Recent posts by pacifistcottage on Kongregate

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Topic: Game Programming / Adding a collaborator on a game

Hmm, that’s a bummer. Even more so that sharing revenue, it would be nice to AT LEAST be able to let everyone who worked on a game have credit for it. (And the awesome blue ‘D’.)

Anyway, thanks for clarifying!

 
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Topic: Game Programming / Adding a collaborator on a game

Cool, thanks for the reply! Quick follow-up question: do collaborators get the awesome blue ‘D’ next to their name, or is just for the person who uploaded the game?

Thanks again!

 
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Topic: Game Programming / Adding a collaborator on a game

Hi guys-
I wanted to find out if I was doing something wrong. I am in the process of uploading a game, and I have one fellow Kong-member to list as a collaborator. I have him listed, but in my game edit area, he shows up as “Not Approved,” and he says that he is not currently seeing the game listed in his account area (it is uploaded, but not public yet, if that makes a difference).

Is there another step to take care of before he has access to the game, or do I just have to push it live first?

Thanks a bunch!

 
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Topic: Game Programming / .fla file deleted items cache?

Ah yes… File > Save and Compact

It cut it down from 71MB to 9MB. I’m a little embarrassed that I missed such an obvious option, but I guess when you’re in the habit of using Command-S to save, it’s easy to not notice.

Thank you once again, good sir! Much appreciated.

 
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Topic: Game Programming / .fla file deleted items cache?

Hi guys,

Does anyone know if .fla files store a cache of deleted items? I have an .fla file that is now 71MB in size. The weird thing is, it only contains 8MB of .wav files, and nothing else.

I can’t help but think the extra size is there because it kept references to other files I have deleted (I had to do a lot of trial and error with the .wav files, so there was quite a hefty amount of deletions).

So, is there a hidden deleted items cache I can clear, or any other reason this file might be getting bloated? I understand Flash might store its own metadata or whatever that might bloat up a few MB, but 63MB is unacceptable.

Any advice would be appreciated. Thanks!

 
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Topic: Game Programming / FlashDevelop and Flex game development

Originally posted by TouchyUncle:

It also uses MXML code to describe GUIs, although even that part is optional.

Are you sure about that? I was under the impression that you had to have a mxml file in your project to use flex.

I am positive. MXML is translated to AS3 before it is compiled, and you can absolutely write an entire Flex project, GUI and all, in AS3. That said, it is incredibly time-consuming and requires WAY more code than MXML, so it’s not really very useful to do it, but you can.

Although I will admit it has been a few months since I worked on my last Flex application—it may require you to have the main class in an MXML file (which may be what you’re referring to), but other than that, yeah, all GUI work can be done in AS3 if you’re just a serious glutton for punishment (plus the lose whole benefit of using a hierarchical language to define your GUI).

 
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Topic: Game Programming / C#

Yep. It’s sort of in between a class and an interface. You can declare a class abstract, which means you can never instantiate it (it has to be sub-classed). Then you define actual methods for that class like you would a normal class, which the sub-classes will inherit directly as normal, but you can also create abstract methods, which are like interface definitions, in that they have no body in the abstract class but will throw compiler errors if a sub-class doesn’t implement them.

It is SUPER useful, and I seriously hope Adobe will add it in if/when AS4 gets released.

 
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Topic: Game Programming / FlashDevelop and Flex game development

Don’t be mislead by the naming: Flex and Flash are the same thing. Flex just basically refers to an extended version of Flash that has a whole library of GUI tools and more a application-driven library. It also uses MXML code to describe GUIs, although even that part is optional.

Ultimately, though, it’s all Flash.

 
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Topic: Game Programming / C#

Nah, XNA would be .NET. In that case, you be better off following Barnard’s advice to get an XNA-specific book. Head First C# covers the language really well, but it wouldn’t give you any information on the XNA library.

Anyway, if you know AS3, learning C# is not that bad. The syntax is very similar—it’s just that C# doesn’t have all the fluff that AS3 does, and has a whole lot more awesome and useful features that AS3 badly needs. (Hopefully, someday Adobe will release AS4 with more C#/Java-style features, and get away from the Javascript roots—I can’t tell you how tired I am of making “fake” abstract classes and enums.)

