At 6/23/13 09:14 PM, Kevin wrote: Hey guys.
I like your mustache.
At 6/23/13 09:28 PM, MSGhero wrote:At 6/23/13 09:14 PM, Kevin wrote: Hey guys.I like your mustache.
+1 for the moustache liking
I've never used XML with AS before.
I looked up the documentation, and was shocked to see that nearly none of the familiar XML DOM functions were there!
Upon further investigation, I realised that AS's XML retrieval code is waaaaay easier than JS.
Long live E4X!
Just wondering, why doesn't FD generate an error after an unsuccessful typecast? I got two null object references in one night for that. :P
At 6/24/13 12:25 PM, FlyingColours wrote: Just wondering, why doesn't FD generate an error after an unsuccessful typecast? I got two null object references in one night for that. :P
It checks at runtime unlike Java which checks before you've typed the semicolon. Something to do with strict typing maybe or Philippe is just lazy.
E4X is so good. I like it better than haxe's Fast class.
At 6/24/13 12:25 PM, FlyingColours wrote: Just wondering, why doesn't FD generate an error after an unsuccessful typecast? I got two null object references in one night for that. :P
I think it depends on how you typecast.
int("2")
vs
("2" as int)
vs
if ("2" is int) {
(alright, so the third one isn't a type cast. Sue me)
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 6/24/13 12:25 PM, FlyingColours wrote: Just wondering, why doesn't FD generate an error after an unsuccessful typecast? I got two null object references in one night for that. :P
because flash is a dynamic language so you can't tell if its an unsuccessful typecast until run time
Thanks guys. By 'error' I meant 'runtime error'. I've been mostly using the as keyword for typecasts and haven't got any errors.
I went to a Russian site that's giving my game most of its views now, and I translated the description...
Orig: Battle the creatures of the forest, help out the villagers, and discover a few secrets here and there.
Russian: Perform a job, buy yourself a new ammunition and fight dozens of monsters to become even stronger. After all, only your company can overcome the treacherous sorcerer and save a fairyland!
Where the hell did that last line come from? lol
At 6/24/13 08:48 PM, MSGhero wrote: I went to a Russian site that's giving my game most of its views now, and I translated the description...
Orig: Battle the creatures of the forest, help out the villagers, and discover a few secrets here and there.
Russian: Perform a job, buy yourself a new ammunition and fight dozens of monsters to become even stronger. After all, only your company can overcome the treacherous sorcerer and save a fairyland!
Where the hell did that last line come from? lol
lol fairyland. Maybe the translation tool wasn't accurate?
On XML:
There are third party classes to make it look more like js or java. E4X is awesome in my opinion but it only works with certain browsers in js (which means you can't use it). I think JSON is what all the cool kids are using now anyway
http://www.youtube.com/watch?v=trbtVeUj664
Also, the beta docs are funky right now, and they're finally updating the flash player roadmap. "Soon." Hopefully fp12 makes some interesting new things like fp11 did with stage3d.
"Integrated physics" - I doubt anything like nape but if it handles collisions effectively, no more threads about hitTestObject
At 6/26/13 03:14 AM, MSGhero wrote: http://www.youtube.com/watch?v=trbtVeUj664
Also, the beta docs are funky right now, and they're finally updating the flash player roadmap. "Soon." Hopefully fp12 makes some interesting new things like fp11 did with stage3d.
"Integrated physics" - I doubt anything like nape but if it handles collisions effectively, no more threads about hitTestObject
That was really cool, I'm glad I'm not the only person who see's how bad HTML5 is.
One thing I'm not sure about in that video though; mobile casinos. I work for an online gambling company and we use HTML5 to develop mobile games for a few reasons. First of all the app store won't allow any gambling applications and secondly I'm not sure how well it will work with loading in games on the fly within one main app.
I know competitors who do social casinos (casinos without real money) are using flash and AIR, but for real casinos I'm pretty certain everyone uses HTML5?
Please someone correct me if I'm wrong :)
im building a page designer at work, one of its features is that it can generate a thumbnail of the canvas and save it to the server, i felt quite happy when i realized you cant do that in html5, another win for flash.
