Recent posts by Elyzius on Kongregate

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Topic: Game Programming / What do you think of CodinGame's online IDE?

I’m trying it out now, and I love it so far. I was initially confused on how to compile my code, but after clicking all kinds of UI buttons, I figured out that I had to click the play button beside the name of the test case I was working on. Alternatively, I could press Ctrl+Enter, which I learned about after I had pressed the play button a few times. Maybe there should be a visible reminder on how to compile. It will be especially helpful to those who are new to the site.

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Topic: Collaborations / Looking for artist for Wii U title (Rev-share)

Are you sure you can’t afford the 3D models at the Unity asset store? They’re really cheap.

Let me ask you something, if I may. What would make the full version of your ARPG stand out from other ARPGs? What would make players want to play your ARPG instead of Diablo, Torchlight, Van Helsing, or free-to-play ARPGs like PoE and Marvel Heroes?

I hope you don’t mind my asking.

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Topic: Collaborations / Looking for artist for Wii U title (Rev-share)

In my opinion, the decision on whether to go 2D or 3D and what art style to adopt should hinge not on what the artist wants to do but on what experiences the game designers want their players to go through. There are already a lot of ARPGs out there, some of which are free to play. What unique and engaging experiences will your ARPG offer that other ARPGs do not? Answering that question will help determine the kind of look to go for in your game, including whether to go 2D or 3D.

In the case of Seven Kings, which is a parody of Diablo, a comical cartoon art style would be appropriate for the game. Not all cartoon art are comical (see Torchlight for example), which is why I emphasized that your game would benefit from comical cartoon art. Whether you choose to make the game 2D or 3D doesn’t really matter, but you’re bound to get smoother animations in 3D. While creating simple sprites like in Realm of the Mad God would be easier on the artist, I don’t think it would appeal to Wii U players, who would expect better eye candy for their console.

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Topic: Collaborations / Looking for artist for Wii U title (Rev-share)

I saw this post yesterday but decided not to respond to it because I felt that the terms were unacceptable. Upon seeing that no one else seems to have responded either, I figure it might help the OP if I were to explain why I felt this way.

When it comes to doing 3D work, I would not accept a revenue-sharing scheme because the risks are too high for the amount of work involved. I’m capable in both art and programming, and between the two, I’d say that making good art is the more time-consuming work. This is especially true of 3D art, where the work involved can exceed the programmers’ efforts by a factor of two or more. If I were to commit to 3D work, I would want to be paid for each art asset I deliver. Naturally, animated models are going to be more expensive than static models.

An alternative to having custom artwork done is to be buy models from online vendors such as the Unity asset store. The price will generally depend on the quality of the model, but in general, buying it from a store will be much cheaper than having a model of equivalent quality and functionality custom-made. The main downside to buying models from a vendor is that they may be made in a jarring variety of art styles. Not having a consistent art style will make your game look amateurish. Nevertheless, if you’re on a tight budget, this might be the best alternative to take.

Best of luck to the OP.

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Topic: Game Programming / Need your opinion for a just published game

The graphics look nice, but the gameplay is way too simple to keep me interested for more than a minute.

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Topic: Game Programming / What game engine was used to make Contract Wars and Ballistic?

Contract Wars and Ballistic were both made in Unity. It says so in the tags below the game screen. Both Flash and Unity can handle 2D and 3D graphics, but you’d need to add special code or libraries to make Flash handle 3D. Likewise, I understand that Unity handles 3D naturally, but you’d need additional code or libraries to make it handle 2D… or so I’ve heard. I’ve never actually used Unity, but I have done both 2D and 3D in Flash.

If you’ve never made a game before, I don’t recommend that your first effort be a multiplayer online game. It’s challenging enough to make a good single-player game.

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Topic: Game Programming / GiTD #43 *Flying Rotating Horrors*

Flying rotating horrors? You mean like what happens when the shit literally hits the fan? This should be interesting.