 
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Topic: Game Programming / C#

I would go for Head First C#:
http://www.amazon.com/Head-First-2E-Real-World-Programming/dp/1449380344/ref=sr_1_1?ie=UTF8&qid=1301715220&sr=8-1

Also, you didn’t mention if you’re interested in .NET or Mono programming. It doesn’t make a HUGE difference, but it does make a little bit. (If you’re wanting to get into Unity, the answer would be Mono.)

 
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Topic: Game Programming / Using my own High Scores server in a game on Kongregate?

Awesome! Thanks for the info, good sir! Much appreciated.

 
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Topic: Game Programming / Using my own High Scores server in a game on Kongregate?

Hi guys,

We are approaching a point where we’re going to be ready to upload one of our games to Kongregate. Currently, it is only hosted on our site, and it uses calls to some PHP scripts on our server to send & receive high scores and Medals (a.k.a badges/achievements/etc).

When we upload the game to Kongregate, can I still use my calls to my own server, or is such a practice prohibited? I know I have to allow it on my server—that much is no problem, but I want to make sure we’re not going to get our game banned by sending/receiving from our own high scores database.

At the risk of looking like I starting this thread just to plug my game, here is the current link so you can see what I mean. There are links on the page to the high scores and medals pages, and you can also view the top ten scores from the game’s main menu. (High scores and medals are submitted automatically at the appropriate times from within the game.)
http://wediditgames.com/pathogen.php

Anyway, advice on this? We’re not worried about any of exclusivity stuff or anything like that, so if that is the only downside, it’s no problem.

 
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Topic: Game Programming / Game programing in c/c++

Knowing C++, you could use the Torque engine (it uses a modified C++ syntax). Alternately, you could pretty easily learn Actionscript 3 for Flash games or C# for Unity games, as both languages are based loosely on C/C++ concepts.

I guess Qt would also be an option since it uses C++, but it’s not a game engine, so it probably wouldn’t be as quick as the options above (not that Flash is a game engine, but it does have a lot of nice built-in game-like functionality).

Whatever you do, it’s probably not a great idea to try to build your own engine from scratch. Find an existing engine/framework, and use that.

 
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Topic: Game Programming / Sound problem in flash

Flash’s Sound API sucks so bad it hurts. Here are a few tips I would offer up from personal experience:

1.) Don’t import anything but raw 16-bit .wav files into Flash. Let Flash encode its own .mp3s. If you put files into Flash that are ALREADY in .mp3 format, Flash is just too stupid to properly handle it (don’t even bother trying to loop it in this case).

2.) Aside from setting the output format in Publish Settings like you said, you may want to check the actual audio object in the library. Right-click on them, and click Properties. Under “compression,” set it to what YOU want, but don’t let Flash decide (e.g. the “Default” setting).

2a.) For short sound effects, I would just use the “Raw” setting at 22khz. Uncheck “convert stereo to mono” if you are using a stereo sound, or else you will probably get bad phasing.

2b.) For longer sounds (e.g. songs), use the “MP3” setting with quality set to “Best”. I find the 64 or 80 kbps usually gives you a pretty good trade-off between quality and size, assuming your source file has been mixed/mastered fairly decently. Again, you almost surely want to uncheck “convert stereo to mono,” as it is likely to cause phasing issues if your song was not properly mixed for mono (and most music these days is not mixed for mono).

 
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Topic: Game Programming / Tile-based rpg as3 problem

You should really learn how to read/write from/to XML files for maps. When you have to create AS3 arrays for hundreds of screens worth of maps, you are really going to hate yourself for not having a better method.

This tutorial covers all of the basics. I was able to use the information here to build a pretty nice XML-map IO system.
http://www.republicofcode.com/tutorials/flash/xml/

I would also agree that switch/case is a definite must for this. Right now, your loop is going to process hundreds of needless if-statements, and it could cause some lag in loading new screens.

Another suggestion: use a single reusable tile instance for instantiating your tiles. Like:


// loop starts here, omitted for brevity

var newTile:Tile; // will be re-assigned at each iteration of the loop
var tileType:String = mapArray[column][row]; // the string representing the tile to be created

switch (tileType) 
{
  case "gt":
    newTile = new GrassTile();
    break;
  case "bt":
    newTile = new BrickTile();
    break;
}

// set the coordinates here, instead of in the if statements
// be sure to save the tile a 'tiles' Array as well

addChild(newTile);
// continue to the top of the loop, omitted for brevity

Obviously, all of your tiles need to sub-class a Tile class (or implement a Tile interface).