At 6/26/13 04:25 AM, Rustygames wrote:At 6/26/13 03:14 AM, MSGhero wrote: http://www.youtube.com/watch?v=trbtVeUj664That was really cool, I'm glad I'm not the only person who see's how bad HTML5 is.
Also, the beta docs are funky right now, and they're finally updating the flash player roadmap. "Soon." Hopefully fp12 makes some interesting new things like fp11 did with stage3d.
"Integrated physics" - I doubt anything like nape but if it handles collisions effectively, no more threads about hitTestObject
One thing I'm not sure about in that video though; mobile casinos. I work for an online gambling company and we use HTML5 to develop mobile games for a few reasons. First of all the app store won't allow any gambling applications and secondly I'm not sure how well it will work with loading in games on the fly within one main app.
I know competitors who do social casinos (casinos without real money) are using flash and AIR, but for real casinos I'm pretty certain everyone uses HTML5?
Please someone correct me if I'm wrong :)
well, it takes quite a bit to put up with my step-brother for a day.
He was raised doing whatever he wanted without consequence (his father's a bit of a softy when it comes to his kids) - so he goes around breaking the law and insulting everyone (and cussing. A lot of cussing) whenever he gets a chance.
These next two days should be fun...
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 6/26/13 03:18 PM, mark212 wrote: im building a page designer at work, one of its features is that it can generate a thumbnail of the canvas and save it to the server, i felt quite happy when i realized you cant do that in html5, another win for flash.
Actually I think that is possible using HTML5 / js but it's a heck of a lot more work than using flash to do it!
At 6/26/13 07:37 PM, egg82 wrote: well, it takes quite a bit to put up with my step-brother for a day.
He was raised doing whatever he wanted without consequence (his father's a bit of a softy when it comes to his kids) - so he goes around breaking the law and insulting everyone (and cussing. A lot of cussing) whenever he gets a chance.
These next two days should be fun...
Oh dear. Maybe you should show him some of the cool stuff you've been up to
At 6/27/13 03:54 AM, Rustygames wrote: Oh dear. Maybe you should show him some of the cool stuff you've been up to
"Hey, I made this game in which you get to clip through the floor!"
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
Scout CC is kinda awesome. It tells you how many memory (de)allocations are going on each frame now.
It's also scary, apparently the bitmapdata-to-nape-body process requires about 7-13k allocated objects. There's also a huge GC toward the end of the session of 107k objects (might be cuz I hit close?). I am using the debug version of nape, but still I think I have a couple thousand optimizations to do. The frame rate drops to ~45 when the hardcore physics is going on.
It's also annoying because it's picking up "Newgrounds upload controller" as I type this plus a Passat ad in my skype...
At 6/27/13 06:51 PM, MSGhero wrote: Scout CC is kinda awesome. It tells you how many memory (de)allocations are going on each frame now.
Adobe's site is always confusing when it comes to downloading things :/
On a related note, did you see their quotes on this page?
"Adobe Scout played a major role in performance optimization for the development of Farmville 2."
I'm sorry, what?
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 6/27/13 07:33 PM, egg82 wrote: Adobe's site is always confusing when it comes to downloading things :/
On a related note, did you see their quotes on this page?
"Adobe Scout played a major role in performance optimization for the development of Farmville 2."
I'm sorry, what?
You have to download the creative cloud manager, and then it has options for programs to install, trial, or buy.
I don't see that being false. Even if it's just looking at redraw regions, it's bound to tell you something that you didn't optimize well enough.
At 6/27/13 08:45 PM, MSGhero wrote: You have to download the creative cloud manager, and then it has options for programs to install, trial, or buy.
ah, thanks. Sounds like I get to have some fun. After I fix my BSOD problem. I'm booted into Ubuntu at the moment, I really don't want to deal with it.
I don't see that being false. Even if it's just looking at redraw regions, it's bound to tell you something that you didn't optimize well enough.
Well, whenever I think "flash game" my mind doesn't automatically jump to "fast" or "optimized" - I mean, it's a high-level programming language running in a Virtual Machine built in C. There's only so fast it's going to go.
