PixyJunket wrote:
pixls wrote:

is there a difference between these so called "Play it Loud!" screens and the normal ones?

Yup. The normal ones are light gray, the Play it Loud! screens are dark gray. Visually, the dark gray ones tend to look better due to the stronger contrast they provide with the Game Boy's shell, but it's mostly a design preference.

well i have no idea what I've got, I got this one from nonfinite when he was in philly, so whatever those were?

is there a difference between these so called "Play it Loud!" screens and the normal ones?

pshaw, you crazy more like 1 minute ago.

where is it?

edit:
never mind, i see what you mean

1,797

(61 replies, posted in Bugs and Requests)

big_smile

1,798

(61 replies, posted in Bugs and Requests)

my turn!
yeah.

yeah what about like 61 seconds?

exactly one minute? that's tough, and annoying.
maybe if i was better at music...

that was freakin awesome, NO CARRIER's vis for Cheap Dinosaurs was fukin AMAZING
who's ready for next month?

i just think it's funny seeing the topic and then "by george"
all i think is "by george!" and i forget what the title of the topic is completely.

1,803

(20 replies, posted in Nintendo Handhelds)

I was disassembling a gameboy color, and I ended up actually breaking a tiny little piece of the glass on the screen and the screen stopped working altogether, the glass on those things is real thin and fragile.

also in the tutorial it says use AGS-100, not 101, anyone know what the difference is?

maybe 2 a month, that way it's not too restrictive, but it doesn't just become a dump

1,805

(4 replies, posted in Motion Graphics)

thanks for your help, but i think i'm totally inept
so, naturally i started something completely different!
i now have on a layer separate from everything else
a big invisible square called "button"
and in that layer the following:

import flash.events.MouseEvent;

button.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);

function get buttonDown():Boolean 
function set buttonDown(value:Boolean):void
{
if (buttonDown) {
    static.gotoAndPlay(47);
}
else {
    gotoAndPlay(1);
}
}

i'm getting and error "1126: Function does not have a body." for  the line

i might be doing something completely wrong, but i have no idea.

1,806

(4 replies, posted in Motion Graphics)

so i have a flash animation that i'm working with,
and i want to be able to have one section of it loop until i press a key or click the mouse or something
i have a

gotoAndPlay(1);

to do the loop, and then I've tried several things, right now, in a separate layer from the loop, i have

import flash.events.MouseEvent;

addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);

function mouseDownHandler(event:MouseEvent):void
{
    gotoAndPlay(47);
}

to try and make it jump to the next portion

i don't really know what i'm doing so any help would be appreciated

Hey thretris!
what do you use to make pixel art stuff?

so psyched!
having 8static withdrawal, two months is way too long, even with blip in between