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RE: Flash Q&A Thread 4

 
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8/11/2007 18:04:51   
SirSchmoopy
Banned Multi



quote:

ORIGINAL: SirSchmoopy

in a side scroller, how wuld i make an enemy follow my character, but still hve to jump on platforms and everything, cuz everytime i try making them folow my character, they just fly right to him XD



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Post #: 26
8/11/2007 21:35:12   
flsg
Member

SirSchmoopy: set an onEnterFrame and make the enemy move a littlw bit everytime and check if it got to the destination, instead of placing the enemy directly to your coordinates

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AQ  Post #: 27
8/11/2007 22:42:41   
EragonZZZZ
Member

Oh, sorry flsg.
I've been meaning to answer that lmao but never get around to it.

Yeah, I am trying. Working my way up.
See, what I think is I'll learn by porting my engine (when it's complete) thus porting my knowledge base.
I've also began trying some simple examples with the new display list.

The concept of OOP isn't the problem like it will be for many other developers, its the syntax :P lmao.
AQ  Post #: 28
8/12/2007 9:18:32   
SirSchmoopy
Banned Multi



quote:

ORIGINAL: flsg

SirSchmoopy: set an onEnterFrame and make the enemy move a littlw bit everytime and check if it got to the destination, instead of placing the enemy directly to your coordinates

ima bit confuzzled how duz that work?

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Post #: 29
8/12/2007 14:01:42   
flsg
Member

EragonZZZZ: don't you just love the new display system?! I dreamt since flash MX to have something that can automatically fill in empty depths XD
AQ  Post #: 30
8/12/2007 16:02:56   
EragonZZZZ
Member

It does what now?
I have a feeling I'm about to be very excited by something.

What does that do for you?
AQ  Post #: 31
8/12/2007 19:36:56   
flsg
Member

EragonZZZZ: the depth is entirely controled by flash!!! you remove something, everything else go down in depth, you add something in a certain depth, instead of destroying the thing on the current depth, it place it one depth higher, so does every others
AQ  Post #: 32
8/12/2007 23:07:55   
EragonZZZZ
Member

OMG HOLY SHOOTS AND LEAVES THATS GOING TO HELP MY ENGINE SO MUCH.

Hooray, this post isn't all caps, so I can't be sued.
AQ  Post #: 33
8/13/2007 14:21:03   
SirSchmoopy
Banned Multi



quote:

ORIGINAL: SirSchmoopy


quote:

ORIGINAL: flsg

SirSchmoopy: set an onEnterFrame and make the enemy move a littlw bit everytime and check if it got to the destination, instead of placing the enemy directly to your coordinates

ima bit confuzzled how duz that work?



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Post #: 34
8/13/2007 17:03:14   
somebody621
Member

SirSchmoopy, for flsg's way, you subtract the difference from your enemy to your character. These two coordinates deltaX and deltaY, is the distance between your character and your enemy. You normalize the vector formed by deltaX and deltaY by dividing them by the length of the direct distance between your enemy and your character. To find the length, you use the pythagorean theorem. You should know how to do this if you know basic geometry. If you don't, well, go learn how XD. These two values that you get when you divide deltaX and deltaY, unitX and unitY, are multiplied by the distance you want your enemy to go every frame. Then you move the enemy by that amount and set up a check to make sure he doesn't go past the character.

Sorry for the quick and hasty and bad and horrible explanation.

The problem with flash users these days is they're pretty much confined to whatever tutorials are on the net. If there is no tutorial for something, nobody knows how to do it. You really have to start trying things out on your own if you really want to know flash/make a game/whatever.

Eragon: lol at your semi-caps post
Post #: 35
8/13/2007 19:03:50   
flsg
Member

somebody621: agreed!!!
although there's an easier way to do this: get the deltaX and Y, set a number for unitX, then unitY is deltaY/(deltaX/unitX), no pythagorean here, much simpler to write and understand(I think). If you used the same way then I must misunderstand your explaination
AQ  Post #: 36
8/13/2007 20:37:20   
SirSchmoopy
Banned Multi


wtf...... i have absolutely no clue wtf u just sed. also i don't know geometry, well i do, but i suck at it, and whts a delta, nd my brains hurts, and, and.... CHICKEN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!.....................!!!!!!!!!!!!!!!!!!!!!!!!!11!!!!!1!!!!ONE!!!!!!!!11!!!!!!!!!!!!!!!!!1111!!!!!!!!!!!!!!!!!!1!!!!!!!!!!!!1TWO!!!!!!!!!!!!!!1

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Post #: 37
8/13/2007 20:48:22   
EragonZZZZ
Member


quote:

ORIGINAL: somebody621

The problem with 99% of flash users these days is they're pretty much confined to whatever tutorials are on the net. If there is no tutorial for something, nobody knows how to do it. You really have to start trying things out on your own if you really want to know flash/make a game/whatever.

