At 12/31/23 10:31 PM, Nabella wrote: Its on my bucket list to make a few Flash games but once that's over I'm immediately going to switch to GameMaker or Godot or something that doesn't force me to write solutions for everything.
I'm not saying that Flash is bad, for me SWF is the best animation file format, and don't forget that in addition to the action script there is also Hexe
At 12/29/23 05:58 AM, Gimmick wrote: A couple changes/suggestions/questions I noticed...
Calling Math.floor() on something that'll anyways be stored as an int is probably unnecessary; since calling static methods is slow, best avoid it unless there's a good reason to.
I guess you're implementing this as a function that can be called by any movieclip that you want to be stacked by Y? That is, if you have 3 objects that need to be stacked by Y, then they should all have DepthY somewhere in the inheritance chain (e.g. X extends DepthY)?
If that's the case, it's probably much better to make the parent container manage its children rather than have the children manage themselves. This way, rather than calling updateDepths once per object in the container, it can be called just once -- by the parent container.
That's not to say that you can't have the child movieclips manage themselves -- it's possible to have your cake here and eat it too. By adding a custom Event listener (e.g. "REARRANGE" or something) to the parent container, you can have the child movieclips dispatch these events whenever they move, for example. Then, the parent container will call updateDepths in the next ENTER_FRAME (and immediately remove the ENTER_FRAME listener so that it doesn't need to be called when nothing's changed).
The benefit of this method is that even if there are 200 objects in the parent container, you'll only call updateDepths once, because all the REARRANGE event would do is to tell the container to eventually call updateDepths. Furthermore, you'll be achieving the same outcome in a more modular manner - you won't be bound to inheriting from DepthY in this case - so it'll work even with e.g. Sprite or Shape derived objects (although for the latter you'll have to create an EventDispatcher instance since Shape doesn't have one by itself).
The downside is that each of the downstream classes (e.g. asClass) will need to have code to dispatch the REARRANGE event, but I don't really see how that's too different from the current method, as you will anyways need to know when to update the depths.
I don’t think that anyone who doesn’t know as3 well needs to work with it, in any case, this is a working way to write code, a lot of things can be done if you just put !YourClass and such, just if you read the code, you can easily modify it
At 12/29/23 05:36 AM, Gimmick wrote: The only reason I use AS2 these days (if I do) is because I want to make something that is compatible with ruffle. The moment ruffle support for AS3 is full, I'm ditching AS2 ASAP. I don't have any legacy projects in it that I still maintain, and AS3 is superior in all regards. Back in the day I used AS2 because I didn't feel like transitioning to AS3, but once I did, my god did working with AS2 feel like pulling teeth.
Yes, I understand, I’m currently doing a small project and I chose as2 only for compatibility with ruffle, it’s a nightmare, and because you can’t see errors and because you can’t write :RegExp because it will give an error that you didn’t import the class even though you you can see the import line
I'm creating a game like a sound maker, I just need an Adobe Flash artist, nothing more
P.S. I'd like a designer too
I'm a flash programmer who has experience going through many people, but he didn't stop, I'm currently working with 1 person, this is a very big game written in action script 2, it's much bigger than abobo big adventure, and this is now a demo version, just believe that a game for a language that has not been updated for several years is something, I am one of several programmers, my main tasks are connecting the code and adding “effects”, for example adding parallax, and from this moment the problems begin
1) as strange as this may sound, for some reason AS2 is afraid of moving from file to file, that is, if you have a tab with an AS2 class and a .fla game file, and if you switch from .fla to a class, then you will get an error, and you need to restart the project build 2 times, you will not find this error in a regular program (which you write) like Excel on AS2, but if you write a large game you will find many problems with transitions to other files
2) #include is a very convenient thing that will reduce writing code in frames, but some code does not work there, I had a video recording where I showed that the code does not work in #include, but in the frame it works best, and the same goes for calling functions