 
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Topic: Game Programming / Unity script editor

Yes, UniScite is awful. Any proper editor that supports the language you are using should show you hints, just so long as you have imported the UnityEngine package.

You best choices would be:
MonoDevelop (open source, GTK+ GUI, THE Mono IDE, bundled with Unity as an optional install, works on all OS’s)
SharpDevelop (open source, built on .NET and therefore Windows only)
Visual Studio (both free and paid versions)

I prefer SharpDevelop. I really only use Windows, and it runs smoother than MonoDevelop. As for Visual Studio… Well, aside from Windows itself and Security Essentials, I try to avoid MS software, even if it is free.

Between those three, everyone should be able to find one they like.

I should note that my preferences are based on C# usage, and you seem to be using JavaScript, so bear that in mind when evaluating the options above.

 
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Topic: Game Programming / Some (Good) Unity Introductory Tutorials

Given the amount of bad information floating around about Unity, I thought I would share some of the best tutorials I have found. Some free and some not.

From Unity themselves. Covers all languages:
http://unity3d.com/support/documentation/ScriptReference/index.html

This is by far the most useful for me. You have to kind of disregard the two guys’ ‘witty’ banter, but the information is incredibly thorough and accurate. Uses C#.
http://www.3dbuzz.com/vbforum/sv_videonav.php?fid=db25cc88fdc47f4afd9562b6abb1332a

Also very good, but filled with annoying pop-ups begging for good ratings. Uses JavaScript.
http://www.youtube.com/user/TornadoTwins

A decent way to convert your knowledge from AS3/Flash to Unity. Uses JavaScript.
http://vimeo.com/2827541

This is also a really good book. It’s not free like the others, but pretty good reading nonetheless.
http://www.amazon.com/Unity-Development-Example-Beginners-Guide/dp/1849690545/ref=sr_1_2?ie=UTF8&qid=1293916223&sr=8-2

 
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Topic: Game Programming / Basic C#+JavaScript Tutorial for Unity

Originally posted by Rivaledsouls:

I should know better than to comment in this flame war,.

Words of wisdom. The most important thing, though, is to make sure that anybody who actually is looking for quick Unity scripting intro knows that this is not the place to look. I would hate to think that anyone used this thread as “crash course” to Unity scripting, because they would be absolutely lost, and filled with bad information.

Perhaps it would be good to mention that you can get a simple introduction from Unity’s own website:
http://unity3d.com/support/documentation/ScriptReference/index.html

All of the samples can be viewed in any of the three script languages, too, which is cool. Most tutorials only cover one language, and if it’s no your preferred one, you have to translate it yourself (not that it’s that hard, but it’s a bit off-putting).

 
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Topic: Game Programming / Basic C#+JavaScript Tutorial for Unity

Originally posted by Thizda:

Alright, let me sort this out, this is so that that VARTYPE VARNAME : VAR method can be edible in the inspector, without worrying about editing the entire script, Via my daily Insomania routine.

Ah crap, you are right about C#, i’ll change it now. I’ll also explain the AS3 class fimiliar thing.

All public variables can be edited in the inspector. It doesn’t require any special declaration, other than making sure they’re public.

 
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Topic: Game Programming / Unity really confuses me

Originally posted by Draco18s:

I do know what I’m talking about here, too.

Just to be perfectly clear, I was not referring to you when I said he “doesn’t know what he’s talking about.” I’m sure you gathered that, but I wanted to make sure.

 
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Topic: Game Programming / Unity really confuses me

Originally posted by saybox:

I haven’t tried Unity, so could someone tell me why you wouldn’t be able to make Mardek in it, assuming you carried over the graphical assests?

You could do Mardek just fine. This guy doesn’t actually know what he’s talking about. You wouldn’t use the same graphical assets, because it would take longer to use those flat 8-bit graphics (yes, I will admit that much), since Unity is designed to work with 3d graphics. But you wouldn’t use Unity to make a flat 8-bit RPG. You would make the same game with 3d graphics. That’s about the only thing said in this thread that is correct. You would most likely need to make new graphical assets.

