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The Flash 'Reg' Lounge

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Response to The Flash 'Reg' Lounge 2017-04-21 20:28:56


At 4/19/17 06:22 PM, GeoKureli wrote: an actual function I put into the codebase at work about 3 years ago

I'm glad to say that function would absolutely NOT work in my game framework. Also, there's zero reason that function would need to exist in it.

I'm curious about its use-case in AS3, anyway.


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Response to The Flash 'Reg' Lounge 2017-04-24 23:26:06


At 4/19/17 08:33 PM, Diki wrote: Needs more magic.

Love that story...

At 4/21/17 08:28 PM, egg82 wrote: I'm glad to say that function would absolutely NOT work in my game framework. Also, there's zero reason that function would need to exist in it.

I'm curious about its use-case in AS3, anyway.

I'm pretty sure this is just a flash issue, every now and then a bunch of textfields show up positioned at the stage's origin even though their global position reads a non zero value, Utils.magic fixes it.

Response to The Flash 'Reg' Lounge 2017-04-25 00:48:36 (edited 2017-04-25 00:49:29)


At 4/24/17 11:26 PM, GeoKureli wrote:
At 4/21/17 08:28 PM, egg82 wrote: I'm curious about its use-case in AS3, anyway.
I'm pretty sure this is just a flash issue, every now and then a bunch of textfields show up positioned at the stage's origin even though their global position reads a non zero value, Utils.magic fixes it.

Prolly an internal dirty flag that isn't being set properly. Maybe it's possible to set a less drastic parameter than position to get the flag to change without lag.

https://files.gitter.im/haxeui/general/9wKU/image.png Integrating flixel, haxeui, and spritesheets. The dudes are random sprites from my sheet which the buttons are setting as their overlay graphics. I need to add 9-slice sprites next, clean up the API, then I think it's good to go.

minus the shit that doesn't work because Flixel still can't use the latest OpenFL
<vbox> <button icon="Fire Conduit/Fire Conduit Death 1" /> <button icon="Fire Conduit/Fire Conduit Death 2" /> <button icon="Fire Conduit/Fire Conduit Death 3" /> <button icon="Fire Conduit/Fire Conduit Death 4" /> <button icon="Fire Conduit/Fire Conduit Death 5" /> <button icon="Fire Conduit/Fire Conduit Death 6" /> <button icon="Fire Conduit/Fire Conduit Death 7" /> </vbox>

Response to The Flash 'Reg' Lounge 2017-04-25 22:46:23


At 4/25/17 12:48 AM, MSGhero wrote: Prolly an internal dirty flag that isn't being set properly. Maybe it's possible to set a less drastic parameter than position to get the flag to change without lag.

probably, but I imagine most solutions will trigger a redraw of the target object. The better solution is to target the problematic display objects directly, however the issue seems to arbitrarily affect objects at multiple, drastically different child nestings, even across different loaded swfs at the same time.

The problem popped up in a new area for the first time in a couple years, so I asked the team to alert me if they find a solid repro. I'll share if it turns out to be an interesting mindfuck.

https://files.gitter.im/haxeui/general/9wKU/image.png Integrating flixel, haxeui, and spritesheets. The dudes are random sprites from my sheet which the buttons are setting as their overlay graphics.

Not sure what I'm looking at, but you have my curiosity

minus the shit that doesn't work because Flixel still can't use the latest OpenFL

https://github.com/HaxeFlixel/flixel/pull/2032
should be done in the next century or 2.

Response to The Flash 'Reg' Lounge 2017-04-26 00:05:27


At 4/25/17 10:46 PM, GeoKureli wrote: Not sure what I'm looking at, but you have my curiosity

New UI library with a flixel backend. I'm doing the nasty integration bits and got something important (to me) working.

should be done in the next century or 2.

eyeroll.png

Response to The Flash 'Reg' Lounge 2017-04-26 20:35:54 (edited 2017-04-26 20:38:56)


At 4/25/17 12:48 AM, MSGhero wrote: Prolly an internal dirty flag that isn't being set properly. Maybe it's possible to set a less drastic parameter than position to get the flag to change without lag.

