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Thread: What do you think of my sig?

                  
   
  1. #1
    DCEmu Rookie Zaibach333's Avatar
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    Default What do you think of my sig?

    so, I'm really bored...

    I'ed like to know what people think of my new sig.

    everyone seemed to enjoy the old one.

    so I put it in there, along with a mix banner, final fantasy tactics banner, an evangellion banner, and a working megaman model. it's pretty rediculess now that you can jump and unrealisticly fire with spacebar and ctrl.

    if you dont see it you can click my name on the right side \/

  2. #2
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    i like mine more tho, even tho yours is better

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    Really cool. I like the one with the hand drawn animation of the guy with the guns - really nice. Megaman's cool too.

  4. #4
    DCEmu Rookie Zaibach333's Avatar
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    um.... what are you talking about

  5. #5
    DCEmu Rookie Zaibach333's Avatar
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    I just updated it again.

    reprogrammed alot of it. focussing on the megaman firing.

    I dont have charge up and it's still random but it sync's up with how the origional looked with the arm graphics while standing, running, and jumping.

    this is a big learning experience for me since I honestly havent worked with highly user manipulated applications to the extent of something like a fully rendered game.

    here's my megaman code, if somebody could give me any tips if they see some flaws in my choice of manipulation or whatnot.
    Code:
    //Zaibach333 2005
    
    //fun properties
    var running:Boolean = false; //running? or not
    var jumping:Boolean = false //jumping? or not
    var runD:Number = 6; //delta x for X's running
    var blastD:Number = 16; //delta x for a blast
    var gravD:Number = 1.5; //force of gravity
    var jumpD:Number = 10; //force of jump
    
    /**************************** beam in *******************************/
    var frame:Number = 0;
    onEnterFrame = function() { //wait 2 frames for beam
    	x_mc._y+=23.25;
    	if (frame >= 2) {
    		attachMovie("beam in","x_mc",x_mc.getDepth(),{_x:x_mc._x, _y:x_mc._y}); //set graphic to turning into X
    		frame = 0;
    		onEnterFrame = function() { //wait 9 frames for X to change into a normal state
    			if (frame >= 9) {
    				attachMovie("x_mc","x_mc",x_mc.getDepth(),{_x:x_mc._x-1, _y:x_mc._y-2}); //set graphic to the playable ready one *has minor x,y offsets
    				/**** start blinking text ****/
    				frame = 0;
    				var txtfmt:TextFormat = new TextFormat();
    				onEnterFrame = function() {		
    					if (frame == 5) {
    						if (txtfmt.color == 0x0066ff) txtfmt.color = 0x00aaff;
    						else txtfmt.color = 0x0066ff;
    						text.setTextFormat(txtfmt);
    						frame = 0;
    					}
    					frame++;
    				}
    				/**** initiate usercontrolled manipulation ****/
    				startMovement();
    			}
    			frame++;
    		}
    	}
    	frame++;
    }
    /*************** initiate usercontrolled manipulation ******************/
    function startMovement() {
    	//key listener functions
    	var keyListener:Object = new Object();
    	keyListener.onKeyDown = function() {
    		if (onEnterFrame) delete onEnterFrame;    //stop blinking text
    		/***** shoot blaster (beta stages) ******/
    		if (Key.isDown(Key.CONTROL)) {
    			if (running) shoot("running");
    			else if (x_mc._currentframe == 3) shoot(3);
    			else if (x_mc._currentframe == 4) shoot(4);
    			else if (x_mc._currentframe == 5) shoot(5);
    			else shoot("still");
    		}
    		/***** run ****/
    		if (Key.isDown(Key.RIGHT) && !Key.isDown(Key.LEFT)) run();
    		else if (Key.isDown(Key.LEFT) && !Key.isDown(Key.RIGHT)) run(1);
    		/***** jump (overides left/right listeners) ******/
    		if (Key.isDown(Key.SPACE)) {
    			if (!jumping) {
    				jumping = true;
    				jump();
    			}
    		}
    	}	
    	keyListener.onKeyUp = function() {
    		if (!jumping) {
    			if ((Key.getCode() == Key.RIGHT || Key.getCode() == Key.LEFT) && running) {
    				x_mc.gotoAndStop("still");
    				running = false;
    				delete x_mc.onEnterFrame;	
    			}				
    		} else if (Key.getCode() == Key.SPACE){ 
    			if (isNaN(x_mc.DY) || x_mc.DY > gravD) jump(false); //stop upward force on jump for key release
    		}
    	}
    	Key.addListener(keyListener);
    }
    /**************************** function shoot *****************************/
    function shoot(motion) {
    	var motionFrame:Number = x_mc.model_mc._currentframe;
    	if (motion == "still") x_mc.gotoAndStop("blinkBlast");
    	else if (motion == "running") x_mc.gotoAndStop("runningBlast");
    	else if (motion == 3) x_mc.gotoAndStop("startJumpBlast");
    	else if (motion == 4) x_mc.gotoAndStop("fallBlast");
    	else if (motion == 5) x_mc.gotoAndStop("landBlast");
    	x_mc.motion = motion;
    	x_mc.model_mc.gotoAndPlay(motionFrame);
    	x_mc.model_mc.frame = 0;
    	x_mc.model_mc.onEnterFrame = function() {
    		if (this.frame == 2 && this._parent._currentframe > 5) {
    			var mf:Number = this._parent.model_mc._currentframe;
    			this._parent.gotoAndStop(this._parent.motion);
    			this._parent.model_mc.gotoAndPlay(mf);			
    		} else if (this.frame > 2) delete this.onEnterFrame;
    		this.frame++;
    	}
    	