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Topic: Game Programming / Kongregate Game Screen Size

From the FGL website:

The safest resolution for a web game is 640×480 — this screen size will be usable on just about every website. Most game sites can actually support up to 700×550, so that’s usually a safe size. (This resolution will just barely fit on an 800×600 screen when the browser window is maximized.)

To optimize sale value, never go smaller than 500×400 or larger than 700×550.

Edit: I just realized that the OP didn’t say what platform their game is supposed to be for. If the game isn’t going to be web-based, then my answer is irrelevant.

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Topic: Game Programming / GiTD #42 *Voting*

First Place: Pirate Rage by DannyDaNinja – Of all the GitD entries, this one plays most like a complete game. There were times when I wished my pirate ship could attack its pesky enemies, although I’m not sure how well that would play out, given the speed of the gameplay and the fact that being touched by an enemy is enough to lose the game. The game could have benefited from pixel-perfect collision detection because there were times when my ship never touched the enemy, but I lost the game anyway. The sinister laughter when players lose goes on way too long in my opinion. Nevertheless, kudos on completing this entry in just 4 hours.

Second Place: As there are only two other entries, neither of which feels complete, the second place entry is pretty much a toss up for me. I tip the scale in favor of PirateGame by Wolfheat because it has more options for interaction; namely, movement and firing.

I’m sure Wolfheat and Shalmezad don’t need me to say what’s missing from their entries, so I’ll just leave it at that.

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Topic: Game Programming / GiTD #42 - *Pirates*

Personally, I love feedback, and it was always what I looked for when participating in the GitD. As the records show, I also voted for option G (past and present GitD participants may vote without being questioned), but I’d also assumed that other developers were like me in wanting feedback. Halysia raises an important point, however. Some participants may not want feedback on their entry. As long as a participant’s wish to have no feedback is stated clearly in the voting thread, I will respect that.

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Topic: Game Programming / GiTD #41 - *Congratulations Aesica*

Originally posted by Aesica:

…it’s rather clever.

I agree 100%. Good job on making the game more intuitive, Shake. I already saw early on that the design of this game is really clever. Kudos on that.

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Topic: Game Programming / GiTD #41 - *Congratulations Aesica*

Aesica – Marisu’s Adventures in Randomia: As randomly generated dungeons go, this one’s not too shabby. I’m not sure why missiles can pass through walls, but that design choice, along with the ability to “fly,” made the game much too easy. There’s nothing really special about the final boss. It can fly and shoot missiles, and it has a lot of hit points, but there are no special actions that players need to discover and execute to take it down. Regardless, this entry certainly qualifies as a complete game and a decent GitD entry.

Shake_N_Baker – Lunar Hex: Once I figured out how to play the game, I realized it was actually pretty good. The instructions don’t adequately explain how to play, so it takes some experimentation to figure out the mechanics. You can click any of the small colored hexes and move them along six possible directions. The hexes can only stop at a position in front of another small hex, however. The objective is to bring the small red hex inside the large red hex. On the right side of the screen, the game indicates the number of moves required to solve the puzzle. The more moves required, the more difficult the level is. What is most clever about the game is that despite having randomly generated levels, they are all solvable in the indicated number of moves. This is brilliant, simply brilliant. I am amazed with how clever this game actually is, but I’m saddened that the inadequate instructions are causing many voters to give up on it too soon. This game needs better instructions and possibly some sliding animation.

Shalmezad – Pixel Wars: At the start of the game, I typed in the word “incontinent” (don’t ask me why), and I got a pixel with Power 2, Defense 3, Speed 13, and Health 15. I then typed in “dog” and got a pixel with Power 11, Defense 15, Speed 19, and Health 6. So the word “dog” is better than “incontinent”? How so? I eventually settled on the word “cat” and played the game, which turned out to be a simple shooter in which some enemies moved way too fast.

My Votes:
1. Lunar Hex by Shake_N_Baker
2. Marisu’s Adventures in Randomonia by Aesica

Incidentally, I didn’t read any post beyond the OP until after I had posted my vote, so I didn’t bother playing Shake’s updated version. I didn’t realize that Shake used a brute force method for level generation until after I had read his post. Not as brilliant as I thought (heheh), but the design is still more innovative than the other entries.