3) I’ll show you this site: https://www.f-in-box.com/ , it seems to be a very good site, it collects as2 swf files into a full-fledged .exe file using flash player 32, but here the problem is the fact that there is nothing better than this option, and there is an AMV1 emulator, and all as2 applications work slowly, this is not a ruffle for you, well, you understand
4) weak typing, this is a very important thing which is the main mistake, if there is no strong typing then you will have a lot of errors that will only slow down the game, I wrote a game many years ago, and I had an error in 1 function, but the program it worked, but when I fixed it (the mistake), everything started to go faster, so that’s a very big minus
and this raises the question, how much does AS2 cost, why not switch to more popular languages, try writing something in TypeScript, or in C# and java, even as3 is more profitable, you’re just shooting yourself in the foot when you write big games in AS2, I don’t I’m saying that this is bad language, I’m saying that either you need to make small games, or make game folders like for God, or just understand that I’m hating the client and not what I’m doing, thank you
and tell me why you continue to write on as2
for my game it was necessary to correctly arrange all the MovieClips by depth, but there were many problems and so I did not find a solution, and I wrote myself, all that is needed for this is arranging everything along Y, the more Y (the zero coordinate in as3 is on top, which means we have Y going down) the more depth, and vice versa, the less Y the less depth
this code must be made either a module or a MovieClip, if you want to add MovieClips, add them by class, as you can see in the updateDepths() function in if()
package { import flash.display.*; import flash.events.*; public class DepthY extends MovieClip { private var mc:DisplayObject; public function setDepth(obj:DisplayObject):void { var depth:int = Math.floor(obj.y); if (depth < 0) { depth = 0; } else if (depth >= obj.parent.numChildren) { depth = obj.parent.numChildren - 1; } obj.parent.setChildIndex(obj, depth); } public function updateDepths():void { if (parent) { var objects:Array = []; for (var i:int = 0; i < parent.numChildren; i++) { var obj:DisplayObject = parent.getChildAt(i); if ((obj is hitBoxPlayer || obj is asClass || obj is gadjetHit) && obj != this && obj.parent == parent) { objects.push(obj); } } objects.sortOn("y", Array.NUMERIC); for each (var sortedObj:DisplayObject in objects) { setDepth(sortedObj); } } } public function DepthY() { addEventListener(Event.ENTER_FRAME, onEnterFrame); } private function onEnterFrame(event:Event):void { updateDepths(); } } }
this code uses Event.ENTER_FRAME so be careful
I'm preparing a big project for FF 24, I hope I can win, thanks to ruffle for the support as3!
For greater comparison, here is the basic information:
coordinates:
as2:
movie_clip._x; movie_clip._y;
as3:
movie_clip.x; movie_clip.y;
function:
as2:
onClipEvent(handler){ //do actions }
as3:
import flash.event.*; movie_clip.addEventListener(Event.ENTER_FRAME, gameLoop); function gameLoop (e:Event) { //do actions }
frame
as2:
_currentframe gotoAndPlay();
as3:
currentFrame gotoAndPlay();
as you can see the count has become a little larger and smaller at the same time, the code has increased only in events and in other cases it has become more similar to ECMAScript and JavaScript, it has become more readable but is now tied to libraries that you can make yourself
and also now OOP is the main tool in the code, most of everything happens in the .as file and only a small rendering of objects occurs on frames, but as before you can write all the code on the cards and inside the MovieClip, and also you will no longer see _root instead it's a pity MovieClip(root)
At 11/24/23 05:22 AM, FlashBacks1998 wrote:At 11/24/23 02:03 AM, Gimmick wrote:Yeah that was my pipeline as well. Never really played with Flash Builder until after I got out of colledge, would have saved me a lot of time. The only thing slower than the vectors was trying to figure out where the hell the bugs were. Traced every single variableAt 11/24/23 12:27 AM, FlashBacks1998 wrote:Indeed. I think this was also what I did before making the plunge to FlashDevelop. Roughly, the transition in my experience was:At 11/23/23 12:54 PM, Gimmick wrote: I switched from Flash CS to FlashDevelop ages ago and it's legit the best decision I could make, because although Flash CS is very convenient, it can force you into non-standard programming patterns (e.g. timeline scripting).I prefer CS when trying to figure out how a UI should look like, ie buttons, signatures, and menus. To be fair if your doing animations with some ActionScript effects timeline scripting may be your best choice. Even when your first developing for
Flash CS I would recommend you just use stop() and build your game on frame 1 and practice developing and using external Flash ActionScript (.as) files.
