ActionScript 2.0 :: Creating A Matching Pairs Game In Flash5
Jul 10, 2002
I want to create a matching pairs card game within flash. I have found actionscript for a matching pairs game but it does not work the way i want it to. I would like to be able to match a Picture with a word as opposed to 2 pictures the same.
I'm making an app in Flash, and I want to define some polygons which I can bind hover events to to add annotations to an image.I can create these normally in Flash, but I want to load some external data, a list of coordinates, and create the polygons with ActionScript.
Obviously they're just hotspots, so I want them to be invisible, but searching for my problem only shows results for drawing polygons from coordinates using the graphics property of a movieclip.The data doesn't ever change, so it would be possible to just draw all the polygons manually with the pen tool, but the data is being used elsewhere, so it would be much easier to maintain if I could add new zones just by updating the text file.
I was given a task to make a match making game in actionscript 2, problem is, i have very little knowledge about the language (well, and how matching works in as2, what are the important codes, code emplacements, and all I am new in AS2, and i really need a lot of help with our project. :)
I plan to match images. But.. I was planning to have a sort of "Compatibility" match-up game, like,..let's say we have two batteries, one has a 50v capacity(how do u measure batteries?) then the other has a 100v capacity, then there's this battery slot that only accepts a 50v battery, then you will have to match this 50v battery to that battery slot, that's my concept for the game, sir. I hope you got what i said, sir. :D
I'm trying to create a little adventure/flash movie game.. where you click around on things and something happens, but the main idea is a little quest where you trade items with few NPC's around the game to get to the end..
As an inventory I have plain drawn inventory, and invisable items/movie_clips on it, that only go visible once the NPC's did action of giving you them and making it visible in your inventory spot (I know, stupid but I'm a noob).. The reason for this is cause I wanted the Quest Items to be as Drag/Drop items while giving to NPC's, not just press/dissapear routine thing..
What I'm having problem with is, saving quest items the Character got from the NPC's.. (in other words they dissapear once the character goes back to the FIRST scene/frame of the game) What I'm looking for is a code that can check if in previous scene/frame were those movie clips visible or invisable, and apply that to the next scene.. so that the items/movie_clips wouldn't dissaear when switching between scenes/frames..
here is an example of what I'm doing, but with out the nessasery code for checking, so it doesn't work properly from the second frame and when you go back to the first one again: here is a link for the flash on deviantArt:the codes that I'm using are multiply drag&drop that I found:[URL] Code in frame for multiply drag&drop:
stop(); _root.blue_mc._visible=false; //makes blue ball invisable at start _root.green_mc._visible=false; //make green ball invisable at start
I am attempting to create cash register simulation game and am running into a problem with a conditional statement that I am using to check whether the correct change is being provided to the customer and if a button is being pressed or not. In this game, the user can see the amount of the sale as well as the amount the customer pays. With this information they have to click on the cash drawer slots which will increase a variable called changeCount by the value of the monetary unit they have selected.
I am using an if statement to take them to the next frame if the changeCount = payment-sale and the confirm button has been pressed. To check for the button I am using a boolean to see if it is being pressed or not. For some reason, it is not registering the updated value of the changeCount for the if statement to work. If I trace the value with trace(changeCount); it will return the value I want.
The source code is pasted below: package { public class CashierMain extends MovieClip { private var confirmBtn:ConfirmButton; private var pennyBtn:PennyButton; private var dimeBtn:DimeButton; [Code] .....
making a simple game with video stills matching a running audio track.my audio is an MP3 i built in GarageBand. all works well in flash, but when rendered to QT, the audio and video go out of sync, and some video drops out too.have put all audios on their own layer and streamed them all too, set settings in Publish to 64, but still have same problem
And I am creating a box game where the user has to avoid the boxes but i want to put lives on so when the user moves over the box one of the lives goes down.
I've been wanting to learn to work with Flash for awhi l e and decided to start learning by attempting a game. I found a decent tutorial for a space shooter and used it to create the basic code (firing, etc...) and now I've been figuring out how to add other elements (splash screen/scrolling screen).now I'd like to add power-ups but can't figure out how.I've created a graphic, turned it into a movie clip, but can't think of what to define for its actions.
i made a set of crosshairs and i set my enemies to disappear when i click on them andeverything works fine but i noticed that my crosshairs don't line up to where i am clicking, so i go into my crosshairs which are a movie clip and move the crosshairs so the little + sign is lined up in the middle of the crosshairs, now when i play the game nothing happens when i click on the enemies unless i put the crosshairs layer below the enemies layer
how to create a Pong game: http:[url].... There's a link to the source code: http:[url]...file=pong4.txt.When I add the source code to a new AS file (using Flash CS 5.5), save it as "Main.as", create a new Fla and link it in the actionscript settings to the Main.as and run it, I get errors:
C:UsersxxxDesktopP4Main.as, Line 1171093: Syntax error.C:UsersxxxDesktopP4Main.as, Line 1171084: Syntax error: expecting rightparen before 270.C:UsersxxxDesktopP4Main.as, Line 1211093: Syntax error.C:UsersxxxDesktopP4Main.as, Line 1211084: Syntax error: expecting rightparen before 270[code]....
I've tried a variety of tutorials and had no success in creating a preloader for my game.I can't seem to get all of my library items to load in frame 1 properly. Any tutorials that I try do not achieve the preloader effect that I desire.What I would really, really like is this:A .swf file that wraps my .swf game and puts in a preloader.That's it.How do I do this, or specifically, what should I be typing into the search window of this forum?