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Topic: Game Design / New to game design...

From what I’ve seen in these forums, no one with the skills to actually complete a game would steal game ideas from anyone. Real game developers would rather work on ideas that they or their team come up with. Love your own, that’s how they roll.

To the OP, I believe that when the author of your book says that your first 10 games would probably suck, he meant completely developed games, not just game ideas or designs. Don’t let your failures get you down. If you keep at it long enough, you’ll eventually get to the point where your games are actually enjoyable.

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Topic: The Arts / I would love to show off my photography, but…

I like the first photo. I’m not sure what it is, but I appreciate it on an abstract level. The black and white photo of the woman is also good as it effectively conveys mood.

As for links to nude photos, Kong has the following policy:

Keep it (relatively) clean. Because everyone using Kongregate are 13 and over, the language throughout the site should be approximately PG-13 . Some swearing can be allowed (we here at Kongregate are no saints), but it should not be directed at other users (see “Don’t harass others”). We’re all gamers here so nobody’s going to ban you for life for something like, “Damn, I suck at this game” or even, “I like boobs.” Extreme profanity will automatically be censored by our chat filter, so please allow the filter to do its job. Even so, both swearing and overly-sexual language anywhere on the site may get you silenced by a moderator.

Don’t link to inappropriate material. Linking to pornography or shock sites in chat, in the forums, or in game comments will result in an instant week ban. We consider them srs bsns, so please: just don’t post them. Remember the PG-13 approximation? Porn sites sure ain’t.

You can find the full conduct policy here. While artistic nudes are not pornography, they may not be PG-13 either.

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Topic: Game Programming / GiTD #40 - *Congratulations Zoib*

1st vote: Blood and Sand by Zoib
Turtles are slow, and this fun little shooter won’t let you forget it. As the turtle makes its way toward its goal, the gulls get increasingly desperate and start throwing more and more troops at it. It would be interesting to see this game expanded with more levels, different types of weaponry, different enemies, and perhaps a thicker shell upgrade that grants more hit points.

2nd vote: Tutle the Turtle by Kewry
I found the 3D graphics of this game to be more confusing to follow than the 2D graphics of Toss the Turtle. Since the avatar moves along only two dimensions anyway, it may have been better to implement this game in 2D. Apart from that, this launcher doesn’t stand out from the crowd of similar games such as Burrito Bison, Knightmare Tower, or Toss the Turtle.

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Topic: Game Design / Simplistic game too simplistic?

Here on Kongregate, you can actually get away with publishing a simplistic computer game interactive experience if it’s funny.

Caesar’s Day Off
Brawlin’ Sailor

Gotta love molkman for his games.

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Topic: Game Programming / GiTD #37 - Congrats moocowsgomoo!

Pressure Ships / Sub Destroyer by Halysia – Players have to maneuver a battleship in this game and destroy enemy submarines. The distance that their ammunition travels depends on how long they hold down the left mouse button (not the RMB as stated in the instructions). Points are scored for each sub that is destroyed. At the same time, players have to avoid the submarines’ cannon fire. (I don’t know why these submarines don’t use torpedoes instead, but I’m glad their cannon shots are easier to evade.) The game ends when the player’s battleship loses all health. The game does a decent job of giving the impression that holding down the mouse button increases the pressure with which cannons fire their shots. It’s difficult to gauge just how long to hold down the mouse button to hit submarines, although one could probably get a good idea after playing the game a number of times. The game isn’t exciting enough for me to play it for more than a few minutes, but this is still a decent entry nevertheless.

