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  1. #21
    BG Staff
    Join Date
    Feb 2006
    Posts
    27,374
    BG Level
    10
    FFXI Server
    Sylph

    About as rage inducing as that Spongebob game.

  2. #22
    Prime Minister of Salt

    Join Date
    Dec 2009
    Posts
    2,568
    BG Level
    7
    FFXIV Character
    Omega Deathbringer
    FFXIV Server
    Balmung
    FFXI Server
    Asura



    Fuckin Owl

  3. #23
    Resident Moogle
    Join Date
    Mar 2007
    Posts
    12,838
    BG Level
    9
    FFXI Server
    Asura

    Quote Originally Posted by Insanecyclone View Post
    About as rage inducing as that Spongebob game.
    At least the Spongebob game got straight to the bullshit from the get go.

  4. #24
    Shimmy shimmy ya shimmy yam shimmy ya
    Sweaty Dick Punching Enthusiast

    Join Date
    Nov 2007
    Posts
    43,760
    BG Level
    10

    At least you guys can get to the owl. Kanga & Roo has me mad salty lol.

    EDIT: Wow, I had no idea you can power up the bear lol.

  5. #25
    Yoshi P
    Join Date
    Jun 2007
    Posts
    5,161
    BG Level
    8
    FFXIV Character
    Fitz Everleigh
    FFXIV Server
    Excalibur
    FFXI Server
    Valefor

    What the fuck is powering up the bear? Rather how the fuck I guess. Maybe that will help me beat Owl next shot.

  6. #26
    The Once and Future Wamoura
    Join Date
    Aug 2005
    Posts
    18,373
    BG Level
    9
    FFXIV Character
    Rocl Montaigne
    FFXIV Server
    Excalibur
    FFXI Server
    Bahamut
    WoW Realm
    Quel'Thalas

    CANT BEAT EEYORE IM DONE

  7. #27
    Let's go Red Sox!
    Join Date
    Jan 2006
    Posts
    5,408
    BG Level
    8

    Quote Originally Posted by TacoTaru View Post
    What the fuck is powering up the bear? Rather how the fuck I guess. Maybe that will help me beat Owl next shot.
    Hit the Status button on the level select screen. You can increase power, contact, and speed. Protip: Speed is godlike

  8. #28
    Ridill
    Join Date
    Aug 2005
    Posts
    22,182
    BG Level
    10

    Quote Originally Posted by Hirokei Kiaza View Post
    At least you guys can get to the owl. Kanga & Roo has me mad salty lol.

    EDIT: Wow, I had no idea you can power up the bear lol.
    If you asked Pooh about steroids he'd be like "I'm not here to talk about the past."

  9. #29
    Yoshi P
    Join Date
    Aug 2006
    Posts
    5,141
    BG Level
    8
    FFXIV Character
    Dead Gye
    FFXIV Server
    Lamia
    FFXI Server
    Ragnarok

    Spoiler: show
    Code:
    // Action script...
    