^ This. I was tempted to do the same with my framework, but honestly the time spent on that feature doesn't match up to the benefit, especially when it's going to be used for games, which like a lot of updates.

Also, fuck. That is seriously really depressing, and I feel a little naked now.

Edit: Oh, shi-
This last 20 minutes was an emotional roller-coaster. Went from depressed to excited to sad :(


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Response to The Flash 'Reg' Lounge 2017-04-28 00:53:55


lot of people on the forum making porn games, all the sudden.

Response to The Flash 'Reg' Lounge 2017-04-28 00:58:22


At 4/28/17 12:53 AM, GeoKureli wrote: lot of people on the forum making porn games, all the sudden.

@TheEnkian never mind about copy paste Unity demos, I found our new target audience

Response to The Flash 'Reg' Lounge 2017-04-28 14:37:14


At 4/28/17 12:58 AM, MSGhero wrote:
At 4/28/17 12:53 AM, GeoKureli wrote: lot of people on the forum making porn games, all the sudden.
@TheEnkian never mind about copy paste Unity demos, I found our new target audience

I'm sold already.


Tale of Enki: Pilgrimage, an RPG with a few twists. Available to buy it on Steam here!

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Response to The Flash 'Reg' Lounge 2017-04-28 22:46:20


At 4/28/17 12:58 AM, MSGhero wrote:
At 4/28/17 12:53 AM, GeoKureli wrote: lot of people on the forum making porn games, all the sudden.
@TheEnkian never mind about copy paste Unity demos, I found our new target audience

Why not -both- Zoidberg?


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Response to The Flash 'Reg' Lounge 2017-04-29 03:10:55 (edited 2017-04-29 03:11:12)


http://store.steampowered.com/app/427520/Factorio/
Go to the reviews and view only negative ones, look at the hours played

At 4/28/17 10:46 PM, egg82 wrote: Why not -both- Zoidberg?

The Flash 'Reg' Lounge

Response to The Flash 'Reg' Lounge 2017-04-29 10:38:38


At 4/29/17 03:10 AM, GeoKureli wrote: http://store.steampowered.com/app/427520/Factorio/
Go to the reviews and view only negative ones, look at the hours played

That's kinda how I felt after 2000 hours of toxic players in Dota 2, although I did leave it with a positive review I think. The game is fine, but the community they foster is awful.

Response to The Flash 'Reg' Lounge 2017-04-29 22:34:46


9 slice rects and matrix transformations make my head hurt a little, but I did it.

Response to The Flash 'Reg' Lounge 2017-04-30 04:12:07 (edited 2017-04-30 04:20:01)


At 4/29/17 10:34 PM, MSGhero wrote: 9 slice rects and matrix transformations make my head hurt a little, but I did it.

let's compare methods, mine is about a year and a half old, and was one of the first things I did in Haxe, so I instantly hate everything about it.

Edit: just realized I lock the source instead of the destination bitmap

Response to The Flash 'Reg' Lounge 2017-04-30 07:15:24


Bloody hell, components suck in flash. (Rant ahead, read at own risk)

I'd been having issues with components in my program not updating properly so whenever I had flash components (Button, UIScrollBar, etc.) on the stage they'd render properly, but the container they were in would be irregularly sized because it would resize to the "previous" value. I just found out that it takes "two" frames to get the size, and the components looked fine because they'd been resized on the second frame, whereas the containers were resized only once, on the "incorrect size" frame.

So what do I do? (This was before I found out about the 2-frame business) I decided to ditch the components and roll out my own (yeah yeah I know) and all was fine and dandy! Things looked great! It took a lot of time, but it was worth it!

...That is, until I finish making the last component required: The ScrollPane. The fucking ScrollPane.