Don’t Explode! by moocowsgomoo – It took me a while to figure out what was going on, but once I did, I was better able to affect my outcomes. Players control a ball that shoots out in the direction of the mouse pointer. You build up force by holding down the space bar and release it by clicking the mouse button. Players must try to push enemies to the jagged edges of the screen to destroy them. At the same time, they must avoid those very edges to keep from getting destroyed. This entry implements the GitD theme very well and is enjoyable for a few minutes once you understand what you’re doing. It doesn’t sustain my interest for very long, but I did enjoy this entry the most.

Pressure Crunch by Shalmezad – In this game, players take on the roll of a spry sea slug that has to evade a massive school of hungry piranhas. While there is certainly a good deal of pressure to survive as long as possible, the game’s relation to the GitD theme is tenuous at best. With that interpretation, every pulse-pounding game can be viewed as following the theme. Anyhow, it seems to me that some of the hurdles in the game are impossible to clear given the surrounding tiles. Also, I feel it would be better if the game starts out easy and becomes more difficult as the game progresses. Currently, the difficulty seems to be constant throughout the game. That said, I feel that this is a fairly decent entry as long as one allows for a loose interpretation of the GitD theme.

Escape the Box Puzzle by wolfheat – This is an interesting take on the Towers of Hanoi that involves stepping on pressure plates to get the pieces needed to complete the tower. Regardless, I really can’t stand first-person games on web browsers. I find that they make me dizzy and nauseated fast. I would have preferred it if this game was implemented as a top-down 2D game instead. The concept was intriguing, but I couldn’t overcome my nausea long enough to finish the game.

Pressure by Zoib – While the introduction warns players that the ship they are in is rapidly losing pressure, the only threat in this game comes from fire. Ironically, there is no actual pressure to put out the fire immediately. Players can take as much time as they need to time their jumps precisely (or to try again if they miss their jump), which is fortunate because the controls don’t always read key presses properly. In addition, there seems to be a bug in the game that prevents the fire on the upper left corner of the starting room from being extinguished. When I realized that the fire couldn’t be put out, I lost interest in playing. I did enjoy the introduction, though. The premise of the game was interesting, but unfortunately, the actual gameplay does not implement the GitD theme at all.

My Votes
First Place: Don’t Explode! by moocowsgomoo
Second Place: Pressure Ships / Sub Destroyer by Halysia

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Topic: The Arts / Pete's art dump

Welcome back, Pete. It’s been a while since we’ve seen your artwork. For some reason, not all the pictures are loading, but what I can see is pretty good. That said, I personally prefer the style that you used in this post. The pictures look less busy than in your more recent works. That’s just my opinion of course. Others may not feel the same way I do.

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Topic: Collaborations / pixelated avatar

Before you give money to anyone, you can ask to see samples of the artist’s work as well as a list of games they have collaborated on, if any. If anything looks the least bit dodgy, you can always look for another artist. It’s better to have no deal than to be stuck with a bad one.

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Topic: Game Design / Why so many Numbers in Decriptions?

My guess is that having many options for customization and exploration may be a selling point. When told that a game has 22 character classes with 106 available weapons, 237 different spells, and 1,086 monsters to use them on, some gamers may drool over a chance to play it. That said, I don’t think that specific numbers are necessary to get players eager to play. A blurb that can promise an exciting experience may succeed just as well. Here’s a nice example from System Shock 2:

You awake from the cold chill of your cryo-tube to discover cybernetic implants grafted to your flesh and the crew of the starship Von Braun slaughtered. The infected roam the halls, their screams and moans beckoning you to join them as the rogue artificial intelligence known as SHODAN taunts and ridicules your feeble attempt to unravel the horrifying mystery of the derelict starship Von Braun.

Your Training Has Prepared You For This.

Not bad for a game that has only three classes.

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Topic: Game Programming / GiTD #36 Concluded, congratulations Moocowsgomoo!

GitD # 36 by Sumgato: I’m finding it difficult to understand how this game fits the contest theme. I also don’t know why there is a wall that is moving inexorably toward the Score Boost and Exp Boost shops. There is an arena in the game where the only interaction is to press a button to make the avatar retreat before its health runs out. There is also a slots game whose outcomes are random, just like a slot machine, and there is a button game where the objective is to press a moving button as many times as possible before time runs out. None of these mini games fit together cohesively, and the gameplay isn’t particularly engaging. On a positive note, there does seem to be more content here than in the rest of the entries.