    // [Action in Frame 1]
    function init()
    {
        setZoomInMode();
    } // End of the function
    function setZoomInMode()
    {
        waitNum = 0;
        resultView = false;
        batNowArray = [0, 0, 0, 0, 0, 0, 0, 0];
        batSpArray = [0, 0, 0, 0, 0, 0, 0, 0];
        batTarget = -160;
        batNow = batTarget;
        batSp = 4;
        batPow = 0;
        batterBoxMaxX = -140;
        batterBoxMinX = -240;
        batterBoxMaxY = 200;
        batterBoxMinY = -50;
        ballNow = [0, 2044, 100];
        ballNowArray = [[0, 0, 0], [0, 0, 0], [0, 0, 0], [0, 0, 0], [0, 0, 0], [0, 0, 0], [0, 0, 0], [0, 0, 0]];
        ballSpArray = [0, 0, 0, 0, 0, 0, 0, 0];
        ballSpKm = 0;
        ballSp = 0;
        ballSpY = 0;
        ballR = 180;
        ballRNum = 0;
        ballRHit = ballR;
        ballVisible = false;
        ballFlyingDistance = 0;
        defPlayerArray = [[0, 2030, 0, "stop"], [0, -200, 0, "stop"]];
        defPlayerTarget = [[0, 2030, 0], [0, -200, 0]];
        offPlayerArray = [[-190, 150, 0]];
        zoomInBgArray = [[0, 200, 0], [0, 2030, 0]];
        mousePos = [-190, 150, 100];
        defPlayerSp = 7;
        defPlayerMove = false;
        defPlayerCatch = false;
        defCatchFrame = 0;
        defTargetX = 0;
        defTargetY = 0;
        hitNow = false;
        flyNow = false;
        flyOver = false;
        wallHit = false;
        depthsNum = 0;
        cameraX = 0;
        cameraY = 1100;
        cameraZ = 570;
        cameraW = 1.000000E-003;
        camera2X = 0;
        camera2Y = 6.000000E-001;
        camera2Z = 1.500000E-001;
        screenNowX = 0;
        screenNowY = 0;
        screenX = 0;
        screenY = -320;
        this._x = screenX;
        this._y = screenY;
        setBallVisible(false);
        mcOutBgGround._visible = false;
        mcOutBgFence1._visible = false;
        mcOutBgFence2._visible = false;
        _parent._parent.mcResult._visible = false;
        setEvent();
        setPitcher();
        setInfo();
    } // End of the function
    function kmToDot(myKm)
    {
        var _loc1 = myKm * 100000 / 60 / 60 / 60 / 5;
        return (_loc1);
    } // End of the function
    function setPitcher()
    {
        resultView = false;
        if (_parent._parent.gameLeft == 0)
        {
            trace ("ƒQ[ƒ€I—¹");
            _parent._parent.gameEnd();
        }
        else
        {
            _parent._parent.mcResult._visible = false;
            _parent._parent.setBall();
            mcDefPlayer0.gotoAndStop("stage" + _parent._parent.gameStage);
            mcDefPlayer0.mcPlayer.gotoAndPlay("pitch");
        } // end else if
    } // End of the function
    function setPitching()
    {
        trace ("setPitching()F“Š‹…ŠJŽn");
        ballNow = [0, 2044, BALL_Z_DEF];
        myPitchNum = _parent._parent.gameStage;
        if (myPitchNum == 7)
        {
            myPitchNum = Math.floor(Math.random() * 5) + 2;
        } // end if
        setBall();
        setBall2();
        if (_parent._parent.gameStage == 7)
        {
            ballSpKm = ballSpKm + (Math.random() * 40 + 10);
            ballSp = kmToDot(ballSpKm);
        } // end if
        setBallVisible(true);
    } // End of the function
    function setBall()
    {
        switch (myPitchNum)
        {
            case 0:
            {
                ballSpKm = 70 + Math.random() * 5;
                ballR = 179 + Math.random() * 2;
                break;
            } 
            case 1:
            {
                ballSpKm = 85 + Math.random() * 20;
                ballR = 179 + Math.random() * 2;
                break;
            } 
            case 2:
            {
                ballSpKm = 90 + Math.random() * 50;
                ballR = 179 + Math.random() * 2;
                break;
            } 
            case 3:
            {
                ballSpKm = 40 + Math.random() * 90;
                ballR = 179 + Math.random() * 2;
                break;
            } 
            case 4:
            {
                ballSpKm = 20 + Math.random() * 20;
                ballR = 179 + Math.random() * 2;
                ballRNum = 0;
                break;
            } 
            case 5:
            {
                ballSpKm = 70 + Math.random() * 20;
