ActionScript 3.0 :: Flash Multiple Keypad In Flash Game?
Mar 9, 2011
I am developing a flash game(2 players)that require the use of 2 similar wireless keypads.In 2 player mode, player 1 is only able to use keypad 1 while player 2 can only use keypad 2.Is there any software or tool that can help to identify the keypress of each keypad so that i can pass the data into flash?
I'm trying to build a flash keypad that fills in input text boxes when you press a button.I have two input text fields. I can assign each button a number and tell it to display that number in the text field when pressed. for example:
I'm new to actionscript flash 3.0. Anyways, i have written code for one whole game level including the character. Is it now possible to create a class, and when i press for e.g. 'Level 1' the first level starts?(create an object of the class) When i press quit, to unload the whole level.
I've been asked if I can build a game, which lots of people will play and the overall winner will get a prize.The game part is simple enough, and I know enough PHP/MySQL to put something together to store the results etc. But is there something already available which could do this part for me, it would save a lot of time, and would probably be better than something I build myself.
I made a game as the same site URL..Anyone knows how to prevent user open and play game on multiple browser windows at a time?I used flash control to embed flash into aspx page and connect to sql server
When game page loading , the flash game itself does not appear ( just white area as the holder of the flash game) untill the game almost finish downloading, then it appears .. This long waiting with just white area makes visitors leave, thinking there was nothing there.
I'm creating a game at the moment for my university course and it involves the player character jumping on top of boxs twice to break them as opposed to just once.What would be the most efficient/simple way of writing this in Actionscript 3.
I am thinking of developing of a game like this: [URL]... Do you have any idea - by which game engine I may develop this type of games? I am not sure whether I have to use any 3d physics engine? I think JiglibFlash may be useful, but I am not sure.
how to make a game tutorial as farmville game tutorial to teach the user to play the game. i have recently involve in make that kind of game tutorial for its user by actionscript 3
I'm creating a keypad which uses buttons to enter numbers into an input textfield.I can get the buttons to enter numbers into the field but can't figure out how it knows the code is correct.I've attached the fla to explain what I mean.Code used so far:
I need to create a simple keypad. When using an embedded font in a dymanic text field I'm getting a strange result. I'm using .appendText in a function like this for each of the numbers:
function button1Press(event:MouseEvent):void { MySolution.appendText("1"); }
[Code]....
In most cased when I press a second button, both numbers change to the second button that was pressed. Press the two and "2" is displayed. Then press four and it changes to "44". When using system fonts this doesn't occurr. This behavior only happens on the iPad. It's fine in the test window on my computer.
I'm creating a onscreen keypad and so far Ive got this code which only outputs single values - Im looking to get it so each time you click the button ,it adds the value to the previous value like entereing a password.[code]I was thinking it might be easier creating a string variable and updating the string with every click of each value.
I have a project that involves taking user input from a keyboard/numeric keypad. The script I wrote detects when the user actually enters a numeral in the text area, and replaces it with step-by-step with a series of letters and numbers in a similar fashion to keypad input on a phone. Everyone else's solution assumes that the user is A.) On an actual mobile device, and B.) That the LAST character is the one that should be replaced in the series.
Whereas, in my case, the user can use standard keyboard/numeric keypad input. Moreover, the caret should be able to move to any arbitrary position within a given string of text, and not just to the end of that string. My script works for the most part, except for some reason, the caret advances on its own without me/the user telling it to, and from what I can see, there's nothing in the code to allow for this:
Code: var _1:String = "1@._-"; var _2:String = "2abc"; var _3:String = "3def"; var _4:String = "4ghi"; var _5:String = "5jkl"; [Code] .....
Lastly; my code does not account for when a user presses a DIFFERENT number than the one that they are currently pressing--in which case the caret should naturally advance automatically to allow for a new numeral to be inserted. My example is attached.
I'm interested in creating number/telephone keypad, but I can get multiple numbers to append to each other. I creating a simple little app where the user "punches in" an amount from an on-screen number keypad. When the user presses 5-0-0, I'd like it to set the variable to "500".
The only method I'v tried (or know how to do) is: on(press){set("varNumber1",1)} - But this only allows me one number at a time.
Is there any exisiting code out there - how to append the numbers to each other.
I'm building a website that has the option of using the keypad to navigate the menu. If I test in flash I can use the keypad right at the beginning (if I press the right arrow it expands the first menu). However once I upload the sight, I have to click on the screen before I can activate the event listener. I use a seperate swf to preload it but even that when I test in flash works off the bat when the right arrow key is pressed.
well i made a game and in the game there is music at the first frame and when u lose to goes back to first fram and more music plays so they are overlapping.
I've gotten code that would circle through this with menu without an array, but I have been looking trying to complete it for the sake of better learning about arrays.
I have 3 buttons and I want to use the up, down, arrow keys to cycle through the buttons. So far I have the code to switch the up state once they are clicked on but I am unsure how to incorporate the navigational aspect into the array and have it cycle through.
