Recent posts by HotAirRaccoon on Kongregate

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Topic: Game Programming / Exporting multipe Sprite Sheets for Starling game / Flash CC

Hey Kong,

It’s been a while. I’m jumping back into my project(s) and I’m starting to tinker with sprite sheets, starling, gpu, etc. I’m using Flash CC and building all my vector assets there, which I then want to export as sprite sheets. The problem is, I don’t want my sprite sheets to be too big, but some of my background image sequences are big. Is there any way to make flash automatically export more than one 2048×2048 sprite sheet, if the assets being exported are cumulatively larger than that size?

For example, I have 7 background tiles for a level that are 960×640 each, so only 6 fit on a single sprite sheet. Instead of manually making 2 sheets, can I just check a darn setting or something?

Thanks!
Jon

 
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Topic: Game Programming / Are there alternatives to Masks (for a full-screen game)

qwerberberber: is this something that can be done for portal sites like Kongregate? I don’t remember being able to control the HTML embed from the Kongregate upload page.

 
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Topic: Game Programming / Are there alternatives to Masks (for a full-screen game)

Dear Kong,

I’m making a flash game that will be 700×500 when you begin to play, but will have a full-screen mode option that players can choose from an options menu. I’m currently using the line:

stage.displayState = StageDisplayState.FULL_SCREEN_INTERACTIVE;

It’s working for the most part, but I can see beyond the right and left borders of my game (because my monitor is a different aspect ratio than the specified browser window).

I tried putting a mask around everything to avoid seeing this overlap, but I have noticed a major blow to performance.

Are there any good alternatives to use when trying to make a bounding box around the game window? I thought of putting a black border around everything just using a sprite, but I wanted to see if there is a less messy way to do it.

Thanks,
Jon!

 
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Topic: Game Programming / Flash Sound Import Issues

I have a project with some music in it. All of a sudden, it’s been taking a really long time to save the project. It creates a 280 Mb file, which explains the delay.

I did a little digging, and I found that my imported music may be the culprit. Apparently, my music files seem super huge. Examples:

1. A song that is 2.9 megabytes is reported in Flash to be 25855.5 kB when I check its properties.
2. But, another song that is 3.5 megabytes is reported in Flash to be only 3665.5 kB. (seems the only reasonable one).
3. The third song is actually 2.8 MB, but Flash considers it to be 20330.6 kB.

Can anyone explain this?! I’m wondering if there is something I need to do when importing, but I can’t figure it out, nor can I comprehend the cause of the discrepancy among files in the same library.

Flash CS5 on mac.

Thanks,
Jon

 
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Topic: Game Programming / Flash Being Deprecated?!?! Wasup with this rumor?

Also, I think it is important to point out that there is a big difference between Flash for web design and Flash for game design. People are probably not going to have Flash websites anymore, as there have always been issues with building websites in flash (the onset of mobile device incompatibility is just the latest, but Flash sites always sucked for SEO, etc.).
But, that is a vastly different animal from Flash as a tool for making games, which will likely live on as a desktop gaming medium for years to come.

 
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Topic: Game Programming / Need help making wormhole

Sliders was a TV show in the 90s about dimensional travel (sort of like Star Gate, but before Star Gate)!

http://www.youtube.com/watch?v=B0xElGH9q3I

My wormhole will only be seen from above and will twist side to side. But, the concept is similar.

 
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Topic: Game Programming / Need help making wormhole

Kong,

I need your help.

I’m trying to make a wormhole that you will travel through in a birds eye perspective (literally because this is for Endless Migration 2!!). I was playing around with perlin and it’s too laggy. Does anyone know how to point me in an interesting direction? The more it looks like sliders the better.

Jon

 
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Topic: Game Programming / class attributes without making class files: is it possible?

Thanks! I had to tweak it a little to get the desired effect: I gave the Upgrade class a MovieClip variable called iconMC, so this way I can link each instance of Upgrade() to a button onscreen when you are in the shop, but otherwise keep the class intact and use it for each upgrade.

 
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Topic: Game Programming / class attributes without making class files: is it possible?

Hey thanks a bundle player_03! Looks like vectors is what I didn’t know about. looks like the perfect alternative to using a bunch of parallel arrays, which has been my method as a self-taught coder ;-)

thanks I’m testing it now.

 
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Topic: Game Programming / class attributes without making class files: is it possible?