                ballRNum = Math.random() * 8;
                break;
            } 
            case 6:
            {
                ballSpKm = 90 + Math.random() * 40;
                ballR = 179 + Math.random() * 2;
                break;
            } 
            default:
            {
                break;
            } 
        } // End of switch
        ballSp = kmToDot(ballSpKm);
    } // End of the function
    function setBall2()
    {
        switch (myPitchNum)
        {
            case 3:
            {
                ballRNum = ballRNum + 4;
                ballNow[2] = BALL_Z_DEF + Math.sin(ballRNum * 3.141593E+000 / 180) * 30;
                break;
            } 
            case 4:
            {
                if (ballNow[1] < 1200 && ballRNum == 0)
                {
                    ballRNum = 1;
                    ballSpKm = 100 + Math.random() * 20;
                    ballSp = kmToDot(ballSpKm);
                } // end if
                break;
            } 
            case 5:
            {
                ballRNum = ballRNum + 1.500000E-001;
                if (ballRNum >= 8)
                {
                    ballRNum = ballRNum - 8;
                } // end if
                if (ballRNum >= 4)
                {
                    ballR = 150;
                }
                else
                {
                    ballR = 210;
                } // end else if
                break;
            } 
            case 6:
            {
                if (ballNow[1] < 1000)
                {
                    mcBall._visible = false;
                    mcBallKage._visible = false;
                } // end if
                break;
            } 
            default:
            {
                break;
            } 
        } // End of switch
    } // End of the function
    function setEvent()
    {
        trace ("setEvent()FƒƒCƒ“ƒCƒxƒ“ƒgŠJŽn");
        this.onMouseDown = function ()
        {
            mouseClick = true;
            if (hitNow == false)
            {
                setSe("swing");
            } // end if
        };
        this.onMouseUp = function ()
        {
            mouseClick = false;
        };
        this.onEnterFrame = function ()
        {
            keyCheck();
            batterMove();
            depthsNum = 0;
            for (var _loc12 in batNowArray)
            {
                var _loc4 = _parent._parent.mcBat["mcBat" + _loc12];
                var _loc8 = mcBall["mcBall" + _loc12];
                var _loc9 = mcBallKage["mcBallKage" + _loc12];
                var _loc7 = ballNowArray[_loc12][0];
                var _loc6 = ballNowArray[_loc12][1];
                if (mouseClick == true && hitNow == false && _loc4.hitTest(_loc7, _loc6, true) == true && ballVisible == true)
                {
                    trace ("ƒqƒbƒg2I[" + _loc12 + "]" + batSp);
                    setHit(_loc4._rotation);
                } // end if
                if (batTarget > batNow)
                {
                    batNow = batNow + batSp;
                    batNow = Math.min(batNow, batTarget);
                }
                else if (batTarget < batNow)
                {
                    batNow = batNow - batSp;
                    batNow = Math.max(batNow, batTarget);
                } // end else if
                batNowArray[Number(_loc12)] = batNow;
                _loc4._rotation = batNow;
                if (ballVisible == true)
                {
                    ballNow[0] = ballNow[0] + Math.sin(ballR * 1.745329E-002) * ballSp;
                    ballNow[1] = ballNow[1] + Math.cos(ballR * 1.745329E-002) * ballSp;
                    if (hitNow == false)
                    {
                        setBall2();
                        if (ballNow[1] < -300)
                        {
                            setBallVisible(false);
                            setResult("strike");
                        } // end if
                    }
                    else
                    {
                        ballSpY = ballSpY - BALL_G;
                    } // end else if
                    ballNow[2] = ballNow[2] + ballSpY;
                    if (ballNow[2] < 0)
                    {