Timeline scripting for several frames -> Only one frame, timeline scripting on that frame + classes -> No code on any timelines, just use the Document Class feature to add all code -> Use FlashDevelop. It helped that I switched completely from vector-based graphics to using blitting because it was too slow to use vectors, the rest came naturally thereafter (because I could just blit onto empty Sprites using code, instead of Symbols in the timeline)
Today we have ruffle, neo has a slightly different technology that speeds up or slows down games and farmeRate works more correctly
At 11/24/23 02:03 AM, Gimmick wrote:At 11/24/23 12:27 AM, FlashBacks1998 wrote:Indeed. I think this was also what I did before making the plunge to FlashDevelop. Roughly, the transition in my experience was:At 11/23/23 12:54 PM, Gimmick wrote: I switched from Flash CS to FlashDevelop ages ago and it's legit the best decision I could make, because although Flash CS is very convenient, it can force you into non-standard programming patterns (e.g. timeline scripting).I prefer CS when trying to figure out how a UI should look like, ie buttons, signatures, and menus. To be fair if your doing animations with some ActionScript effects timeline scripting may be your best choice. Even when your first developing for
Flash CS I would recommend you just use stop() and build your game on frame 1 and practice developing and using external Flash ActionScript (.as) files.
Timeline scripting for several frames -> Only one frame, timeline scripting on that frame + classes -> No code on any timelines, just use the Document Class feature to add all code -> Use FlashDevelop. It helped that I switched completely from vector-based graphics to using blitting because it was too slow to use vectors, the rest came naturally thereafter (because I could just blit onto empty Sprites using code, instead of Symbols in the timeline)
I think I'll stay with Adobe Flash cs6 due to the fact that I don't want to work with textures and Main extnds Sprite because I like writing code in the frame, but OOP also gives me the opportunity to make classes for MovieClip, I'd rather stay on flash cs
I have always used only Flash cs, and here I find the opportunity to program thanks to Starling, but for this you need to use Flash Buldier programming (VS Code and so on), tell me which is better to use, because if I’m not mistaken, Starling only has textures, but the problem is textures for me the problem is that they will be very blurry, but stopping using flash.display.* also has its advantages in my opinion
this is a stupid question, a long time ago I tried to make Flash Player first for the browser and then I thought about giving it up for game consoles, this is literally binary code that if you convert it into assembler then nothing will happen, Ruffle uses the selection technique. that is, 0x49 means something else, but more precisely NOT, why? because all this is reproduced by Flash Player, in short, only Adobe Flash can read these files, of course you can disassemble it and not understand anything and break the law, it’s better not to talk about creating your own editor, nothing will work
just don’t post spam content, don’t draw ugly pictures and don’t post bad animations, they will kill all your authority in a second, and just be good, find friends here and chat with them and sometimes do collabs
I think I should also take music from you
It's better to use as3 for multiplayer games but it won't work in ruffle, if you want to use as2 then here's what you need:
1) this is a remote server (www.000webhost.com)
2) these are files that the server can process (for example php)
3) connection code and data transfer
minuses:
1) you need an internet connection
2) ruffle may not process them
3) it's very slow, very very slow
if you want, I can do all this for you, but for a fee
action scriot 1, little is known about it but it is very easy
I’m creating a game for mobile devices (it will also be in the browser and on computers) the main idea is to control the hero’s geroscope (or screen) on different planets, I won’t tell you the full idea of the project now, but if you want to help me, then write it, I wrote the engine project (written from scratch without using unity or other engines), I'm just looking for people who want to develop, I'm just now looking for people who are ready to work, and also the game will be pixelated, so I'm not looking for 2D artists (but I'm looking for 2D animators), I and I myself am a 2D animator, programmer and much more, just write to me
https://www.newgrounds.com/projects/games/5008483/preview
yes i have been working on the codes for a very long time and now i have done the same thing for creating a cube, now i am going to make textures and think about creating more complex objects, i was inspired that i can become better than carrotclock, thanks a lot @Mike he gave me a start about what to think about other programs, thanks to him I realized that I myself am this key to the door of creating 3D, i won't give it up until i can do a full tutorial on how to use it, please see what i did and just say you want to make a carrot clock juice remake?