BackwardsDefense by Moocowsgomoo: I needed a second playthrough to understand how this game was supposed to be played, but once I understood that, it was fairly easy to win. The concept is unique, but the game requires that the human player take on unexciting watchman duty while the AI player has all the fun. The human player can hold and shake enemies to do some damage, but the damage done is so small that this feature may as well not be present. That said, I did enjoy the gameplay of this entry the most.

Backwards Memory Bash by Halysia: It’s a simple memory game, one with the added challenge of having to type key sequences backwards. Halysia’s graphics are always a joy to see, but while this game is certainly challenging, it doesn’t hold my interest for long.

Backwards by I_love_you_lots: Unless I’m missing something, there doesn’t seem to be any challenge in this contest entry. You get to move a rectangle around the screen, but all the keys are actually backwards. Up is down, left is right, that sort of thing. There are no enemies to fight or avoid, no hurdles to jump, nothing. It must have been difficult finding inspiration for the current GitD’s theme.

Here are my votes:

1. BackwardsDefense by Moocowsgomoo. 2 points
2. Backwards Memory Bash by Halysia. 1 point

There have been as many votes as days of voting thus far. What’s happening with the GitD?

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Topic: The Arts / Seeking feedback for interactive fiction

I confess that I haven’t attempted to play Greg’s interactive fiction. I dove straight into his autobiography. Reading it, I could see some uncanny parallels between his life and mine. At the same time, I could see how we are polar opposites in some ways. I found it interesting that he experienced his visions by using psychedelics. I, on the other hand, experienced my visions through meditation. I understand what it’s like to see huge tapestries whose figures have the glow of stained glass, the softness of watercolor, hues of an intensity that I’ve never seen in the “real” world, and animated life within the tapestries themselves. I have a diary from many years back that describes my experiences in altered states of consciousness and my attempt to understand them. For the most part, I’ve kept these experiences to myself, but I’m hinting at them now to say that I understand some of what Greg went through. Ultimately, those experiences aren’t as important as the message that we are one, that we are here to experience life in all its terrible beauty and to express unconditional love to others as well as to ourselves.

Greg, we’ve traveled different paths, but we’ve arrived at the same conclusion.

I’ve never heard of The Law of One until now, though. Thanks for letting us know about these books.

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Topic: Collaborations / testers needed


  1. Clicking the Options button effectively freezes the game.
  2. When the player is told to go to the healing crate, the player may set up barricades or loot from crates first. If the player does this, however, the player will immediately be brought to the Shop screen when the first zombie appears.
  3. Not enough time is given to repair the barricades before the first zombie appears.
  4. At the Shop screen, clicking the Exit button does not work.

Typos and Grammatical Errors

  1. “New Gam” should be “New Game.”
  2. “To shoot zombies click on them” should be “To shoot zombies, click on them.” (Note the comma.) Alternatively, “Click on zombies to shoot them.”
  3. “We have a time to search for looting” should be “We have time to search for loot.”
  4. “To heal soldier. Aim your soldier to healing crate and hold E” should probably be worded as “To heal soldier, face him toward the healing crate and hold [E].”

I couldn’t go further with the game because of the bug in the Shop screen.

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Topic: Collaborations / testers needed

I have an FGL account. It’s the same name as I have here. You can PM me the details of your game here or on FGL.

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Topic: Game Design / Indie dev blogs about first Ludum Dare

It’s the sprite of Tesla that kind of resembles Poe. The face doesn’t look angular enough.

Compare the above picture with the photo below.

On the other hand, your picture of Lovecraft and Tesla together captures their likenesses pretty well.

It doesn’t look as if the person who made the sprite is the same artist who did the above picture. You should probably get the latter artist to do your sprites. Judging from that one picture, I’d say that he or she does topnotch work.