Plus, unless you're a god-awful programmer, most 2D or isometric Flash games should run fine (60 FPS and up) on any modern or even 10-year-old computer provided you aren't using crap libraries. Or are trying to code everything yourself (masochists)
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 6/27/13 06:51 PM, MSGhero wrote: It's also scary, apparently the bitmapdata-to-nape-body process requires about 7-13k allocated objects.
I got the maximum allocations down to 7k cuz I picked a nice monospaced font that allowed me to pre-get-all-the-vertices-of-each-letter. The issues now are that I still have to create a bunch of polygons which themselves create a bunch of things (like 99% of the 7k allocations are here) and the framerate drops from 60 to 20 when all the shattered bits (stored as Shapes) are flying around (like 75% calculating dirty regions).
If I compromised and removed rotation from the shattered pieces, I could do cacheAsBitmap on each one or just blit and probably get a ton of fps back. But it doesn't look as cool :( I might try drawing to individual Bitmaps instead of Shapes and see how that goes.
So I drew the textfield to a bitmap and moved that, and now there's minimal time spent in the render phase. All the shapes flying and rotating around don't even impact the framerate. I didn't realize rendering text was such a big deal...a loss of 15 fps for moving ~6 textfields at once.
Anyway, what are you guys up to?
At 6/30/13 05:20 PM, MSGhero wrote: Anyway, what are you guys up to?
Just finished today's work.
Let's see...
I moved about four tons of rock.
I helped make lunch for seven people.
I layed a eight-foot pathway of brick and filled the cracks in and the beginning and end in with 60-ish pounds of red sand/crushed rock.
I moved about 30 pounds of mulch.
I moved a few wheelbarrows full of twigs and leaves to the back to be burned.
I cleared out about half a ton of stuff from the side of the house.
Now i'm here; that's my day. I don't believe I missed anything.
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
Anyone else couldn't stand those "bonies" from warm bodies? They had one single walk cycle animation throughout the entire movie, and it was horrendously bad. Same goes for their run cycle. It's unbelievable to me that a movie as decent as warm bodies, obviously expected to become very popular, can be released with such flagrant flaws in CG (the 3D models themselves were also pretty damn bad).
I think I may have become more prone to be disgusted by things like this ever since I got some experience working in tech companies / office environments. I could almost picture the idiotic command hierarchy that would make a thing like this possible - the eventual approval of every head decision maker to release a film this way.
I got bored, so I searched #as3 in the twittersphere to see if anything interesting is happening. First link, conditional compilation in as3 (enabling cheat codes/editors in debug mode and not even compiling those classes in release mode, NG api version vs Mochi api version, etc). Second link, steering behaviors with actual explanations which I was thinking about for a project. I need to do this more often.
sooo apparently a kid got arrested for making death threats on Facebook.
(There's more to the story than that, I just condensed it)
After having read the numerous articles on it, what're your thoughts?
Personally, I don't see a reason to take him in for potentially ten years in prison. Adding "lol jk" to the end of his previous statement makes me think he's not about to grab a gun and start blasting some kinder-gardeners.
Then again, i'm pretty pacifist, so take that with a grain of salt, I suppose.
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 7/2/13 05:40 PM, MSGhero wrote: I got bored, so I searched #as3 in the twittersphere to see if anything interesting is happening.
Conditional compilation? Never heard of that, but it sounds convenient! :) Who knows, this might actually give me a reason to get a Twitter account. :P
At 7/2/13 08:29 PM, FlyingColours wrote: Conditional compilation? Never heard of that, but it sounds convenient! :) Who knows, this might actually give me a reason to get a Twitter account. :P
I don't have an account, still waiting on msghero to free up (damn inactive message hero). It's one of those fancy things haxe can do, so it's surprising as3 can get it done as well.
At 7/2/13 08:43 PM, MSGhero wrote: I don't have an account, still waiting on msghero to free up (damn inactive message hero). It's one of those fancy things haxe can do, so it's surprising as3 can get it done as well.
WAIT!
Your username is MESSAGE hero??? Not "Metal Gear Solid" hero except that you mixed up the letters???
MY LIFE IS A LIFE!!!
:'(