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I need fire rain effect
fire rain. Volcano eruption. Shining particles on red background.
Attached picture.
Does anyone have any idea why I cannot edit a certain mp3 file? Trimming it in FL Studio's playlist then exporting it does not work. Trimming it in Edison doesn't work. Trimming it in Audacity doesn't work. It is not set to read only, and I know I have sufficient privileges to edit it. I am exporting it as it's own separate file, with it's own name, in it's own folder. Yet it still reverts itself to before I trimmed it in whatever program.
Could it possibly be corrupted in some way?
I have an issue with Adobe Scout. It does not listen (doesn't start a new session like it should) for a SWF loaded by another (main) SWF. The SWFs have advanced telemetry enabled and the setup is correct as described in http://www.adobe.com/devnet/scout/articles/adobe-scout-getting-started .html. Please help
I am using Win 7 64-bit, the latest versions of Adobe Scout and Flash Player, Chrome 32 / IE 11. Also I have made sure that the Scout server is listening, as descibed in the article linked above: Verify that the Scout server listening. Open Scout, and then type localhost:7934 into your web browser. It should respond quickly with "server dropped connection", "no data received", or something similar (since Scout is not an HTTP server). Scout should show the error message "can't start a session because the telemetry data isn't valid". If the browser stalls for a long time, and then comes back with "server not found" or something similar, then the socket isn't working.
Thank you
What tutorials and libraries are available which can help beginners to develop 2D and 3D games on Android using OpenGL-ES? I'm looking for tutorials which can help me learn OpenGL-ES, and I'm looking for OpenGL-ES libraries which can make life easier for beginners in OpenGL-ES.
Since Android is still small, I guess it may be help-full to read iPhone OpenGL-ES tutorials as well, as I suppose the OpenGL-ES functionality is much the same.
I have found the following useful information which I would have liked to share:
Android tutorials:
DroidNova: Basic tutorial covering polygons, no textures
anddev forum with some tutorials
Other Android OpenGL-ES information:
Google IO lecture regarding games, not much OpenGLES
The The Khronos Reference Manual is also relevant to have, but its not exactly the best place to start.
iPhone OpenGL-ES tutorials (where the OpenGl-ES information is probably useful):
http://web.me.com/smaurice/AppleCoder/iPhone_OpenGL/Archive.html
http://iphonedevelopment
I've worked for some time with Unity3d and found it's 2D part with OnGUI() or GUITextures too clumsy. Also, even a smallest game done on Unity3d is at least 10MB download which is just too much for a 2D game.
So, I'm currently looking for an engine for 2D. I've tried Cocos2D but it's iOS only and I wouldn't like to rewrite everything into another language for Android (so, e.g. Java port of Cocos2d for Android is not an option). Instead, I want to write the code once and with least hassle deploy it on iOS, Android and possibly Windows Phone 7. I have both Mac and Windows.
Just to be more detailed, here are my requirements to the engine:
must be cross-platform
must be efficient
should be C++, Java, C# or Objective C since I'm comfortable with them and NOT Flash, Javascript, HTML5 since I am not a web developer
must have a large community, tutorials, additional libraries which cover most of the stuff you'd have when developing on iOS or Android directly (in-app billing, facebook etc.)
the final delivered package must be not too large
the engine can be free, but I also wouldn't mind paying a reasonable price
I've found the following engines:
Marmalade (and IwGame engine on top of it) - C++, found overall very positive reviews of Marmalade but not sure about IwGame. EDIT (March 2013): Looks like Marmalade SDK now includes Cocos2Dx and some in-built IDE which makes it much better (and costs $150 per year for indie dev which is ok with me).
Corona SDK - Lua (efficiency doubtful), also needs internet connection to compile code
Cocos2d-x - C++, received lots of reviews from developers, mostly positive and many think it's best for 2D
Particle code - Java+Eclipse, found no reviews or comments
Moai - Lua, coudn't find any reviews/opinions on it
Monkey engine - seems to have too few features
Haxenme - it's Flash, I've never used it and don't want to
use Unity3d but with 2D packages like 2D Toolkit
ports of SDL to Android (also here) and iOS - doesn't look to have much support or current development (?)
