Recent posts by TheAwsomeOpossum on Kongregate

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Topic: Game Programming / Proposing Rule Changes in the GitD?

Well, here’s my opinions.
Issue 1) I choose 7 (I Love Lots suggestion)
Issue 2) I’d prefer if they started on making the general game after the theme was announced. It’s not fair for me to submit one of my unpublished games that I never finished but worked on for three months. Libraries are okay, but they shouldn’t consist of the majority of the game, if you know what I mean.
Issue 3) I’d prefer a variety of both broad and precise themes. Variety is nice.
Issue 4) Option C (Status Quo)
Issue 5) Option B (Status Quo)
Issue 6) Option B (Status Quo) – Another possibility would be to suggest everybody post theirs after seven days, and then leave the extra three days as ‘modification’ days. Hopefully this will encourage people to not submit bugged games. I’m not against people fixing bugs after that, but as you mentioned, it means people can sneak features in.

 
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Topic: Game Programming / Action Platform Assistance

Try to come to Game Development Room (GDR). Usually there is someone there that can help. Also, there are a ton of helpful links and such =).

 
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Topic: Game Programming / GiTD [#33] Exploration! (225 Kred prize)

Still working on it, but now it looks at least somewhat cool =p.

SAMPLE REMOVED

 
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Topic: Game Programming / GiTD [#33] Exploration! (225 Kred prize)

Well, I don’t have much done so far, but it will have some mazes in it (though I’m gonna be tweaking their size and how they are used).

REMOVED SAMPLE

 
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Topic: Game Programming / GiTD [#33] Exploration! (225 Kred prize)

13 is correct. Libraries are okay (for example, a ripple effect library, or a particle library). Reusing code from a previous game is not (in other words, don’t built off of an already made product).

 
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Topic: Game Programming / GiTD [#33] Exploration! (225 Kred prize)

Originally posted by MossyStump:

GiTD #33 has begun, the theme is Exploration!
Edit: Also, do you guys care if I enter this contest as well?

Feel free to enter =).

 
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Topic: Game Programming / Haxe 3 officially released!

Originally posted by Elyzius:The lack of a flexible for loop shouldn’t deter people from learning HaXe because all its other loops are adequate for their needs.

Yeah, I agree, but still, it’d be a nice (and probably not very difficult) feature to add. I wonder why they haven’t added it yet.

 
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Topic: Game Programming / Haxe 3 officially released!

Looks good! I do wish they’d add C loops though. From what I read, you can’t use them. You know…

for(x = 5; x > 0; x--) { //do this }

From what I’ve seen, you have to do messy stuff with while loops or other methods. I so wish they’d add it.

 
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Topic: Game Programming / Display Method for FlashDevelop That's Not Blitting?

Did you import your images via SWC, or just through a class? In any case, either way, you should be able to addChild() it to make it appear on the stage. No need for blitting or anything fancy like that.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] ban all noobs

Now you need to write that in code LackOfSkill =D. You’ve done a bit of programming before, right?

 
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Topic: Game Programming / GiTD [#28] Entries and Discussion

Originally posted by nutter666:

Ok… I have a question for everyone.

Honest opinions needed, shall I swap the controls in my game to normal AWSD controls (for the sake of familiarity) for shall I stick with how they are now with forward and backward movement (which is less familiar but fits the game better), I’m stuck on the fence as I can see benefits for both. I’ve been making an effort to keep HUD elements and stuff offscreen to keep it “focussed” on the horror and darkness.. normal AWSD controls might be counter-intuitive to that. I guess why question is? Is it really that big of an issue.. or will people be able to adapt once they’re told the controls properly rather than having to pick it up themselves?

I’d suggest normal WASD. Let me tell you why.

First, check out my game Colorb. It uses a rather similar system to yours. Your probably wondering why I’m telling you to use normal WASD then. And the main reason is, your game has walls which are very close together. It’s hard to navigate with such a control system when you have walls like that. Having to explain the control system is a second reason; I think it actually detracts from a game, and yes, that includes ColOrb. Unfortunately, I can’t run ColOrb in normal WASD without ruining the strategy in it. But you are fully capable of doing so, so I think it’d be a good idea.

If you want, you can develop an integrated system that uses both by using Q for rotate screen left, and E for rotate screen right, so you can rotate things much like you can in Realm of the Mad God. But I’d still suggest having normal WASD controls.