    	var mcs:String = "blast"+getNextHighestDepth(); //temporary new name for each blast
    	var type:String;
    	//randomly select a blast type
    	var z:Number = Math.random();
    	if (z>3/4) type = "large blast";
    	else if (z>2/4) type = "medium blast";
    	else if (z>1/4) type = "mid blast";
    	else type = "small blast";
    	// setdelta x of the blast + direction
    	if (x_mc._xscale > 0) {
    		if (motion == "running") attachMovie(type,mcs,getNextHighestDepth(),{_x:x_mc._x+20,_y:x_mc._y-20});
    		else attachMovie(type,mcs,getNextHighestDepth(),{_x:x_mc._x+10,_y:x_mc._y-18});
    		this[mcs].blastD = blastD;
    	} else {
    		if (motion == "running") attachMovie(type,mcs,getNextHighestDepth(),{_x:x_mc._x-20,_y:x_mc._y-20, _xscale:-100});
    		else attachMovie(type,mcs,getNextHighestDepth(),{_x:x_mc._x-10,_y:x_mc._y-18, _xscale:-100});
    		this[mcs].blastD = -blastD;
    	}
    	this[mcs].frame = 0;
    	this[mcs].onEnterFrame = function() {		
    		this._x+=this.blastD;
    		if (this.frame == 25) {
    			this.removeMovieClip();
    			delete this;
    			delete this.onEnterFrame;
    		}
    		this.frame++;
    	}
    }
    /**************************** function run *****************************/
    function run(left) {
    	if (left == null) x_mc._xscale = 100;
    	else if (left != null) x_mc._xscale = -100;
    	if (!jumping && !running) {
    		running = true;
    		x_mc.frame = 0;
    		x_mc.onEnterFrame = function() {//wait 3 frames and start running
    			if (this.frame = 3) {
    				this.gotoAndStop("running");
    				this.onEnterFrame = function() {
    					if (this._x < 460 && this._xscale > 0) this._x+=this._parent.runD;
    					else if (this._x > 25 && this._xscale < 0) this._x-=this._parent.runD;
    				}
    			}
    			this.frame++;
    		}
    	} 
    }
    /**************************** function jump ****************************/
    function jump(keyUp) {
    	running = false;
    	x_mc.gotoAndStop("startJump");
    	x_mc.goingDown = false;
    	x_mc.gravD = gravD;
    	if (keyUp != null) x_mc.DY = gravD;
    	else x_mc.DY = jumpD;
    	x_mc.onEnterFrame = function() {
    		this.DY-=this.gravD;
    		if (this._y-this.DY< 66.75) {
    			if (this.DY<=0 && !this.goingDown) {
    				this.gotoAndStop("fall");
    				this.goingDown = true;				
    			}
    			this._y-=this.DY;
    		} else {
    			this.gotoAndStop("land");
    			this._y = 66.75;
    			this._parent.jumping = false;
    			this.frame = 0;
    			this.onEnterFrame = function() {
    				if (frame = 3) {
    					this.gotoAndStop("still");
    					delete this.onEnterFrame;
    				}
    				if (Key.isDown(Key.RIGHT) && !Key.isDown(Key.LEFT) && this._x < 460) this._x+=this._parent.runD;
    				else if (Key.isDown(Key.LEFT) && !Key.isDown(Key.RIGHT) && this._x > 25) this._x-=this._parent.runD;				
    				this.frame++;
    			}
    		}
    		if (Key.isDown(Key.RIGHT) && !Key.isDown(Key.LEFT)) {			
    			if (this._x < 460 && this._parent.jumping) this._x+=this._parent.runD;
    			else this._parent.run();
    		} else if (Key.isDown(Key.LEFT) && !Key.isDown(Key.RIGHT)) {			
    			if (this._x > 25 && this._parent.jumping) this._x-=this._parent.runD;
    			else this._parent.run(1);		
    		}
    	}
    }

  6. #6
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    Quote Originally Posted by Zaibach333
    um.... what are you talking about
    I was getting an alternating sig in your posts in my browser, the first one being the black and white animated guy with the guns. When I refreshed I got the megaman sig then various others later such as the FF one, Evangelion, Linux etc. I hope that explains my previous remarks as I'm not loopy or anything.

    What I meant was that I really like the aninimation of the guy with the guns. You've got me confused now, which is admittedly not hard. Is it meant to be just showing the Megaman sig? Or were you refering to the post that's now missing about Virus' remark?

  7. #7
    DCEmu Rookie Zaibach333's Avatar
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    yeah, the missing remark.

    my sig started as a remake of my old one.

    then I made it randomly select one of my many *you can just right click it and go to rewind*

    my last update made the button on the right more aware for the megaman one... which took a while to make...

    I think the most amazing part is its about 200k

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    I'm afraid I know nothing about code. Is it all flash action script? It's impressive anyway. Some of the flash stuff out there these days is fantastic. I particularly like the stuff at:

    http://www.ferryhalim.com/orisinal/

  9. #9
    DCEmu Rookie Zaibach333's Avatar
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    cool link. yeah, I'm using actionscript 2.0.

    my next update should put an enemy to shoot and maybe some point tally

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