So i need to create a 3D game in flash. What is the best way of doing that? Do I need to use Papervision 3D, or can I just import 3D animations and code it in Flash?
I want to load key/values configuration pairs stored in XML file. To bind a collection of data i know i need to use the ArrayList class, but the problem is that i want to be able to bind the loaded values using their corresponding keys and not by their indexes in the ArrayList object. For example i want to be able to do this :
[Code]...
So the question is how to bind the key/value pairs loaded form XML. I don't want to go manually set variables, i want to bind them so when they are loaded the are set automatically. Did anyone had to do something like that ?
I am attempting to make a flash object that receives name/value pairs to a swf that resides inside a LCMS. There is some documentation on the topic from the lcms, but very little support. The documentation says to instantiate the flash class called URLvars (which doesn't exist, so I'm using URLVariables) and says to use this code with the following example if the name/value pair is baseColour = 0x1c617D (essentially, then, the value of the variable baseC would be 0x1c617D):
var thisURL:String = _url; var vars:URLvars = new URLvars(thisURL); var baseC:Number = vars.data_obj.baseColour;
I tried to do this in a very simple object, but it will not pull the name/value pairs from the LCMS
I'm sort of new to Flash, have been using it for ages but just to animate, i haven't done any programming or interactive stuff for years, so i feel new to it again!Creating a very simple platform.Movie clip of the character (instance name z_1)- runs button - when pressed makes z_1 invisible and loads another movieclip of him firing a weapon (z_fire). (also makes ground stop moving- basically game is a static running animation, over a moving ground, if that makes sense)This all works fine, i even figured how to make the score increase!After the firing animation is finished (there is a stop on the movieclip) i want the original running animation to be visible again and for the ground etc to play again. The firing animation is only 12 frames long so i imagine i need to tell the button to resume normal service on the stage after that time period![code]It's probably completely wrong but it works, i just need to know the extra code to make the original animations start back again after z_fire has played.
I am wondering how to write code so that once a character reaches a certain 'end mark' it will trigger the next frame/level. I am using Flash CS5, but I have primarily used it for animation. This would be my first leveled game.
I am creating a blit game and as of right now, the only thing that is blitting is the world itself (i.e. roads, fences). i was planning on displaying my character as a sprite and any interactive objects that it comes by as sprites as well.PickUps, Houses, Enemies. I was wanting to know what are the best practices when it comes to this. does this seem wise. When normallying blitting a game, how much of the game is actual blit, and how much should be display objects.
Well, the title said everything, I saw some very nice effects using After Effects, but I want to apply those to a Flash game.. will it be useful?, or After Effects only works on cut scenes, animations, etc?
I'd like to port my Zuma-like game to browsers. It's not really complex 2D arcade game, just some animations and particle systems - really similar in complexity to the one I linked to.I'm wondering what technology should I use. I'm thinking about Java, Flash or maybe some solution working without a plugin (SVG, Canvas?). The cost of the technology is also really important to me (I'd prefer a free solution of course, but don't know if it's possible).It's really probable that I'll also port the game to Anrdoid and iPhone. Maybe if I picked Java, I could write one version that would work on both: browsers and Android phones?
So I'm making a game that uses blocks... I want to create an initial grid of blocks on the screen inside a grid container. as you move the grid container around, more blocks would be added dynamically to the grid... either to the left, right, or bottom.
is: I have array={0,1,2,3,4,5,6,7,8,9} and i want from this array unique random pairs.for example: 3,6 nad automaticly 6,3 no repeats.It must give me 10 pairs.for example:
I am making an user application where users can chat one on one for an x amount of time till they go to the next user (see it as speeddating). Only they are all women talking about women stuff like knitting or something. A friends chat.
I am stuck with making unique pairs. only the first round is going great (unique pairs), but then it gets mixed up:
[Code].....
As you can see everyone in round 1 is paired good. But in round 2 you see (for example) Donna talking to Cindy, but Brenda is also talking to Donna. that's not right. she can't talk to 2 people at once.
I'm using Macromedia Flash Professional 8 at the moment, and I'm fairly inexperienced with actionscript and most Flash processes. What I'm looking to do is create a game of sorts where characters appear on either side of the screen and a dialogue box appears at the bottom with text scrolling across every time the player clicks "Next" or whatever, and the characters' mouths move and their eyes blink as the text scrolls. We're using voice actors so we'd put an audio clip at the start of each piece of dialogue.
I'd like to know if it would be better for programming and for code organization if I'd create a Console class, which would be used for game settings and to start a game, and another Game Class, which would be used for the game itself, like movements, conditionals, scores, etc.
Creating a pacman-style game using Flash (AS3). There are 3 players competing to eat the most dots. Right now when one player eats a dot, on that player's screen the dot goes away (but only for a second) and appears again in the screen. The other player playing, doesn't see that the dot went away and reappeared.Using hitTestObject, when a player touches a dot, the dot should no longer be seen on the stage. I'm using shared object to create this multi-player game environment. I'm new in using SharedObject and also AS3.
public function PlayerSelect() { nc = new NetConnection();[code]....
I am attempting to create a game that will simulate groceries coming down a conveyor belt. The player acts as a bagger and must click and drag the groceries into designated bags (one for cold food and one for non-cold food). When the correct choice is made the food will disappear and the score will increase +1.
I have become overwhelmed by thinking about how to do this and have not found helpful answers that actually work when I try to compile them so I decided to ask. how I can have random grocery items fall down the screen? I assumed I could create an array of movieclips and have them be called to fall down randomly, but I am not sure how this would work.