I use a mask: easy! Just override the getter and setter for width and height and it's all peachy. Nope. Turns out that despite the scrollpane showing the correct WxH as defined by the getter, the actual bounds include the invisible portion of the source. So if the scrollpane is 100x100 but the source image is 1000x1000, the actual size of the scrollpane's parent? 1000x1000. Despite only 100x100 being visible.

So I look around and then find scrollRect(). Looks promising, right? Wrong! Turns out, scrollRect() needs....2 frames to work properly! Meaning I'm back at square one! FUCK!

Now I have two options here:

1) I scrap the components I've made so far and go with the previous ones I had, and try and figure out how to deal with the premade flash components

or

2) I make a custom scrollpane with the 2-frame rendering business either way.

Help me out here, what's the license for said premade flash components? This is for a (possibly) open source thing, so I can't use the "you can use it if you bought flash* " excuse.

*about that...


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Response to The Flash 'Reg' Lounge 2017-04-30 10:54:24


At 4/30/17 04:12 AM, GeoKureli wrote: Edit: just realized I lock the source instead of the destination bitmap

Oh yeah I forgot about locking, although I don't think it's ever mattered, unless there is some hidden performance boost. Mine will be a bit diff bc I'm also accounting for grabbing it from a spritesheet. And I think the 1/scale bits are for pixel rounding.

@Gimmick you could use HaxeUI and OpenFL, or use HaxeFlixel and my UI backend ;)

Response to The Flash 'Reg' Lounge 2017-04-30 14:21:05


At 4/30/17 07:15 AM, Gimmick wrote: I use a mask: easy! Just override the getter and setter for width and height and it's all peachy. Nope. Turns out that despite the scrollpane showing the correct WxH as defined by the getter, the actual bounds include the invisible portion of the source. So if the scrollpane is 100x100 but the source image is 1000x1000, the actual size of the scrollpane's parent? 1000x1000. Despite only 100x100 being visible.

Masking is hard. It's still on my to-do :(
The sprite being 1000x1000 sorta makes sense, actually. There just needs to be a way of sizing the component's HitBox.

I like how both MSGHero and myself have decided the best way of going about this discussion is by advertising our code. Nice!


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Response to The Flash 'Reg' Lounge 2017-04-30 14:54:39 (edited 2017-04-30 14:59:46)


At 4/30/17 10:54 AM, MSGhero wrote: Oh yeah I forgot about locking, although I don't think it's ever mattered, unless there is some hidden performance boost. Mine will be a bit diff bc I'm also accounting for grabbing it from a spritesheet. And I think the 1/scale bits are for pixel rounding.

AS3 Doc

Locks an image so that any objects that reference the BitmapData object, such as Bitmap objects, are not updated when this BitmapData object changes. To improve performance, use this method along with the unlock() method before and after numerous calls to the setPixel() or setPixel32() method.

editing an unlocked bitmapData will update things referencing that data, I don't know if that triggers a full redraw and I don't know if it only applies to setPixel calls, but I tend to use it. it's worth a benchmark

At 4/30/17 02:21 PM, egg82 wrote: Masking is hard. It's still on my to-do :(

I don't know enough about this website to make an account to see what your thing is

Response to The Flash 'Reg' Lounge 2017-04-30 15:17:47 (edited 2017-04-30 15:20:37)


Unwarranted haxe rant:

Haxe users seem to love static extenders. I'm really not a huge fan, when I dig into a source and see someInt.double(), my first thought is that double is a method of int. I try to use it in my class and it doesn't work so I have to specifically look at the "using" calls in that file, and remember to add it to mine, (which most IDE's don't do automatically unlike imports). It seems far more clear to create an abstract class to handle those extensions.

abstract BetterInt(Int) { inline public function new(i:Int) { this = i; } inline public function double():Void { this *= 2; } }

you can return the special type in a method to the utilizing caller, giving it the same functionality. The idea of certain types having methods in some cases and not others just seems like a horrible idea, where gaining/losing methods via casting is far more clear

Response to The Flash 'Reg' Lounge 2017-04-30 15:42:44


At 4/30/17 03:17 PM, GeoKureli wrote: Unwarranted haxe rant:

Haxe users seem to love static extenders.