Eragon: lol at your semi-caps post


Edited out the absolute.
Dude, every coder should remember that you always run across runtime exceptions.
Hahaha.
Just kidding.

Yeah, thats really quite exciting.

Also, engine is going quite well.
And THIS is the 1%, cause I'm damn sure there are no online tutorials for designing a multi-class, OOP, structured engine.
Yet people like me and you and flsg and others make them.

Sir Schmoopy, besides today figuring out where you got your name from...
You really got to focus man.
Clues for life and forums:
WTF = "What the *obscenity*"
...use WTC instead, then explain that it means "Wow that's confusing"
It makes you look cleverer.

And also, random stuff like that is annoying to some people. And it annoys the living daylights out of me.

Now onto your questions.
Delta is a greek letter that looks like a triangle.
It means "change in"
So delta X means "change in X"

You don't know geometry? Thats okay. Try google for some basic instruction.
Or, if you have it, StumbleUpon links to some great sites for math.


AQ  Post #: 38
8/13/2007 21:52:11   
flsg
Member

EragonZZZZ: I think the chicken is funny...XD
also, WTF could mean: wow that's freaky, which is cleaver too XD
AQ  Post #: 39
8/13/2007 22:02:17   
EragonZZZZ
Member

lol.
I need to add some humor in myself. Hold on.

class EragonZZZZ
{
// there's code here but you don't need to see it

     function createHumor(newjoke:Joke):Laughter
     {
          if(newjoke >= FUNNY)
          {
               var Hahah:Laughter = new Laughter("lol",newjoke.humorLevel)
               return Hahah
          }
      }
}
AQ  Post #: 40
8/13/2007 22:33:47   
somebody621
Member

Eragon, that code would generate an error. If newjoke < FUNNY, nothing returns. lol
Post #: 41
8/13/2007 22:40:11   
EragonZZZZ
Member

Give me a break, its psuedocode and i'm tired.
But good catch.

class EragonZZZZ
{
// there's code here but you don't need to see it

     function createHumor(newjoke:Joke):Reaction
     {
          if(newjoke >= FUNNY)
          {
               var Hahah:Reaction = new Reaction("LOL")
               return Hahah
          }else{
               var notFunny:Reaction = new Reaction("Sarcasm")
               return notFunny
          }
      }
}
AQ  Post #: 42
8/14/2007 10:31:21   
flsg
Member

let me upgrade your code:
package eragon{
import flash.display.*
dynamic public final class EragonZZZZ extends Sprite implements laughable{
     private const HAHAH:Reaction
     protected const NOTFUNNY:Reaction
     function EragonZZZZ(){
          createHumor(new Joke("chicken!!!"))
     }
     function createHumor(newjoke:Joke):Reaction{
          if(Number(newjoke) >= Number(FUNNY)){
               HAHAH= new Reaction("LOL")
               return HAHAH
          }else{
               NOTFUNNY= new Reaction("Sarcasm")
               return NOTFUNNY
          }
      }
}
}


AQ  Post #: 43
8/14/2007 11:54:01   
EragonZZZZ
Member

So thats the AS 3.0 way?
Me likes.
AQ  Post #: 44
8/14/2007 20:21:42   
independence quiad!!
Member

quote:

Author: EragonZZZZ
Give me a break, its psuedocode and i'm tired.


Mate that aint pseudocode.
BEGIN MAINPROGRAM
BEGIN Initialisation
declare pseudocode as string
declare bye as string
END Initialisation
string = "this is pseudocode"
bye
END MAINPROGRAM
BEGIN SUBPROGRAM bye
bye = "this is bye to all"
END SUBPROGRAMbye
Sorry couldnt help myself. but after that i can remember the question i had about flash. hmmm Damn
AQ DF  Post #: 45
8/15/2007 9:43:23   
EragonZZZZ
Member

Like I said. I'm tired.
I forget the word for coding things accurately but with real-life variables...oh well, I'll call it realitycode.
AQ  Post #: 46
8/15/2007 10:37:20   
flsg
Member

are we even discussing flash problems since the last few posts? XD
AQ  Post #: 47
8/15/2007 12:01:49   
EragonZZZZ
Member

No, but we're discussing flash stuff cause all the code is in flash format or pertains to the original discussion about flash coding.
AQ  Post #: 48
8/16/2007 10:06:52   
flsg
Member

does anyone knows a way to achieve the "wall" effect in a tile-based game without using the tiles? I'm thinking of using hitTest but I think it would be too slow for my project
AQ  Post #: 49
8/16/2007 12:00:36   
EragonZZZZ
Member

Wall = non-penetrable tile? As in, you cannot walk there?
AQ  Post #: 50
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