GLBasic - Basic language, I don't like it
playN - seems to be early in development (?)
Gamvas - HTML5, doesn't look like a mature engine to me
Ignifuga - Python, also doesn't look mature
ORX - not sure if it's still developed (?)
Construct 2 - reminds GameMaker, might be ok for rapid prototypes but definitely not for industry-level games
XNA and then port the game using ExEn (would need Mono Touch to port to iOS and Mono for Android to port to Android) - C#, and is probably more thought for folks coming from Microsoft products like xBox (I come from Android). Also, those Mono tools cost $800 in total for small developers
Impact - JavaScript, uses HTML5. I'm not much into JavaScript (e.g. preferred C# on Unity3d), also not sure about efficiency since it runs in the browser (?)
GameMaker - own scripting language GML and I actually remember this one as a tool for non-programmers. Has it actually grown into a real engine, I mean for serious development?
AppGameKit - C++, yet seems to be still pretty new. Haven't found any reviews on it
use Cocos2D and Objective C to develop for iOS only and then make an APK for Android out of it using Stella SDK. Has anyone done this? I'm pretty sure there will be limitations, and how about Google's in-app billing, AdMob and Facebook integration on Android?
Moscrif - JavaScript, looks like it's more for former web-developers
Starling - Flash 11, i'm not much into Flash
ND2D - not yet 1.0, does it have many features?
So, I'd be happy if you could comment from your experiences with the engines and suggest which one in the list (or anything else that I've missed) is the best for the described requirements. I also may be wrong with my first impressions about some of the engines.
I'm currently thinking of Marmalade+IwGame as the best option but since I don't have much info about Cocos2d-x and Particle code, I am not really sure about it.
Thank you!
So, I'm currently looking for an engine for 2D. I've tried Cocos2D but it's iOS only and I wouldn't like to rewrite everything into another language for Android (so, e.g. Java port of Cocos2d for Android is not an option). Instead, I want to write the code once and with least hassle deploy it on iOS, Android and possibly Windows Phone 7. I have both Mac and Windows.
Just to be more detailed, here are my requirements to the engine:
must be cross-platform
must be efficient
should be C++, Java, C# or Objective C since I'm comfortable with them and NOT Flash, Javascript, HTML5 since I am not a web developer
must have a large community, tutorials, additional libraries which cover most of the stuff you'd have when developing on iOS or Android directly (in-app billing, facebook etc.)
the final delivered package must be not too large
the engine can be free, but I also wouldn't mind paying a reasonable price
I've found the following engines:
Marmalade (and IwGame engine on top of it) - C++, found overall very positive reviews of Marmalade but not sure about IwGame. EDIT (March 2013): Looks like Marmalade SDK now includes Cocos2Dx and some in-built IDE which makes it much better (and costs $150 per year for indie dev which is ok with me).
Corona SDK - Lua (efficiency doubtful), also needs internet connection to compile code
Cocos2d-x - C++, received lots of reviews from developers, mostly positive and many think it's best for 2D
Particle code - Java+Eclipse, found no reviews or comments
Moai - Lua, coudn't find any reviews/opinions on it
Monkey engine - seems to have too few features
Haxenme - it's Flash, I've never used it and don't want to
use Unity3d but with 2D packages like 2D Toolkit
ports of SDL to Android (also here) and iOS - doesn't look to have much support or current development (?)
GLBasic - Basic language, I don't like it
playN - seems to be early in development (?)
Gamvas - HTML5, doesn't look like a mature engine to me
Ignifuga - Python, also doesn't look mature
ORX - not sure if it's still developed (?)
Construct 2 - reminds GameMaker, might be ok for rapid prototypes but definitely not for industry-level games
XNA and then port the game using ExEn (would need Mono Touch to port to iOS and Mono for Android to port to Android) - C#, and is probably more thought for folks coming from Microsoft products like xBox (I come from Android). Also, those Mono tools cost $800 in total for small developers
Impact - JavaScript, uses HTML5. I'm not much into JavaScript (e.g. preferred C# on Unity3d), also not sure about efficiency since it runs in the browser (?)