The only static extension I like is StringTools, where I can do string.trim(). Otherwise, yeah it's annoying. I am a major fan of abstract classes. I have one that goes back and forth between degrees and a nape unit vector pointing in that direction.

They just added arrow functions, and it's a bit hilarious bc there has been so much drama behind them: https://github.com/HaxeFoundation/haxe/pull/6209

Response to The Flash 'Reg' Lounge 2017-04-30 15:55:42 (edited 2017-04-30 15:55:55)


At 4/30/17 03:42 PM, MSGhero wrote: The only static extension I like is StringTools, where I can do string.trim(). Otherwise, yeah it's annoying. I am a major fan of abstract classes. I have one that goes back and forth between degrees and a nape unit vector pointing in that direction.

Meh, I'm fine with just str = StringUtils.trim(str), for being straight forward, but definitely not as convenient

They just added arrow functions

fuck yeah, short lambdas

Response to The Flash 'Reg' Lounge 2017-04-30 17:34:17


At 4/30/17 02:54 PM, GeoKureli wrote:
At 4/30/17 02:21 PM, egg82 wrote: Masking is hard. It's still on my to-do :(
I don't know enough about this website to make an account to see what your thing is

Whoops, I forgot to configure the site to allow anonymous users. Things I should have checked..


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Response to The Flash 'Reg' Lounge 2017-04-30 23:42:12


At 4/30/17 10:54 AM, MSGhero wrote: @Gimmick you could use HaxeUI and OpenFL, or use HaxeFlixel and my UI backend ;)

Unfortunately at this point it's too far along in the project to do so. I'm thinking of porting it to Java or something after this entire deal is over, and forget about AIR eventually...although getting used to Swing's event model is going to be a bit of a...change (for example, there being only one event handler for each type in a given class, "actionPerformed"/etc whereas in AS3 there's many in a single one)

As for the scrolling issue, I decided, screw it - I'll just use scrollRect instead of masking. So far it's working okay. Fingers crossed!


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Response to The Flash 'Reg' Lounge 2017-05-01 17:20:44 (edited 2017-05-01 17:21:33)


I have 60 games in my steam library I haven't played, all but maybe 6 of them are from humble bundle or gifts and I know absolutely nothing about them. I'm wondering what to play next, so if you really liked or hated one, let me know what it's like, if you feel compelled to do so.

Response to The Flash 'Reg' Lounge 2017-05-01 18:31:30


At 5/1/17 05:20 PM, GeoKureli wrote: I have 60 games in my steam library I haven't played, all but maybe 6 of them are from humble bundle or gifts and I know absolutely nothing about them. I'm wondering what to play next, so if you really liked or hated one, let me know what it's like, if you feel compelled to do so.

Chroma squad is pretty good but I found it to get really stale after a while. I hope that's defender's quest and not defender's question lol, that one I enjoyed.

Response to The Flash 'Reg' Lounge 2017-05-01 18:34:17


At 5/1/17 05:20 PM, GeoKureli wrote: I have 60 games in my steam library I haven't played, all but maybe 6 of them are from humble bundle or gifts and I know absolutely nothing about them. I'm wondering what to play next, so if you really liked or hated one, let me know what it's like, if you feel compelled to do so.

Broforce is pretty good. Nothing particularly special, but it's fun and challenging, and I like all the characters based on real people and popular characters, and the overall farcical nature of it. You can think of it as Contra not even remotely taking itself seriously.

Brothers: A Tale of Two Sons is fucking amazing—one of the most imaginative games I've played. The idea of controlling two different characters with each analog stick on your gamepad was very creative. (I don't recommend not using a gamepad.) And the story might just tug at your heart strings. It's pretty short; you should be able to beat it in less than 3 hours.