 
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Topic: Game Programming / GiTD [#28] Entries and Discussion

Originally posted by nutter666:
Originally posted by TheAwsomeOpossum:

I’d suggest switching to standard WASD movement… I think it’d work better with this game rather than forward-back.

I don’t get why everyone keeps saying that. Nobody in their right might would be walking around in a dark place full of flesh eating monsters without the torching showing what they were walking towards… might just be me I guess.

That is true, however, gamers might do exactly that =p.

In any case, comfortable controls help… even if they aren’t the most realistic things in the world ;-).

 
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Topic: Game Programming / GiTD [#28] Entries and Discussion

Originally posted by nutter666:

http://www.fastswf.com/yJ0XNl8

Guess what happens when some foolish person leaves keys lying around on the floor… monsters escape.

I’d suggest switching to standard WASD movement… I think it’d work better with this game rather than forward-back.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Backdooring ruins the fun!

Wow. Just wow.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Heard the devs stopped supporting the game

Regardless, it’s our job to get that concurrent users number up.

 
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Topic: Game Programming / From a programmer standpoint what is this engine missing?

Uh, your keyboard isn’t always perfectly responsive. Not sure why this is, but yeah.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Post-mortum Persistng loadouts

Mmm… why does ANt need persistent loadouts? It’s already very powerful. That would just make it more powerful (which isn’t best in terms of balance).

 
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Topic: Kongregate / What is the easiest to get impossible badge?

I’d say Sonny 2 as a Biological build. You may need to look up a few tips for some of the battles, and also have some experience with the series, but it’s quite easy once you get the hang of it… it just takes time.

Beating it as a Psychological is a lot harder though. Haven’t done Hydraulic yet.

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

Originally posted by Drakim:

Personally I don’t think consumers think very fondly of non-native flash apps that run slowly and consume battery. This will be the perception the general consumer will get when most flash developers continues using animated movieclips on the displaylist to make their games.

Flash is infamous for being laggy and bad on the desktop (despite being quite aright these days) and it will get the same fame on the mobile marketplace, I suspect.

But we shall see :)

Well then why are many of the popular games on the market made in AIR? If people really aren’t that fond of it, it’d drive them away, and yet I still see people playing their Angry Birds, no?

Bottom line, as Ambitious said, it doesn’t really matter too much to consumers. They will take a few hours at a larger battery consumption rate to enjoy a fun game.

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

Drakim. AIR… that’s the big thing.

One could say the discontinued plugin just centralized things =p.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Is Clanknor worth it?

You have to remember, Clankor isn’t the fastest ship in the world. =p

 
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Topic: Game Programming / Are there any good free .swf encryption programs?

Originally posted by GameBuilder15:

Opossum, that is an awesome idea, but prevent a .swf from working locally?

As far as I saw, it did. It was in skyboy’s sitelock, and it prevented local runs (until you commented out the code) =).

 
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Topic: Game Programming / Are there any good free .swf encryption programs?

What’s even better is to lock your swf from playing locally before uploading it to a preview-site, so that even if they DO decompile it, they have to search through the code for hours looking for a few lines in an arbitrary place just to get it working so they can edit it (they will likely want to remove your branding). =D

 
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Topic: Game Programming / GiTD [#27] Entries and Discussion

Anybody want to team with me?

 
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Topic: Kongregate Multiplayer Games / [Vorp!] ELO Rating but calculated with Damage only

Originally posted by Masakarii:

To 1)
Yes, Shinobi deals less DPS than the others. Nice that we agree first time.

Mhm.

But it doesnt say that Shinobi deal less Damage. It can deal the damage on the point. You 4 shot a turret while somebody defends it without any chance to kill you ( so enemy dont get Damage, but you get ).

I’d disagree here. I’d guess Shinobi DOES deal less damage overall. It just delivers damage at a more optimum time, as you said. And if you are the Shinobi, and we use a score system that only counts DPS, both people will get points for this, since he is damaging you, and you are damaging the turret (though you are the only one doing something effective; he’s doing something you will just go and heal off).

Shinobi CAN kill an Enemy player without getting hit. So you deal Damage, Enemy not.

It can but so can every other ship. I mean, just look at Hirudo with Thrustbleeders and Max Shield =p. This logic applies to most ships… they can dodge to a degree. Even in a Circe, with one of the worst turning ratios, I can still dodge pretty well thanks to Turn + Space Fold. And since all ships can do this, I don’t see this as a Shinobi’s advantage, really.