Below I have posted my file with actionscript. Here is the actionscript set up right now:
how to create save files for flash games. So far, so good. But here's the problem: To improve game loading performance, I was thinking of loading external flash files. Instead of building everything inside the same .fla file, I have one main .fla file, and one or two other .fla files loaded when needed.
The flash I want to load happens to be this mini computer used for puzzle solving and can unlock new applications. And this is my problem: I want to create a save file for the game -and- for this mini computer, which is an external flash file, so it keeps track on many apps have been unlocked. Save the progress from both the main game and the mini-computer. Is it possible? Or is it better to make everything inside the same .fla instead of multiple .flas?
TL;DR: Is it possible to create a save game for a flash game AND its external flash files being loaded in the same game? If so, how can I make it happen?
I have a project that i want to make which is a Multiple choice game containing questions and the answers is four pictures when you click on the right answer you move to next question when your are wrong a wrong sign appears i have zero knowladge about flash but i thought this is similar to Geo Challenge in facebook ,,Right ?? what software to download ? any tutorials online ?
I'm currently making a game with over 100 levels. I have a level select screen where you can go to any of the 100 levels.I want it so that only level 1 is unlocked first then when you beat it level 2 unlocks and so forth.What's the best way to go about this? I was thinking an external text file maybe like this:
and so on,then when the levels are unlocked and beaten updating the text file. Is this possible? Even making a class which stores level variables including beaten and locked.
I'm currently making a website and flash game for a university project but have come across a problem i really cannot solve.
The site is now full functioning and just needs a few tweaks here and there, I started work on adding in the flash game i created.
At the moment on the "games" page there is a button which takes you to the next frame on which there is a movieclip for the game to load into. On this frame i have the following code:
Ok so the game itself displays fine and the character moves as it should but for some reason anything that relies on hit tests now fails to work (walls, enemies, powerups etc.) Everything works as it should when i test the maze.swf on it's own but doesn't when it's embedded into the site.
So I have a MC character and have him moving with the arrows. Now there are multiple(5) frames inside of this MC. Walk Animation(which is the first frame in the MC), Standing Animation, etc. So when I hit left arrow he walks and the walk animation cycles. BUT!!! When I crouch, etc. It doesn't loop the animation it just sits on a still image (as if I did not have an animation on that frame). What am I doing wrong?The code i'm using after my if statement is gotoAndStop(frame)Within each MC there are more MC's and so on, I don't know if this screws with it.Here is an FLA, the code is partly me but ultimately from disastamaans tutorial(on the kongregate website) for basic platforming. I'm just trying to learn right now.Forgot to add that currently I have a total of five frames.1 Animated-walk2 Animated-stand3 Animated-jump4 Animated-crouch5 Animated-crouch walkThose are my five frames, and 1,2, and 3 work fine, only 4 and 5 won't animate?
My game is rather dependant on dynamic text fields, for giving players in game hints, signalling to them how far they've progressed (round/wave), how many points they've scored for destroying an enemy ect.
It's come to my attention that, the game lags whenever I update these dynamic text boxes. This happens particularly with the in game messages, (black glow filter) that fade in and out. Without any dynamic text messages at all, the game seems to run fine even on battery saving mode/slow computers.
Is there anyway to keep the dynamic text and get rid of the lag? I think I've tried all the different options for the textfields (I'm using CS4):Character Embedding Bitmap/Antialiazed text (Bitmap works slightly better) Multiline/single line Non selectable [URL]..
I'm making the game Breakout as an AS3 application using OOP. I am getting very confused though. I know that objects should be only responsible for themselves. But this is where I get stuck, they need to communicate as some level to add and remove screens, and I am getting majorly confused as to what is going too far, when it could maybe achieved in a simpler more OOP way.
I've worked out the hierarchy of my classes, in terms of where they are being added (I think). Here it is roughly drawn out below. Have I got the order right based on OOP principles? Like, Introscreen will listen for play being pressed then call a method of the document class that will remove introscreen and then attach gamescreen. Is that right?
Another thing that puzzples me. It seems to me if I made a level and put the paddle and the ball in that, then arranged all the bricks in that level, that I'd be duplicating work (based on the fact I need paddle and ball for level 2 also). So it would be best if I could have gamescreen with paddle and the ball and then add level1/2/3 to display list which would therefore set up the appropriate brick placement. But then, wouldn't that mean that I couldn't do hittests because my level 1/2 or 3 wouldn't be a sibling to the bat and the ball, them residing as a sibling in the level's parent class?
Below is simplified version of a game I am creating. Basically, the game have some circles. Each circle shoot bullets that is dispatched with timerEvent. When the circle is clicked it is removed from the stage. However, the bullet still keeps on dispatching. I couldn't figure out how to stop timerEvent of each individual circle when it is clicked.
var _timer:Timer = new Timer(1000); var speed:int = 20; for(var i:int=0; i<= 3; i++) { var _shape:MovieClip = new MovieClip(); _shape.graphics.beginFill(0x999999); [Code] .....
trying to make a platform game using a tutorial on emanueleferonato.com, but I dont know how to create multiple levels. How could I create a door that when touched by the hero is sent to the next level? The tutorial is here: