![](/uploads/1/2/6/9/126915519/763288030.jpg)
![Nimin flash game free Nimin flash game free](https://www.gamemodd.com/uploads/posts/2017-07/1501080537_default-muzzle-flash-recolors3.jpg)
Actionscript Basics
Jan 22, 2016 Other obscure weight gain games. Game Development. Aside from Noone's RPG the only other game where you can gain weight is Nimin's Fetish Fantasy, but that just adds a couple sentences that don't do much for the imagination. Hell even a flash game, post it here. I look all over for this kind of thing.
Actionscript 3 is the coding language that Adobe Flash uses and Nimin is written in. It is very similar to Javascript.
There are 3 main things that define Actionscript.
- Variables
- Functions
- Objects
Variables
Variables are the most basic part of just about any coding language. If you remember your algebra class from high school, these are very similar. Variables simply track a value, so they can be used as a reference, for calculations, whatever. If the game needs to know where you are, it could use a 'location' variable. If the game needs to know your name, it could use a 'name' variable. It doesn't know these things in advance, but it can be told what it needs to be later.
There are many types of variables. Here's some of the main ones used.
- int - Integer - An integer number.
- float - A number with decimal places.
- String - Text that is specified with quotes, such as 'Hi there, this is all a string!'
- Boolean - This is either true or false, only those two values, nothing else.
- Array - A list of other variables collected together. They are bunched within brackets and are separated by commas, such as [1,3,'Hi], and they can be accessed by calling the 'index' (place) of the array. This is more complicated and you won't need to use it for most scene creation.
- Sprite - A picture that is loaded to be used on what is actually seen. All of the actual buttons and stuff people see when playing are either Sprites or other variables. These don't need to be known from your end.
In Actionscript, when you create a variable, you have to give it a name and specify what type of variable it is.
var location:String;
Submit your origami links here.(work in progress)Filters:Rules:. Include the designer and model name in either the title or comments. Origami wasp 2.6 pdf download.
From there, if you want to change what the variable actually means, you need to set it to something.
location = 'Swamp'
Then, you can access the variable later and try to do something with it.
textLP('You are now in a '+ location +', have fun!').
The above results in a player seeing 'You are now in a Swamp, have fun!'.
You can see examples of Nimin variables being created and set (at the same time) here:
Functions
Functions are chunks of code grouped together and named so they can be repeated over and over again. Let's jump right to an example, what Nimin uses to put text up on the screen for the player to see.
This looks complicated at first, but let's break it down.
The first line is as follows.
(1)function (2)textL((3)texts:String):(4)void (5){
- Every function in Actionscript needs to be started with the word 'function' so the code knows it's specially defined. There's also a 'public' or 'private' that can be placed in front to identify what can access that function, but I avoid that in Nimin.
- 'textL' here is the name of the function. It's short for 'text Large', meaning posting text to the Large window of the game. If I ever want to show text on the large window, I call 'textL('some text')' in the code. It differs from 'textLP' in that textL clears out what's currently in the window and starts fresh, while textLP (text Large Plus) simply adds to what's already there.
- These are the requirements the function needs when you call it. There can be any number of requirements, and they can be of many different types. Here, the requirement is a 'String', and for the function will set that String to be the variable 'texts'. So, if I say textL('some text'), the function is going to pick up 'some text' as the String, and say texts = 'some text'.
- After the colon is what the function can 'return'. In the case of 'void', I'm not expecting anything back when I call textL, I just expect textL to do its own thing. But, if you look at the functions for Descriptions, they usually say 'String' instead. That means the function will pass back a String that I can use for something else (such as filling in a word in a sentence).
- The open brace means the start of the actual logic of the function. Braces hold together chunks of code so the system knows where the function starts and stops. You see one at the end of the function as well, encapsulating the chunk.
Now let's check this section, the stuff inside the function.
- currentText is a variable that just helps the game track what the viewable text currently is. It is used later for tacking more text onto what already exists, allowing for the dynamic text the player sees.
- textCheckArray is an array that is used to make sure we're not spamming the same text over and over. It's not used much more here, but here we're clearing it by setting it to a blank array, since textL is for fresh text.
- Here we are creating a temporary String, 'tempStr'. This is just an easy intermediate variable I'm using to play with. The following steps involve making the text Bold if the player has that option selected, then changing the font size and color to what the player selected.
- This is where the window the player sees (called outputWindow) is having its text updated to be what the new text is, thus changing what the player sees.
- This is setting the scrollbar for the window back to it's starting position (so the player doesn't have to scroll back up).
- This is updating the scrollbar to match the length of the window, in case the text has changed.
As you can see, that is a loooot of steps, just to update the text the player sees. If I wanted to write all of that out every time I did an event or an item or all sorts of things, that would be a ton of extra writing. But, thanks to functions, I have simplified that all down to just textL('what I want to change') and textLP(' plus some extra text').
Objects
Actionscript is an Object-Oriented language. That means everything is focused around using an 'object'. An object is an instance of a 'class', and every object has its own set of 'functions' and 'variables' tracked separately, based on how the 'class' is defined.
And that probably sounds like gibberish. So here's a better way of explaining it.
A 'Class' is like a template that defines everything about every example of it. Let's say there is a class called 'Human'.
That class specifies that every 'Human' has a name, a type of blood, a gender, and a weight, as variables.
An 'object' would be a specific instance of that class. So, I create a new 'Human'. When I create the 'Human', I need to specify what those 4 things are. The new 'Human' will have a name of 'Jill', will have a blood of 'AB+', a gender of 'Female', and a weight of '140lbs'. Jill is an object that is of the class Human. I can create other Humans with different characteristics. I can have other classes that track other characteristics, such as a class of 'Furniture' which will have an object called 'Couch' and another called 'Table', etc.
The class also gives access to a function called 'Walk' or 'Masturbate' that any instance of Human can have access to, but Furniture might not.
For Nimin, Classes are not used much. However, the entire game is coded under the class 'Main'. Everything has access to all functions and variables for this reason. There is room for Nimin to use classes and their objects in more depth, but for the ease of typing less, it does not for now.
Well, some time ago I was struck with inspiration. I jotted down some notes for a game, and added to them over the next few days. Then I shelved it. After several months, I've pulled it out again, dusted it off, gave it some polish, and now present it to. Whoever finds it.I hope to be able to actually make this someday, but my limited knowledge of programming is just barely short of being able to pull off something like this.
I am still learning, though.(I'm not sure if this is the right gallery.).
![](/uploads/1/2/6/9/126915519/763288030.jpg)