                        if (Math.abs(ballSpY) > 1)
                        {
                            setSe("bound");
                        } // end if
                        if (flyOver == true)
                        {
                            setBallVisible(false);
                            if (Math.abs(ballRHit) <= 45)
                            {
                                setResult("homeRun");
                            } // end if
                        }
                        else
                        {
                            if (Math.abs(ballRHit) > 45 && flyNow == true)
                            {
                                setResult("foul");
                                if (wallHit == true)
                                {
                                    setBallVisible(false);
                                } // end if
                            }
                            else
                            {
                                setResult("hit");
                            } // end else if
                            if (wallHit == true && Math.abs(ballRHit) > 45)
                            {
                                setBallVisible(false);
                            } // end if
                            flyNow = false;
                            ballNow[2] = ballNow[2] * -1;
                            ballSpY = ballSpY * -FRICTION_BOUND;
                            ballSp = ballSp * FRICTION_ROTATE;
                        } // end if
                    } // end else if
                    if (ballSpY < 1.000000E-002 && ballNow[2] < 1.000000E-001)
                    {
                        ballSp = ballSp * FRICTION_ROTATE;
                    } // end if
                    ballNowArray[_loc12][0] = ballNow[0];
                    ballNowArray[_loc12][1] = ballNow[1];
                    ballNowArray[_loc12][2] = ballNow[2];
                    var _loc10 = [ballNowArray[_loc12][0], ballNowArray[_loc12][1], 0];
                    set3D(_loc8, ballNowArray[_loc12]);
                    set3D(_loc9, _loc10);
                    _parent._parent.mcBall2["mcBall" + _loc12]._x = ballNowArray[_loc12][0];
                    _parent._parent.mcBall2["mcBall" + _loc12]._y = ballNowArray[_loc12][1];
                } // end if
                ballSp = ballSp * FRICTION_AIR;
                _loc7 = ballNowArray[_loc12][0];
                _loc6 = ballNowArray[_loc12][1];
                if (_parent.hitCheckFair(_loc7, _loc6) == false && wallHit == false)
                {
                    trace ("ƒ{[ƒ‹‚ªƒtƒFƒ“ƒX‚Ƀqƒbƒg");
                    flyNow = false;
                    wallHit = true;
                    if (Math.abs(ballRHit) <= 45)
                    {
                        if (ballNow[2] > FENCE_HEIGHT)
                        {
                            trace ("ƒtƒFƒ“ƒXƒI[ƒo[ X:" + _loc7 + "  Y:" + _loc6);
                            flyOver = true;
                            if (Math.abs(ballRHit) <= 45)
                            {
                            }
                            else
                            {
                                setResult("foul");
                            } // end else if
                        }
                        else
                        {
                            trace ("ƒtƒFƒ“ƒX‚͉z‚¦‚Ü‚¹‚ñ");
                            if (Math.abs(ballRHit) > 45)
                            {
                                setResult("foul");
                            }
                            else
                            {
                                setSe("bound");
                                ballR = ballR + 180;
                                ballSp = ballSp * FRICTION_WALL;
                                trace (ballNow[0]);
                                trace (ballNow[1]);
                            } // end else if
                        } // end else if
                        continue;
                    } // end if
                    setResult("foul");
                } // end if
            } // end of for...in
            mcOffPlayer0.gotoAndStop(Math.floor((batNow + 160) * 1.000000E-001) + 1);
            get3D();