GameMaker - own scripting language GML and I actually remember this one as a tool for non-programmers. Has it actually grown into a real engine, I mean for serious development?
AppGameKit - C++, yet seems to be still pretty new. Haven't found any reviews on it
use Cocos2D and Objective C to develop for iOS only and then make an APK for Android out of it using Stella SDK. Has anyone done this? I'm pretty sure there will be limitations, and how about Google's in-app billing, AdMob and Facebook integration on Android?
Moscrif - JavaScript, looks like it's more for former web-developers
Starling - Flash 11, i'm not much into Flash
ND2D - not yet 1.0, does it have many features?
So, I'd be happy if you could comment from your experiences with the engines and suggest which one in the list (or anything else that I've missed) is the best for the described requirements. I also may be wrong with my first impressions about some of the engines.
I'm currently thinking of Marmalade+IwGame as the best option but since I don't have much info about Cocos2d-x and Particle code, I am not really sure about it.
Thank you!
In some games, the game startup is to display the company name for a moment and then display the main menu for starting the game.
I would like to do something similar. But I am not sure if my way is a good way...
In my plan, I would display the startup image and then make the program sleeps for 1 seconds and then display the main menu
Shall I use the sleep function to hold the screen for a second?
If I want to use flash image instead of static image? Is it also feasible? What's the usual way to do something like this ?
I would like to do something similar. But I am not sure if my way is a good way...
In my plan, I would display the startup image and then make the program sleeps for 1 seconds and then display the main menu
Shall I use the sleep function to hold the screen for a second?
If I want to use flash image instead of static image? Is it also feasible? What's the usual way to do something like this ?
I basically have a character gallery where when I click on a character thumbnail, it will pull up their picture and information.
I'm trying to set it up so that when I click on a character thumbnail, that character has its own music playing as well.
The problem is, when I click on a second character, I can't get the first character's music to stop playing.
So for the character2 thumbnail, I open up its actions panel and paste this code in:
var mySymbolObject = sym.getSymbol("Character1Music");
mySymbolObject.stop();
var mySymbolObject2 = sym.getSymbol("Character2Music");
mySymbolObject2.play();
I do this because I want the music for character1 to stop.
But when I click on the thumbnail for character2, while the music for character2 starts, the music for character1 doesn't stop!
I'm trying to set it up so that when I click on a character thumbnail, that character has its own music playing as well.
The problem is, when I click on a second character, I can't get the first character's music to stop playing.
So for the character2 thumbnail, I open up its actions panel and paste this code in:
var mySymbolObject = sym.getSymbol("Character1Music");
mySymbolObject.stop();
var mySymbolObject2 = sym.getSymbol("Character2Music");
mySymbolObject2.play();
I do this because I want the music for character1 to stop.
But when I click on the thumbnail for character2, while the music for character2 starts, the music for character1 doesn't stop!
DOTA2 Carton CRYSTAL MAIDEN
lovely is the only things I care about.
lovely is the only things I care about.
I have a 850x850 bitmap inside a movieclip which must constantly rotate like a big wheel. When compiling for iOS the framerate drops from 24 to 8.
Is there a way to increase performance without using cacheAsBitmapMatrix and without rotating the bitmap inside the movieclip but the whole movieclip itself?
Is there a way to increase performance without using cacheAsBitmapMatrix and without rotating the bitmap inside the movieclip but the whole movieclip itself?
i tried like a 100 websites.....
none of them worked...
and some of them i could not understand..
how do i debug it on my nexus 4...using usb or remote debugging
i tried publishing from flash pro cc and flash cs6..
i am a complete newbie i am 14 .. i have been working on this app for 1 month now..
and i need to know how to publish it..
i appreciate your replies..
none of them worked...
and some of them i could not understand..
how do i debug it on my nexus 4...using usb or remote debugging
i tried publishing from flash pro cc and flash cs6..
i am a complete newbie i am 14 .. i have been working on this app for 1 month now..
and i need to know how to publish it..
i appreciate your replies..