Flash 'Reg' Lounge 2013-05-04 21:03:04


At 5/4/13 07:21 PM, mandog wrote: Yes as3 yes I love as3 so much yes.

alrighty O.o


Programming stuffs (tutorials and extras)

PM me (instead of MintPaw) if you're confuzzled.

thank Skaren for the sig :P

BBS Signature

Response to The Flash 'Reg' Lounge 2013-05-05 02:08:32


so I realized the entire "Wizard's Folly" quest in Neverwinter is a giant Dragon Age reference.
Alright, that's pretty epic.


Programming stuffs (tutorials and extras)

PM me (instead of MintPaw) if you're confuzzled.

thank Skaren for the sig :P

BBS Signature

Response to The Flash 'Reg' Lounge 2013-05-05 08:38:15


At 5/4/13 05:40 PM, Luis wrote:
At 5/4/13 06:43 AM, Rustygames wrote: leaving this here
that was cute

I think my favorite is the PM's view of QA


- Matt, Rustyarcade.com

Response to The Flash 'Reg' Lounge 2013-05-05 10:15:21


At 5/4/13 04:57 PM, PSvils wrote: Just got that super warm, fuzzy feeling when I've been thinking about how to design a certain thing for aaaages (In this case my inventory system), and then suddenly it all clicks, and you realize you're whole approach is wrong, and the new way is so...so beautiful!

How did you do it?

Response to The Flash 'Reg' Lounge 2013-05-05 17:46:57


At 5/4/13 04:30 AM, PSvils wrote: What's everyone working on?

Re-doing the art for this XBLIG game. Hopefully this'll help these guys be a success on Steam.
Adding all sorts of nutty characters to pick instead of palette-swaps, making funner animations.

Response to The Flash 'Reg' Lounge 2013-05-05 18:50:06


At 5/5/13 05:46 PM, I-smel wrote:
At 5/4/13 04:30 AM, PSvils wrote: What's everyone working on?
Re-doing the art for this XBLIG game. Hopefully this'll help these guys be a success on Steam.
Adding all sorts of nutty characters to pick instead of palette-swaps, making funner animations.

that looks neat. any game with a grappling hook im already sold on.


None

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Response to The Flash 'Reg' Lounge 2013-05-05 18:58:29


At 5/5/13 06:55 PM, PSvils wrote: Aaaand turns out someone already made my dream game...
http://www.youtube.com/watch?v=uQOPb9p3HTQ

Make it better, then :)

I've always found grappling hooks and flamethrowers to be interesting weapons/mechanics.

Response to The Flash 'Reg' Lounge 2013-05-05 21:01:25


At 5/5/13 06:50 PM, Luis wrote:
At 5/5/13 05:46 PM, I-smel wrote: Re-doing the art for this XBLIG game. Hopefully this'll help these guys be a success on Steam.
Adding all sorts of nutty characters to pick instead of palette-swaps, making funner animations.

looks like a great party game. let me know when its out. What are you making it in now that XNA is practically dunzo?

that looks neat. any game with a grappling hook I'm already sold on.

agreed

Response to The Flash 'Reg' Lounge 2013-05-05 21:13:59


At 5/5/13 06:55 PM, PSvils wrote: Aaaand turns out someone already made my dream game...
http://www.youtube.com/watch?v=uQOPb9p3HTQ

yeah, i just found out this already exists.

At 5/5/13 06:58 PM, MSGhero wrote: Make it better, then :)

Alright, sure.

Anyone mess with the DAME editor before? Gotta say it's pretty nice, even has autotiling.

Response to The Flash 'Reg' Lounge 2013-05-05 21:37:31


At 5/5/13 09:13 PM, GeoKureli wrote: Anyone mess with the DAME editor before? Gotta say it's pretty nice, even has autotiling.

Oooo, xml export, I might use this. I'm using as3isolib which sadly isn't being updated anymore atm. Let me know if there are other iso libs that you've worked with, cuz I remember the z-sorting with this one was laggy while panning.

With a name like Deadly Alien Map Editor, I have to use it

Response to The Flash 'Reg' Lounge 2013-05-05 22:45:31


At 5/5/13 09:37 PM, MSGhero wrote: Oooo, xml export, I might use this.

and it's open source, I'll definitely be making a DAME fork with a custom xml output after my 10 day game project.

Response to The Flash 'Reg' Lounge 2013-05-05 22:52:00


and i'll continue work on all my random classes I found a need for at some point in my dev adventures.
After I find a job of some description.
Which i'll do after I finish my homework.
Which i'll do after I play a game of DotA 2 with my friends.
Which i'll do after watching the latest GoT.
Which i'll do after I watch all the videos on my sub list.

This could take a while.