            for (var _loc12 in defPlayerArray)
            {
                var _loc5 = this["mcDefPlayer" + Number(_loc12)];
                set3D(_loc5, defPlayerArray[_loc12]);
                _loc5.gotoAndStop(defPlayerArray[_loc12][3]);
            } // end of for...in
            for (var _loc12 in offPlayerArray)
            {
                var _loc11 = this["mcOffPlayer" + Number(_loc12)];
                set3D(_loc11, offPlayerArray[_loc12]);
            } // end of for...in
            for (var _loc12 in zoomInBgArray)
            {
                var _loc3 = this["mcZoomInBg" + Number(_loc12)];
                set3D(_loc3, zoomInBgArray[_loc12]);
                if (hitNow == true)
                {
                    _loc3._visible = false;
                    continue;
                } // end if
                _loc3._visible = true;
            } // end of for...in
            if (flyOver == true)
            {
                mcOutBgFence1.swapDepths(10);
                mcOutBgFence2.swapDepths(9);
                if (Math.abs(ballRHit) < 51)
                {
                    mcBall.swapDepths(6);
                    mcBallKage.swapDepths(4);
                }
                else
                {
                    mcBall.swapDepths(1001);
                    mcBallKage.swapDepths(1002);
                } // end else if
            }
            else
            {
                mcOutBgFence1.swapDepths(99);
                mcOutBgFence2.swapDepths(9);
                mcBall.swapDepths(501);
                mcBallKage.swapDepths(500);
            } // end else if
            if (hitNow == true)
            {
                mcDefPlayer1._visible = true;
                mcOutBgGround._visible = true;
                mcOutBgGround._xscale = camera2Z * 1000;
                mcOutBgGround._yscale = camera2Z * camera2Y * 1000;
                mcOutBgGround._x = 0;
                mcOutBgGround._y = 0;
                mcOutBgFence1._visible = true;
                mcOutBgFence1._xscale = camera2Z * 1000;
                mcOutBgFence1._yscale = camera2Z * camera2Y * 1000;
                mcOutBgFence1._x = 0;
                mcOutBgFence1._y = 0;
                mcOutBgFence2._visible = true;
                mcOutBgFence2._xscale = camera2Z * 1000;
                mcOutBgFence2._yscale = camera2Z * camera2Y * 1000;
                mcOutBgFence2._x = 0;
                mcOutBgFence2._y = 0;
                setCamera();
            }
            else
            {
                mcDefPlayer1._visible = false;
            } // end else if
        };
    } // End of the function
    function set3D(myMc, myPos)
    {
        if (hitNow == false)
        {
            if (myPos[1] + cameraY < 1)
            {
                myMc._visible = false;
            }
            else
            {
                myMc._visible = true;
                var _loc3 = cameraY + myPos[1];
                var _loc4 = 100 / (_loc3 * cameraW);
                myMc._x = (cameraX + myPos[0]) / (_loc3 * cameraW);
                myMc._y = (cameraZ + -myPos[2]) / (_loc3 * cameraW);
                myMc._xscale = _loc4;
                myMc._yscale = _loc4;
            } // end else if
        }
        else if (hitNow == true)
        {
            myMc._visible = true;
            myMc._x = myPos[0] * camera2Z;
            myMc._y = (-myPos[1] - myPos[2]) * camera2Z * camera2Y;
            myMc._xscale = (myPos[2] * 3.000000E-001 + 100) * camera2Z;
            myMc._yscale = (myPos[2] * 3.000000E-001 + 100) * camera2Z;
        } // end else if
    } // End of the function
    function get3D()
    {
        var _loc1 = new Array();
        rootZ = (cameraZ - BALL_Z_DEF) / (_ymouse * cameraW);
        rootC = rootZ * cameraW;
        mousePos[0] = _xmouse * rootC - cameraX - 200;
        mousePos[1] = rootZ - cameraY;
    } // End of the function
    function setCamera()
    {
        screenX = screenX + (-mcBallKage.mcBallKage0._x - screenX) * 4.000000E-001;
        screenY = screenY + (-mcBallKage.mcBallKage0._y - screenY) * 4.000000E-001;
        this._x = screenX;
        this._y = screenY;
    } // End of the function
    function setHit(myR)
    {
        setSe("hit");
        hitNow = true;
        flyNow = true;