Is it possible to give a class a bunch of attributes without creating a separate class .as file for each upgrade that declares them? I’m making a game with like 100 upgrades and I want each upgrade to have some basic variables associated with it, like purchaseCost:int, isUnlocked:Boolean, hasBeenPurchased:Boolean, etc. and I don’t feel like making 100 separate actionscript class files.

I’m thinking some way to use the “extends” somewhere other than in the class declaration. I’d like to have one .as file for all upgrades and then in my main document class write something like

public var upgrade1:MovieClip = new Upgrade1();
upgrade1 extends Upgrade();

but that doesnt seem to work.

Thanks Kong!

 
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Topic: General Gaming / Endless Migration 2 Announced!

I just posted the demo on Kong and launched the Kickstarter! Thanks for all the support and the two years of patience while I stopped releasing games to go get a graduate degree in designing games.

The demo:
http://www.kongregate.com/games/HotAirRaccoon/endless-migration-2-demo

The Kickstarter:
http://www.kickstarter.com/projects/hotairraccoongames/endless-migration-2

It’s currently a bit easy (because it’s a demo and it only has glimpses of the first 2 environments), but I’d love any feedback at all on it.

I threw in a few achievements that should be kinda tough, because who wants to play a nerfy game, even if it’s a demo!

If you like it spread the word and thanks everyone for all the feedback so far!
Jon

 
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Topic: General Gaming / Amorphous+ data deleted?

I’m pretty sure it’s not saved on Kongregate. It’s saved locally in a SharedObject class. That’s why you can’t access it on other computers just by signing into your account. Make sure your flash player is allowing data to be stored (I think it’s somewhere in the settings when you right click on a flash player window. Hope that helps.

 
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Topic: General Gaming / Star Wars VS Halo with would win?

star wars. halo is just a bunch of stormtroopers who are powerful only because there are no jedis. think about it.

 
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Topic: General Gaming / Endless Migration 2 Announced!

Okay here is a mockup of the new upgrade system!

http://www.facebook.com/photo.php?fbid=369374559791771&set=a.367809083281652.84110.129403950455501&type=1&theater

Each bird will have a 0 to 5 unique adaptations to purchase.

 
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Topic: General Gaming / Endless Migration 2 Announced!

Hey everyone I’m so glad you like it!

First, GOML2 is definitely still in the works. Since I’m collaborating with my good friend Stu on EM2, and we’ve been totally kicking butt on it day after day, I have sort of put GOML on hold for the time being.

The new upgrade system is going to be pretty great in my opinion. It’s all based on anatomy now, so you will spend your points on adaptations for the birds. For instance, an upgraded syrinx will make your bird song more powerful, which means you can grab birds into your flock from farther away. Some adaptations will affect the whole flock, while others might be specific to one bird type (or a subset of birds, such as water birds).

 
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Topic: General Gaming / Endless Migration 2 Announced!

I’ve been working on this game off and on for about 2 years, and it’s finally in full swing!

This time, the flock finds itself lost in time after straying into the Bermuda Triangle. It’s up to you to guide them through millennium after millenium of danger, including the western front of World War One, an early fireworks celebration during ancient Chinese New Year, and the advent of the Ice Age when a terrible meteor shower killed all the dinosaurs.

I’m totally stoked, so I thought I’d share with my favorite online community! Check out the teaser video:

http://www.youtube.com/watch?v=_d2I1vdRmVQ

I’d love to hear your first impressions of the game and any suggestions for development.

And, I’ll be posting updates, including a playable demo next week on my facebook page, so stay tuned for more:

http://www.facebook.com/HotAirRaccoonGames

 
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Topic: General Gaming / Who is Nintendo's Best Character of All Time?

Mayor Mike Haggar from Final Fight even though its capcom.

 
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Topic: Game Programming / Can you fix soundtransform null reference error issues?

Hey Kong,

I have a problem that has been giving me grief for a while.

When handling sounds, it seems like Flash throws a null reference error if I try to handle too many sounds at once, such as with multiple simultaneous enemy kills, etc. The specific null error seems to be on the soundTransform object that I use to alter volume. The sounds play fine and the transforms work as long as you don’t trigger it too quickly.

Here is the specific function that has triggered the error:

public function PlayQuietStoppable(snd:Sound) {
if (soundOn==true){
scQuietStoppable=snd.play();
scQuietStoppable.soundTransform=lowVolumeTransform;
}
}

Has anyone figured out how to fix this issue? I’m thinking a quick !=null conditional may work, but it feels so hideous to do it that way.