Programming stuffs (tutorials and extras)

PM me (instead of MintPaw) if you're confuzzled.

thank Skaren for the sig :P

BBS Signature

Response to The Flash 'Reg' Lounge 2013-05-06 04:15:38


I broke down and joined a meme I don't entirely understand. In my defense he looked weird without the red glasses.

Response to The Flash 'Reg' Lounge 2013-05-06 06:00:46


I used threads for the first time today!

I'm so happy

Response to The Flash 'Reg' Lounge 2013-05-06 16:27:01


At 5/6/13 06:00 AM, 4urentertainment wrote:
I'm so happy

not for long

Response to The Flash 'Reg' Lounge 2013-05-06 21:59:32


So DAME uses Lua scripts to determine how to export projects to usable files for games. I've never used lua before but I love the idea. I've used XML to create scripting languages (track events set animations, tween here, AI routines) and lua seems like the way to go for such things. Only problem is that non technical artists are less like to understand lua than xml.

Took only a few minutes to figure out how to make a custom exporter. I'm half way through making a library that parses it.

Response to The Flash 'Reg' Lounge 2013-05-07 02:34:08


Well.. So... That's my first post in this topic, if my memory isn't that much awful.

Hello and stuff.


Nav.. I'm the Nav!

Response to The Flash 'Reg' Lounge 2013-05-07 04:18:17


At 5/7/13 02:34 AM, TheNavigat wrote: Well.. So... That's my first post in this topic, if my memory isn't that much awful.

Hello and stuff.

So you've entered the Den


RangeError: Error #1125: The index 4 is out of range 4.

Response to The Flash 'Reg' Lounge 2013-05-07 18:27:03


Hey guys, What is everyone up too?

Im still working on my tile ninja game that should be done. I update the controls as some have recommended. Is this to sensitive/fast?? I mean it is a ninja game right.

Let me know what you think.


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Response to The Flash 'Reg' Lounge 2013-05-07 18:58:23


At 5/7/13 06:27 PM, swishcheese wrote: Hey guys, What is everyone up too?

Im still working on my tile ninja game that should be done. I update the controls as some have recommended. Is this to sensitive/fast?? I mean it is a ninja game right.

Let me know what you think.

I still feel like I move too far when tapping the arrow keys. A very light tap moves it by one tile, but anything more moves by 2 or 3. For a puzzle game where you need to restart every time you mess up, it would get annoying if overshooting every time was the cause. For general movement it's ok, but I think for pushing rocks, you should make him move slower. Like in pokemon when you used strength, it would either slow you down a bit or have a short pause after moving to the next tile.

Response to The Flash 'Reg' Lounge 2013-05-07 22:10:25


At 5/7/13 06:58 PM, MSGhero wrote:
At 5/7/13 06:27 PM, swishcheese wrote: Hey guys, What is everyone up too?

Im still working on my tile ninja game that should be done. I update the controls as some have recommended. Is this to sensitive/fast?? I mean it is a ninja game right.

Let me know what you think.
I still feel like I move too far when tapping the arrow keys. A very light tap moves it by one tile, but anything more moves by 2 or 3. For a puzzle game where you need to restart every time you mess up, it would get annoying if overshooting every time was the cause. For general movement it's ok, but I think for pushing rocks, you should make him move slower. Like in pokemon when you used strength, it would either slow you down a bit or have a short pause after moving to the next tile.

Yeah. Agree with you there. I made a control button i forgot to mention. If you hold shift it locks the position and you have to tap the arrow keys if you want to move while holding shift. At first when i tested this it was still bit confusing tho cause i was used to the old version. I'll probably make the keys a little less sensitive though.


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Response to The Flash 'Reg' Lounge 2013-05-07 23:03:23


I kinda like the fast movement, but the problem is that this is a game that requires precise movement, it's really easy to mess up.

You know how when you hold down a key on the keyboard one letter pops up and after a short while a flood of letters come. I think that would be a perfect mechanic for your game. that way you can be precise if you want and fast if your going a large distance. I was thinking there's a 1 tile acceleration period, so the first tile you move to takes a little longer than the rest.

Response to The Flash 'Reg' Lounge 2013-05-07 23:59:59


At 5/7/13 11:03 PM, GeoKureli wrote: I kinda like the fast movement, but the problem is that this is a game that requires precise movement, it's really easy to mess up.

You know how when you hold down a key on the keyboard one letter pops up and after a short while a flood of letters come. I think that would be a perfect mechanic for your game. that way you can be precise if you want and fast if your going a large distance. I was thinking there's a 1 tile acceleration period, so the first tile you move to takes a little longer than the rest.

I think I got it. Thanks for feed back guys. here is update. "Shift" to lock your position as aim to shoot.

Let me know how you like it. I have a variable that determines sensitivity that I can mess with. This seems comfortable to me. Let me know if this feels to sensitive or not enough for you. I am going to allow user to change this in the options, but I think this feels like a good default value.


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