it's an easy question, 3 stars for good animation is bad, if you get 3.5 stars then it's good if the animation is good, 4 stars get either very good animations, or is it a group of people who gave a lot of points (most often kittykrew-type teams), or this is a man popular as mincdhamber and he will receive awards for almost all his work, there are a lot of examples of this confirmation, but today you don’t see such
flash 4 - 6 good flash for programming, adobe animate for animation, what's the reason? adobe animate has good brushes and it is more convenient to draw with them, and they are easy to adjust
I have a whole playlist of gay music that I listen to while playing, like: Ver$ace COVER GAY FULL, wenty one pidors, Skillet pidrs.mp3 , Мы ДИЛДО FULL, А ТЫ И ПОДРОЧИ Blatota
I’ll say this, I don’t see the point of this, it’s necessary to release it on all platforms as well as PS 4 and PS 5, and now it turns out that not everyone will be able to play on their favorite consoles
Why is my animation still not there, I'm the first one who posted the animation and the game on clockday
At 4/5/23 09:38 AM, mtv129 wrote: i create a game in !!!.as file!!! and I want to know how to make a preloder for my game, all that is needed is the code in one for one frame(Namely, what would the code be in class .as file) and at the end of the download go to the next one, to be honest, I didn’t want to go to the end for help, but without a preloader the game will not be able to work, and all the answers from google they give me does not help me
All I understood is that writing f file is not convenient, and now everything works for me
i create a game in !!!.as file!!! and I want to know how to make a preloder for my game, all that is needed is the code in one for one frame(Namely, what would the code be in class .as file) and at the end of the download go to the next one, to be honest, I didn’t want to go to the end for help, but without a preloader the game will not be able to work, and all the answers from google they give me does not help me
At 4/2/23 08:46 AM, TomFulp wrote: Hope everyone enjoyed Clock Day yesterday! Yes, it was an April Fools prank; the real Clock Day will be on August 15th this year if you want to get involved.
Pico Day
May 6th is Pico Day, a celebration of all things Newgrounds!
Pico Day started in the forums as a day celebrating Pico but has become more of a celebration of Newgrounds, featuring fan-works inspired by all the original creations here on NG.
To participate, create a movie, game, song or work of art celebrating something you love on Newgrounds. Upload it on May 6th and tag it with PicoDay2023.
As always, you may not use unlicensed commercial music, like songs from the radio. This is an ideal time to find music in the Audio Portal or from our royalty-free resources. Every song in the Audio Portal has info in the lower left column specifying if you are welcome to use it. Some musicians would even love to create an original piece for your movie or game!
If you’d like to sponsor the Pico Day prizes, please make a donation via our Supporter page and PM me a heads up it’s for Pico Day. Let me know if you want it to go towards a specific category: art, animation, games or music.
Movie Prizes
1st - $400
2nd - $200
3rd - $100
4th - $30
Game Prizes
1st - $370
2nd - $200
3rd - $50
Art Prizes
1st - $160
2nd - $110
3rd - $60
4th - $50
5th - $25
Audio Prizes
1st - $150
2nd - $90
3rd - $60
4th - $30
5th - $30
6th - $20
Current Sponsors
@HappyHarry - $300
@TwistedGrim - $300
@JamesLee - $150
@Raccatoons - $110
@GrantTheHierophant - $80
@olskoo - $50
@Aalasteir - $30
@53xy83457 - $25
@Seth - $25
@VoicesByCorey - $25
@QueenBoo - $20
@RigaheaD - $20
@butterspam - $10
@TecNoir - $10
@vhsdreamland - $5
Newgrounds - $1,000
If you’re curious about previous Pico Days, check out the 2022 and 2021 winners!
hey this is not rofl, 15 august will be the 2nd clock day
At 4/1/23 06:25 AM, TomFulp wrote: Happy Clock Day everyone! Today we're celebrating 22 years since @StrawberryClock got B through the Portal.
The shock of B passing judgment gave rise to the Clock Crew and movies like this.
Since then, B has been screened as part of an NG retrospective at the Animation Breakdown Festival in LA, the Ottawa International Animation Festival and the GLAS Animation Festival in Berkeley.
If you’ve made something to celebrate today, be sure to tag it with ClockDay2023. We’ll be adding movies and games to the Clock Day 2023 Collection and featuring clock art, as well.
Check out this massive Clock Crew Collab to celebrate the day!
https://www.newgrounds.com/portal/view/879181
More Clock history by @Graeme:
thanks tom
At 3/30/23 12:34 PM, Gimmick wrote: Those ARE the normal tutorials. AS3 leans heavily on OOP/class-based programming, and those require you to create new .as files for each class if you want anything even remotely advanced like AS linkages. Perhaps you might be able to create a class on the frame timeline, but I haven't tried it out.
If you're using AS3 without .as and only .fla, then you're basically just using a slightly limited version of AS2 and putting all code on the timeline instead of on objects. At that point, you're better off learning AS2 or AS1 instead because at least those can be emulated right now via Ruffle.
Oh okay thanks