The important thing to remember is “3d graphics” DOES NOT necessarily mean FPS-style 3d environment. You can use 3d graphics in a 2d environment. If you own any console, just think of any major modern platformer. They pretty much all have 3d graphics in a 2d environment. (There are some for PC too, but a lot more are released for the consoles.)

(It is also worth mentioning that you will probably actually spend less time coding in Unity, because it has actual game-related code libraries included in the engine, and a lot of the tedious stuff that takes a long time in Flash is done for you.)

 
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Topic: Game Programming / Unity really confuses me

Originally posted by gamebuilder15:

^ Yes. What I’m trying to say is Unity games arent even close to as good games. For example, look at Mardek 3. That’s a really great game, it has a lot of depth, and it’s simply huge. Lots of places to explore and items and characters… It’s Flash, and the graphics are great. It’s great as it is. Now, can you imagine if someone tried to make a game like Mardek with Unity…? :P

Again, you’re stating opinions as if they are scientific fact. I personally think Mardek is a pretty lame game. Whether it has a huge world or not doesn’t change the fact that it is incredibly boring to me. That, of course, is my opinion, but it’s important to remember that not everyone shares your idea of a “great game.” My personal idea of a great game does involve another 8-bit graphics RPG.

Seriously though, you’re just saying random things at this point… At first, it was because Unity had “poor gameplay,” but now, suddenly you don’t like it because you don’t think it can create games with the same scope as Flash. You’re just spewing non-sense. Normally, I wouldn’t give the slightest crap, but you’re sitting here telling people they shouldn’t even try Unity for reasons that don’t make sense, and you clearly have not even tried it yourself. All opinions are welcome obviously, but you need to be a little educated on a topic before you start giving advice about it.

OP, like I said above, if you need help with Unity, just ask. There are people who are willing to try to help. I am certainly no Unity guru at this point, but I’m learning a ton and will always help where I can. If Unity isn’t right for you, it isn’t right for you. But you should give it a fair shot before you make that decision. I personally enjoy working in Unity significantly more than Flash, but obviously we are all different.

 
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Topic: Game Programming / Unity really confuses me

Originally posted by gamebuilder15:
Originally posted by BadEgg:
Originally posted by gamebuilder15:

The only good thing about Unity, in my opinion, is the 3D graphics. But it’s far from being worth it, the gameplay is poor. Flash is better. :P

when you say “the gameplay is poor”…I’m confused what you mean by that, surely how good the gameplay is varies from one game to the next.

I mean, typically they have poor gameplay, even the demo game. The graphics were good no doubt, but the camera was bad. And plus it lags and crashes my browser frequently…

So you have not actually tried it for yourself? No offense, but you probably should not be trying to talk people out of using it when you have not even tried it. By demo game, if you mean “Boot Camp,” then yeah… That game is crap, but it’s just a demo to show off as many features as possible. If you’re happy with Flash, then fine—just keep using it. But if you’re not even going to try Unity and form a real opinion on it, with all due respect, maybe you should just stay clear of threads asking for opinions on programming in Unity. The OP is asking advice, and what you’re giving him/her is uninformed rhetoric.

 
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Topic: Game Programming / Unity really confuses me

Yeah, you have mentioned that a number of times, and it is still not a helpful comment. I personally have found the overall performance of Unity to be light years beyond anything I have ever seen Flash do. If the “gameplay” is poor as you say, that is the programmer’s fault, not the engine’s. 99% of the Flash games on Kong are pure garbage with unusable gameplay mechanics, yet somehow it is still “better” than Unity in you opinion? I think you’re just trolling at this point, honestly.

edit: LazerBomb beat me to the punch. :)

 
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Topic: Game Programming / Unity really confuses me

Unity is free. It puts a splash screen at the front of your game, but you can still use it and compile for Win/OSX for free. The splash screen is annoying, but honestly, for a free program, it enables you to do an insane amount of development.

OP, what are you finding so hard? Nobody can help you if you speak in vague thoughts like this. I personally find working with Unity a lot easier than working with Flash. If you have specific questions, just ask them.

And watch some tutorials, read some books, etc.