        defPlayerCatch = false;
        ballR = -myR * 2;
        ballRHit = ballR;
        setBallVisible(true);
        var _loc8 = _parent._parent.mcBat;
        trace ("ballX = " + Math.ceil(ballNow[0]) + "batX = " + Math.ceil(_loc8._x));
        trace ("ballY = " + Math.ceil(ballNow[1]) + "batY = " + Math.ceil(_loc8._y));
        var _loc5 = ballNow[0] - _loc8._x;
        var _loc4 = ballNow[1] - _loc8._y;
        _loc4 = 0;
        var _loc9 = 170 - Math.sqrt(_loc5 * _loc5 + _loc4 * _loc4);
        var _loc11 = _parent._parent.soLvMeet;
        var _loc10 = _parent._parent.soLvPow;
        _loc9 = Math.max(0, _loc9 - _loc11 * 4.000000E-001);
        batPow = 100 - _loc9 + Math.random();
        _parent._parent.soLvPow;
        ballSp = batPow * (1.500000E-001 + _loc10 * 1.500000E-003 + ballSp * 2.000000E-003);
        ballSpY = batPow * (1.800000E-001 + _loc10 * 1.500000E-003);
        trace ("ballR = " + ballR);
        trace ("batPow = " + batPow);
        trace ("ballSp = " + ballSp);
        trace ("ballSpY = " + ballSpY);
        ballNow[0] = 0;
        ballNow[1] = 200;
        _loc5 = ballNow[0];
        _loc4 = ballNow[1];
        var _loc6 = ballNow[2];
        var _loc3 = ballSp;
        var _loc7 = ballSpY;
        for (var _loc2 = 0; _loc2 < 4000; ++_loc2)
        {
            _loc5 = _loc5 + Math.sin(ballR * 1.745329E-002) * _loc3;
            _loc4 = _loc4 + Math.cos(ballR * 1.745329E-002) * _loc3;
            _loc7 = _loc7 - BALL_G;
            _loc6 = _loc6 + _loc7;
            _loc3 = _loc3 * FRICTION_AIR;
            if (_loc6 < 80)
            {
                trace ("lp = " + _loc2);
                trace ("defTargetX = " + _loc5);
                trace ("defTargetY = " + _loc4);
                defTargetX = _loc5;
                defTargetY = _loc4;
                ballFlyingDistance = Math.sqrt(Math.pow(defTargetX - ballNow[0], 2) + Math.pow(defTargetY - ballNow[1], 2));
                trace ("”ò‹——£=" + Math.floor(ballFlyingDistance * 1.000000E-001) * 1.000000E-001 + "m");
                break;
            } // end if
        } // end of for
    } // End of the function
    function setBallVisible(myVisible)
    {
        ballVisible = myVisible;
        mcBall._visible = myVisible;
        mcBallKage._visible = myVisible;
    } // End of the function
    function keyCheck()
    {
        if (Key.isDown(32) || Key.isDown(90))
        {
            kySpace = true;
        }
        else
        {
            kySpace = false;
        } // end else if
        if (Key.isDown(38))
        {
            kyUp = true;
        }
        else
        {
            kyUp = false;
        } // end else if
        if (Key.isDown(40))
        {
            kyDown = true;
        }
        else
        {
            kyDown = false;
        } // end else if
        if (Key.isDown(37))
        {
            kyLeft = true;
        }
        else
        {
            kyLeft = false;
        } // end else if
        if (Key.isDown(39))
        {
            kyRight = true;
        }
        else
        {
            kyRight = false;
        } // end else if
    } // End of the function
    function batterMove()
    {
        var _loc6 = BATTER_SP + _parent._parent.soLvSp * 5.000000E-001;
        var _loc8 = mousePos[0] - offPlayerArray[0][0];
        var _loc7 = mousePos[1] - offPlayerArray[0][1];
        var _loc2 = Math.sqrt(Math.pow(_loc8, 2) + Math.pow(_loc7, 2));
        var _loc5 = _loc6 / _loc2;
        var _loc4;
        var _loc3;
        if (_loc2 <= _loc6)
        {
            _loc4 = mousePos[0];
            _loc3 = mousePos[1];
        }
        else
        {
            _loc4 = offPlayerArray[0][0] + _loc8 * _loc5;
            _loc3 = offPlayerArray[0][1] + _loc7 * _loc5;
        } // end else if
        offPlayerArray[0][0] = Math.max(Math.min(_loc4, batterBoxMaxX), batterBoxMinX);
        offPlayerArray[0][1] = Math.max(Math.min(_loc3, batterBoxMaxY), batterBoxMinY);
        _parent._parent.mcBat._x = offPlayerArray[0][0] + 30;
        _parent._parent.mcBat._y = offPlayerArray[0][1];
        if (mouseClick)
        {
            batTarget = BAT_MAX;
        }
        else
        {
            batTarget = BAT_MIN;
        } // end else if
    } // End of the function
    function setResult(myResult)