Chroma Squad I found underwhelming, but overall it's pretty solid. Pretty much just a goofy Fire Emblem type of game. Has some nice customisation as far as your characters go (you get to build your party from a rather large selection of classes/characters).

Polarity I only played briefly, but I found it rather boring and generic.

Haven't played any of the others.

You also made me curious how many games I have 0 hours of playtime for and apparently it's 354. (I own way too many Steam games.)

Response to The Flash 'Reg' Lounge 2017-05-01 19:32:03 (edited 2017-05-01 19:42:36)


At 5/1/17 06:34 PM, Diki wrote: Broforce is pretty good. Nothing particularly special, but it's fun and challenging, and I like all the characters based on real people and popular characters, and the overall farcical nature of it. You can think of it as Contra not even remotely taking itself seriously.

I'm fairly certain I bought this specifically, unlike the other games. I remember the name, but no idea what it was about.

Brothers: A Tale of Two Sons is fucking amazing—one of the most imaginative games I've played. The idea of controlling two different characters with each analog stick on your gamepad was very creative. (I don't recommend not using a gamepad.) And the story might just tug at your heart strings. It's pretty short; you should be able to beat it in less than 3 hours.

I have a steam controller, so, no. I'll hold off 'til I get a real controller

At 5/1/17 06:31 PM, MSGhero wrote: I hope that's defender's quest and not defender's question lol, that one I enjoyed.

Blame notepad++

Chroma squad is pretty good but I found it to get really stale after a while.
At 5/1/17 06:34 PM, Diki wrote: Chroma Squad I found underwhelming, but overall it's pretty solid. Pretty much just a goofy Fire Emblem type of game. Has some nice customisation as far as your characters go (you get to build your party from a rather large selection of classes/characters).

I haven't gotten fully sick of rpg games yet, but if I played one, it'd be Undertale.

You also made me curious how many games I have 0 hours of playtime for and apparently it's 354. (I own way too many Steam games.)

Redonkulous! same story as me - humble bundle? or just mad buying sprees?
Edit: Antichamber was a great puzzle game! it starts off all non-euclidian mindfucky but quickly turns into a fps gun puzzle. 3-7 hours playtime

Feel free to add me add me, all. I hardly play multiplayer games, though

Broforce, it is.

Response to The Flash 'Reg' Lounge 2017-05-01 20:08:34


At 5/1/17 07:32 PM, GeoKureli wrote: Redonkulous! same story as me - humble bundle? or just mad buying sprees?

Yes.

A few came from Humble Bundles, but not many; I only really bought the first three or four bundles. The majority of my games just came from regular Steam sales. (Which are like crack.)

At 5/1/17 07:32 PM, GeoKureli wrote: Feel free to add me add me, all. I hardly play multiplayer games, though

I never play multiplayer games anymore but I could always use more Steam bros. (I'll be the goof adding you who has a Fat Albert avatar.)

Response to The Flash 'Reg' Lounge 2017-05-02 22:47:26 (edited 2017-05-02 22:49:12)


I spent the last two days setting this up.
First I got the internet up. Then I got our IP TVs up. Then I added WiFi. Then I locked everything down. Then I found out one of the TVs uses WPS and had to account for that. Then I found out DVR wasn't working and had to fix that.

Now, finally, I need to replace my unmanaged 4-port switch with a managed one and turn on VLANs. Then swap our original ISP-provided router (now delegated to just being an AP) with a new dual-band AP. At the end of 12 months we'll return it and save a small amount of money on our bill.

Now to sit down and finally watch some goddamned YouTube.


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Response to The Flash 'Reg' Lounge 2017-05-02 23:06:50


At 5/2/17 10:47 PM, egg82 wrote: Now, finally, I need to replace my unmanaged 4-port switch with a managed one

Out of curiosity: what are you doing with your home network that makes using a switch more beneficial than just a router?