By the way: scQuietStoppable is a SoundChannel and lowVolumeTransform is a SoundTransform object (both are declared and work fine until lots of sounds in quick succession).

Thanks!
Jon

 
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Topic: Game Programming / can you stop alpha from affecting an MC's children?

Oh snap thanks player_03!! Exactly what I needed!

 
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Topic: Game Programming / can you stop alpha from affecting an MC's children?

Thanks for the replies.

Vara, I think you misunderstood me. I do want the entire parent to fade and I don’t want internal movieclips to remain opaque at all, quite the contrary. I want the object to fade and still look like one object. Let’s say you have a parentMC with child1, child2, and child3 all inside it. If you change parentMC’s alpha to 33%, then you see each child at 33% alpha. That’s good. But, the bad thing is, any points where the three internal movieclips overlap will look 99% opaque. Likewise, where any two of them overlap, it looks like the alpha is 66%.

What’s worse, it also has the same effect for shapes on different layers or “combined object” shapes that aren’t even MovieClips!! As an artist, sometimes I don’t want to break everything apart and stick it on one layer, totally destroying any capacity to revise it later. So, lets say I have a multi-frame walk-cycle with a static torso one one layer and arms on other layers, when ever an arm passes in front or behind the torso, you get the same annoying additive alpha problem.

That’s a funny way to conceptualize the alpha of an object to me, since I am changing the alpha of parentMC, not of its internal parts.

I’m going to check out the BlendMode.LAYER thingy, so thanks for the suggestion.

 
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Topic: Game Programming / can you stop alpha from affecting an MC's children?

Hey,

I’m having a problem that is silly in the first place.

I want to make a movieclip fade out to invisible. It has moving parts, which are other MCs. When I change the alpha value, you can see through each internal MC and how they overlap.

Is there a way to simply make the top MC fade and not show through all of its internal parts?! I can’t think of a time when you’d want to see through things inside what you fade, so the fact that this is the default feels like bad design on adobe’s part.

I need to dynamically control the inner MCs, so I can’t simply break them all apart.

Thanks!
Jon

 
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Topic: Game Programming / problem with rotating MC to MC

Hey Kong!

I’m having a bit of trouble with rotating one enemy toward a player on a top-down action game.

I want the baddie to rotate up to 15 degrees per frame while shooting a volley of plasma shells. Here’s my rotate snippet:

enemies[ctr].soughtRotation=(180/Math.PI)*(Math.atan2((enemies[ctr].y-Avatar.y),(enemies[ctr].x-Avatar.x)));
if (enemies[ctr].rotation<enemies[ctr].soughtRotation-15){
          enemies[ctr].rotation+=15;
} else if (enemies[ctr].rotation>enemies[ctr].soughtRotation+15){
          enemies[ctr].rotation-=15;
} else {
          enemies[ctr].rotation=enemies[ctr].soughtRotation;
}

(Avatar is the player’s MC and enemies[ctr] is an Enemy MC in an array)

Using this code, I get a weird issue, where the baddie sometimes rotates THE LONG WAY around, which means he almost does a 360 instead of simply adjusting a few degrees to stay in line with his target. I’m thinking this has to do with the fact that flash thinks his rotation is something other than -180 to 180. Anyone know a workaround?

Thanks!
Jon

 
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Topic: Game Programming / Need help with realistic wagon movement

Hey Kong,

I’m working on a top-down scroller where the player controls a wagon train. There is a horse in the front and at least one wagon being dragged. I want players to be able to add additional wagons as well later on.

My problem that I can’t figure out is how to make the wagons move with the horse in a realistic way. Each wagon should react to the wagon in front of it and fishtail into place as you move side to side with the arrow keys. I’ve been ripping my hair out with IK armatures and I just can’t figure this out. Does anyone know a good tutorial that does this sort of thing, or have a snippet that will make objects behave as if they are tethered together?

Specifically, I want the wagons to rotate constrained at -60 to 60 degrees relative to the wagon or horse ahead of them, to stay the same distance apart, and to lag a bit behind the objects ahead of them, gliding into place.

Thanks for the help!
Jon

 
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Topic: Game Programming / loading file relative to swf

Hey thanks Draco that seems to have worked. I’m not responsible for the framework of the site, so you were correct when you say it’s not always possible to put the SWF where you want to as a game developer. Thanks!

 
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Topic: Swords & Potions / Guild for ALL!!!

need guild!