    {
        if (resultView == false)
        {
            if (myResult == "strike")
            {
                trace ("ƒXƒgƒ‰ƒCƒNI");
                _parent._parent.setResult(myResult);
                resultView = true;
                setWait(50, "setPitcher");
            }
            else if (myResult == "out")
            {
                setOut("chach");
            }
            else
            {
                if (myResult == "foul")
                {
                    trace ("ƒtƒ@ƒEƒ‹I");
                }
                else if (myResult == "hit")
                {
                    trace ("ƒqƒbƒgI");
                }
                else if (myResult == "homeRun")
                {
                    trace ("ƒz[ƒ€ƒ‰ƒ“I");
                }
                else
                {
                    trace ("ƒGƒ‰[FŒ‹‰Ê‚ª•s³‚Å‚·@setResultF" + myResult);
                } // end else if
                _parent._parent.setResult(myResult, ballFlyingDistance);
                setWait(80, "setZoomInMode", true);
            } // end else if
            resultView = true;
        } // end if
    } // End of the function
    function setGameSet()
    {
        trace ("ƒQ[ƒ€ƒZƒbƒgI");
    } // End of the function
    function setWait(myWait, myFunction, myFade)
    {
        delete mcEmpty.onEnterFrame;
        waitNum = myWait;
        nextFade = myFade;
        nextFunction = myFunction;
        mcEmpty.onEnterFrame = function ()
        {
            --waitNum;
            if (waitNum == 0)
            {
                if (nextFade == true)
                {
                    _parent.setFadeOut("black", 15, true);
                }
                else
                {
                    delete this.onEnterFrame;
                    setNextFunction();
                } // end if
            } // end else if
        };
    } // End of the function
    function setNextFunction()
    {
        switch (nextFunction)
        {
            case "setZoomInMode":
            {
                setZoomInMode();
                break;
            } 
            case "setPitcher":
            {
                setPitcher();
                break;
            } 
            case "setNextInning":
            {
                setNextInning();
                break;
            } 
            default:
            {
                break;
            } 
        } // End of switch
    } // End of the function
    function setSe(mySe)
    {
        mcSe.gotoAndPlay(mySe);
    } // End of the function
    var BAT_MAX = 160;
    var BAT_MIN = -160;
    var BATTER_SP = 1.500000E+000;
    var BALL_Z_DEF = 100;
    var BALL_G = 4.000000E-002;
    var FRICTION_BOUND = 4.000000E-001;
    var FRICTION_WALL = 3.000000E-001;
    var FRICTION_ROTATE = 9.980000E-001;
    var FRICTION_AIR = 9.998000E-001;
    var FENCE_HEIGHT = 650;
    var PLAYER_MC_ARRAY = [mcDefPlayer0, mcDefPlayer1, mcOffPlayer0];
    var waitNum;
    var resultView;
    var nextFunction;
    var nextFade;
    var mousePos;
    var mouseClick = false;
    var batNowArray;
    var batSpArray;
    var batTarget;
    var batNow;
    var batSp;
    var batPow;
    var batterBoxMaxX;
    var batterBoxMinX;
    var batterBoxMaxY;
    var batterBoxMinY;
    var ballNow;
    var ballNowArray;
    var ballSpArray;
    var ballSpKm;
    var ballSp;
    var ballSpY;
    var ballR;
    var ballRNum;
    var ballRHit;
    var ballVisible;
    var ballFlyingDistance;
    var myPitchNum;
    var defPlayerArray;
    var defPlayerTarget;
    var offPlayerArray;
    var zoomInBgArray;
    var defPlayerSp;
    var defPlayerMove;
    var defPlayerCatch;
    var defCatchFrame;
    var hitNow = false;
    var flyNow = false;
    var flyOver = false;
    var wallHit = false;
    var defTargetX;
    var defTargetY;
    var depthsNum;
    var cameraX;
    var cameraY;
    var cameraZ;
    var cameraW;
    var camera2X;
    var camera2Y;
    var camera2Z;
    var screenNowX;
    var screenNowY;
    var screenX;
    var screenY;
    var kySpace = false;
    var kyUp = false;
    var kyDown = false;
    var kyLeft = false;
    var kyRight = false;
    this._x = screenX;
    this._y = screenY;
    mcBat._alpha = 50;
    mcBall2._alpha = 50;
    init();