That means: The better Players makes more Damage = more Points.
If you dont agree, tell me why.

No, not necessarily. Look at Venture, for instance. Much less DPS than other ships (because Vorps don’t always hit). Does that make the player worse simply because he’s running a Venture? Not at all.

To 1a)
Thats wrong. Every dealed Damage is useful. Every piece of it.

What’s the use of you chasing off some to Nexus, and not succeeding in getting a kill? Your team can’t push; you are missing. It’s just a 4 v 4 rather than a 5 v 5.

What you are talking about is shooting random somewhere on the Map. But thats not Damage, your bullets will disappear. If thats not what you mean. Explain what you wanted to say on an example.

That wasn’t what I was saying at all. What I mean is; doing damage may force somebody away, but forcing somebody away isn’t always advantageous for your team, especially if you get forced away at the same time. Doing damage isn’t always useful. I fly around a ton in my Circe, and if I see a Jabber, and I’m not with a teammate, I’m not going to bother shooting. Why? Because I can’t kill it, while it can possibly kill me. Should I get points for shooting at a battle I know I’m gonna lose anyways (or return back to nexus wasting nearly as much time as dying)?

And the second thing. Like i said already in the first post. Maybe you didnt read it.
When somebody suicide charge just to make massive Damage.

Running players don’t do very much damage either though. So what’s better in your system, to suicide and get a ton of damage (I’m thinking Squid or Angelfire here), or to run and get almost no damage?

So you say dealing Damage to somebody who will port away is useless? Ok lets get a bit more on this one.
When you dont Damage somebody, he wont port away. Because theres no reason to do.

Suppose he’s already pressed the Deport button, or in the case off ANT, his R. Should you get points for damaging a person you have no chance to kill? It’s ridiculously hard to kill a teleporting person without temmates if they activate it at the right time.

And when theres an Enemy Wolf or Venture next to your target you think damaging that Player is useless?

Because it just gets healed off. Is it worth damaging when that damage is just going to disappear in a few seconds?

So you think that Player will still charge on you or your teammates with somebody focussing him?

It depends on the ship. I can see it being done in xx (thanks to great area of effect abilities) and Angel (thanks to it’s R), as well as ANT with deport. Believe it or not though, I do something similar in my Circe; I activate Deport and Omen Sphere at pretty much the same time. Omen Sphere fires, and I deport leaving them to take damage. Most of the time, they are pretty close to a depot though. Should I get points for that?

We talk about Damage, so you mean that that guy is really damaged. When i get damage and loose massive Energy i dont stay near the Venture or Iron Wolf, i will escape.

Why do this when the enemy has only a bit more health than you do, and you have a full health iron wolf/venture with a heal ready by your side? I’d try and turn the tides.

And thats advantage to the Enemy team because that Iron Wolf is alone now. And when the Iron Wolf is running like you the Enemy Team can damage or destroy the defended targets near them.

Well then that’s your fault for leaving the Iron Wolf alone. I wouldn’t do that though.

You agreed with me in all Shinobi points. This leads to point 1. Shinobi deals Damage without getting killed. The Enemy who died cant deal damage for a couple of time. Advantage for the better Player & Team. Nice to agree on that point now, too.

Well, you see, I think that the time dead isn’t significant in certain scenarios. It isn’t significant early game (when you respawn in a few seconds), and it isn’t significant mid-game when you are deep in the enemy’s base destroying their second battery on either side. In those cases, dying might give you more damage then running away. Late game you have a point though; late game, it’s always better not to die in terms of DPS.

The last point:
Why are persons following Enemies to their depot? If you never kill those Enemies nobody would follow there. But nearly everybody does. That shows that its working very often. And this leads back to point 1. When you success 30% of your tried in chasing somebody to depot you kill that Enemy Player. That Enemy cant deal damage anymore because he is dead. Your Team got advantage in the middle or whereever they are because you can go there now, too. That leads to more dead Enemies or dead structures.

I’ll have to disagree there; I’ve chased enough people and watched them turn the tides on me (as well as having escaped myself a ton of times) to think that correct. Chasing doesn’t always result in success (unless your in Shinobi lol). And if you fail, you have put a significant disadvantage on your team… because you have part damage, and they are fully healed. That’s why killing on a chase is so critical.

So while I see some of your point, I don’t think it takes in kills enough still, tbh.