tutorials page!

hi JJ and rest... i'm giving away free scriptings 4 you to use! here are a couple below soon i will be making easy to learn Flash tutorials but 4 now use these! :)

#### How to do it?: first draw your character it could be anything you want to a spaceship to a overview of a stickman then F8 it then movieclip. Are you ready 4 dis.  Click the picture you have just done and press F9 and copy and paste these scriptings down below into the text box.

onClipEvent (enterFrame) {
if (Key.isDown(Key.UP)) {
speed += 5;
}
if (Key.isDown(Key.DOWN)) {
speed -= 5;
}
if (Math.abs(speed)>20) {
speed *= .7;
}
if (Key.isDown(Key.LEFT)) {
_rotation -= 15;
}
if (Key.isDown(Key.RIGHT)) {
_rotation += 15;
}
speed *= .60;
x = Math.sin(_rotation*(Math.PI/180))*speed;
y = Math.cos(_rotation*(Math.PI/180))*speed*-1;
if (!_root.land.hitTest(_x+x, _y+y, true)) {
_x += x;
_y += y;
} else {
speed *= -.8;
}
}

on(press){
startdrag("");
}
on(release){
stopDrag();
}

#### 3D CUBE SCRIPTING: Warning big scripting!!! , all you have to do for this one is press F9 and copy the scripting into the text box. scripting down below OMG!

this.createEmptyMovieClip("center", 0);
center._x = Stage.width/2;
center._y = Stage.height/2;
focalLength = 400;
cube = {};
cube.vertexList = [];
cube.vertexList.push({x:-50, y:-50, z:50});
cube.vertexList.push({x:50, y:-50, z:50});
cube.vertexList.push({x:50, y:-50, z:-50});
cube.vertexList.push({x:-50, y:-50, z:-50});
cube.vertexList.push({x:-50, y:50, z:50});
cube.vertexList.push({x:50, y:50, z:50});
cube.vertexList.push({x:50, y:50, z:-50});
cube.vertexList.push({x:-50, y:50, z:-50});
cube.side = [];
cube.side.push([0,1,2,3]);
cube.side.push([2,1,5,6]);
cube.side.push([1,0,4,5]);
cube.side.push([5,4,7,6]);
cube.side.push([0,3,7,4]);
cube.side.push([3,2,6,7]);
render = function(model) {
if (transformMatrix) {
for (var i = 0; i < model.vertexList.length; i++) {
var vert = model.vertexList[i];
var x = transformMatrix.a*vert.x + transformMatrix.b*vert.y + transformMatrix.c*vert.z;
var y = transformMatrix.d*vert.x + transformMatrix.e*vert.y + transformMatrix.f*vert.z;
var z = transformMatrix.g*vert.x + transformMatrix.h*vert.y + transformMatrix.i*vert.z;;
vert.x = x;
vert.y = y;
vert.z = z;
}
delete transformMatrix;
}
center.clear();
center.lineStyle(2, 0, 100);
verts2D = [];
depthArray = [];
for (var i = 0; i < model.side.length; i++) {
var zDepth = 0;
for (var j = 0; j < model.side[i].length; j++) {
var whichVert = model.side[i][j];
if (verts2D[whichVert] == undefined) {
verts2D[whichVert] = {};
var scale = focalLength/(focalLength - model.vertexList[whichVert].z);
verts2D[whichVert].x = model.vertexList[whichVert].x * scale;
verts2D[whichVert].y = model.vertexList[whichVert].y * scale;
}
zDepth += model.vertexList[whichVert].z;
}
depthArray.push([model.side[i], zDepth]);
}
depthArray.sort(function(a,b) { return a[1] > b[1] });
for (var i = 0; i < depthArray.length; i++) {
var sideVerts = depthArray[i][0];
center.moveTo(verts2D[sideVerts[0]].x, verts2D[sideVerts[0]].y);
center.beginFill(0x666666, 100);
for (var j = 1; j < sideVerts.length; j++) {
center.lineTo(verts2D[sideVerts[j]].x, verts2D[sideVerts[j]].y);
}
center.lineTo(verts2D[sideVerts[0]].x, verts2D[sideVerts[0]].y);
center.endFill();
}
}
rotateX = function(model, degree) {
var matrix = {a:1, b:0, c:0, d:0, e:cos, f:sin, g:0, h:-sin, i:cos};
transform(matrix, model);
}
rotateY = function(model, degree) {
var matrix = {a:cos, b:0, c:-sin, d:0, e:1, f:0, g:sin, h:0, i:cos};
transform(matrix, model);
}
rotateZ = function(model, degree) {
var matrix = {a:cos, b:sin, c:0, d:-sin, e:cos, f:0, g:0, h:0, i:1};
transform(matrix, model);
}
scale = function(model, percent) {
var matrix = {a:percent, b:0, c:0, d:0, e:percent, f:0, g:0, h:0, i:percent};
transform(matrix, model);
}
transform = function(matrix, model) {
if (transformMatrix) {
var a = matrix.a*transformMatrix.a + matrix.b*transformMatrix.d + matrix.c*transformMatrix.g;
var b = matrix.a*transformMatrix.b + matrix.b*transformMatrix.e + matrix.c*transformMatrix.h;
var c = matrix.a*transformMatrix.c + matrix.b*transformMatrix.f + matrix.c*transformMatrix.i;
var d = matrix.d*transformMatrix.a + matrix.e*transformMatrix.d + matrix.f*transformMatrix.g;
var e = matrix.d*transformMatrix.b + matrix.e*transformMatrix.e + matrix.f*transformMatrix.h;
var f = matrix.d*transformMatrix.c + matrix.e*transformMatrix.f + matrix.f*transformMatrix.i;
var g = matrix.g*transformMatrix.a + matrix.h*transformMatrix.d + matrix.i*transformMatrix.g;
var h = matrix.g*transformMatrix.b + matrix.h*transformMatrix.e + matrix.i*transformMatrix.h;
var i = matrix.g*transformMatrix.c + matrix.h*transformMatrix.f + matrix.i*transformMatrix.i;
transformMatrix = {a:a, b:b, c:c, d:d, e:e, f:f, g:g, h:h, i:i};
} else {
transformMatrix = matrix
}
}
center.onEnterFrame = function() {
rotateX(cube, 3);
rotateY(cube, 6);
rotateZ(cube, 10);
render(cube);
};

Thank you 1 and all

HOPE YOU MAKE REALLY COOL GAMES IN THE FUTURE!!!

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