    Why is this always the first thing I do whenever I play a swf game..

    Beat first 5 stages easily, now to find out how hard this game actually is. Stage 5 was my favorite so far, so easy.

    Fuck Owl in the cnut. After 3 17/19 and an 18/19 I finally beat him with 19/19.

    70% of invisible balls..... I want to give up just because I know how often I'm going to hit often but not consistently.

    Tiger down. Actually took less tries than against Owl. I was playing while not really paying attention and got myself into a natural rhythm. I guess I'll try to beat the special.

  10. #30
    RNGesus
    Sweaty Dick Punching Enthusiast

    Join Date
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    Finally beat Owl.

    Got to tigger. I quit. Trying to beat owl was at least fun. Doing invisible balls is just stupid. I'm taking my bat and going home.

  11. #31
    Yoshi P
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    It travels at the same speed and goes in a straight line. Aim within the first half second and time the ball. I thought it would be harder but I didn't find it as challenging as Owl.

    Stage 8 however... he can throw every pitch and you have to home run 40/50... I honestly miss his fast ball the most because it doesn't give me time to figure out it's not one of the other pitches.

  12. #32
    Corwens a slot
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    Quote Originally Posted by Deadgye View Post
    It travels at the same speed and goes in a straight line. Aim within the first half second and time the ball. I thought it would be harder but I didn't find it as challenging as Owl.

    Stage 8 however... he can throw every pitch and you have to home run 40/50... I honestly miss his fast ball the most because it doesn't give me time to figure out it's not one of the other pitches.
    Just quit after reading this. Not worth the effort to even beat Tigger if that is all that is left.

  13. #33
    Yoshi P
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    I honestly don't know if I want to keep trying. It's definitely doable with a bit of luck, and the longer you attempt it the quicker you're able to react correctly to pitches. For Robin I think the hardest to hit is probably the bouncy ball that randoms a speed so fast it only bounces once. It's like how the normal fastballs fuck you, except then it goes fuck you again I'm not a fastball and then bounces to screw up your timing when you've already committed.

  14. #34
    Relic Weapons
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    Quote Originally Posted by Insanecyclone View Post
    About as rage inducing as that Spongebob game.
    I don't even remember this one, only the Fairly Oddparents one that you dropped in Spam. Link?

  15. #35
    Yoshi P
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    Dear god found the game thread on /v/.

    Spoiler: show







    Also, this is what you should be listening to while playing the game. For CR at least. Do the impossible. See the invisible.


    edit: ahahahahahahahah http://atto.s2.pf-x.net/~atto/cgi-bin/up/img/7354.swf

  16. #36
    BG Staff
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    Quote Originally Posted by Draygon View Post
    I don't even remember this one, only the Fairly Oddparents one that you dropped in Spam. Link?
    http://spongebob.nick.com/games/spon...o-cross-2.html

    First version of the game was a lot harder.

  17. #37
    BG Staff
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  18. #38
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  19. #39
    Relic Shield
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    edit: double

  20. #40
    Spiders are Awesome
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