Recent posts by Draco18s on Kongregate

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Topic: Game Programming / made this really cool raytracing video

The audio track is full of noise.

 
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Topic: Game Programming / Need a Balancing Mechanic

See also: C – Control: The Money of Soul and Possibility

 
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Topic: Game Programming / [AS2] How do you set depth height limit?

I’ve done similar depth-controlling in AS3.

 
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Topic: Game Programming / Idle game large number system

https://code.google.com/p/as3crypto/source/browse/trunk/as3crypto/src/com/hurlant/crypto/rsa/BigInteger.as?r=3

You have to use the functions AddTo, SubTo, etc. as AS3 can’t override operators.

 
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Topic: Game Programming / Games too big for the computer screen...

Originally posted by RanchW:

“control -” might work. it demagnifies the browser window.

He already knows about that.

Originally posted by Balbanes:

I reduce size by zooming out a bit, but I wish I didn’t have to…

 
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Topic: Game Programming / Is Flash/Unity games always preferred when compared to HTML games?

Originally posted by EndlessSporadic:

I prefer HTML5 games over Flash and Unity since I don’t need a plugin to play it, and I know it will work on any device I own.

Not entirely true. I know several HTML games that don’t work correctly on my tablet. Last I checked, Dominion was one.

 
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Topic: Game Programming / What is a better design choice?

Originally posted by saybox:

Like everyone else said, clicking to instantly show all the text is preferable.

ON the same note, if your typing effect is moving so slow that people want to click to speed it up – it’s too slow.

There are other reasons to skip, e.g. a second playthrough.

 
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Topic: Game Programming / What is a better design choice?

I’ve seen both and I prefer the latter.

 
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Topic: Game Programming / Collision

Nothing you have coded makes the “//col right” actually true. Your code doesn’t ask first “is this wall to the right/left/top/bottom.”

So the first time you run into a wall the character gets nudged to the right, then back to the left (because it’s still intersecting the same wall) then up, then down, and nothing was accomplished at all.

 
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Topic: Game Programming / Multiple 'points' variables????

Originally posted by jakewf:


To increase the A variable, it must be a ‘points’ variable

Da fuq does this even mean?

 
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Topic: Game Programming / Game state to String

You know what’s awesome about arrays?

arr.join(“;”)

(That also does nothing to solve the serialization problem).

 
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Topic: Game Programming / Game state to String

It’s called serialization.
You can’t just .toString() everything.

 
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Topic: Game Programming / Error message: when transfer from one scene to another

Originally posted by zmessi:
Originally posted by Draco18s:

Uh huh. It means that the thing its trying to access is no longer there. It was removed. It no longer exists. But you’re still trying to access it.

what is exactly “removed” that no longer exists?
and how i can fix it ?

Without knowing what you have on what frame (etc.) its hard to tell.

 
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Topic: Game Programming / Error message: when transfer from one scene to another

Uh huh. It means that the thing its trying to access is no longer there. It was removed. It no longer exists. But you’re still trying to access it.

 
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Topic: Game Programming / Error message: when transfer from one scene to another

0) Don’t use scenes.
1) You didn’t indicate what the error was, only what line.
2) The problem that you’re having is that the function updateHealthBar() isn’t defined in the scene that you’re transitioning to.

 
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Topic: Game Programming / How Get Kongregate sponcership

Ad revenue share != sponsorship.

Game sponsorships
Before uploading your game to Kongregate, you may consider submitting it to us for a sponsorship evaluation. You can see past examples of sponsorships, and read through our terms and requirements. To submit a game for sponsorship review, send it to sponsor@kongregate.com.

 
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Topic: Game Programming / Getting Into Coding Games

Try Visual Studio 2008.
There’s some registry hacks you can do to get around the registration (it is no longer possible to get a registration key for 2008)

As for Minecraft, you don’t actually need to own it in order to mod. The Forge environment doesn’t require your login details in order to run it (although you can specify them).

 
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Topic: Game Programming / Getting Into Coding Games

As a side note, did they finally optimize their code? Their code has been notorious for being sloppy and unoptimized, so it would make me extremely happy to hear that they cleaned it up.

Eh. There’s been some improvements, I guess. Recipes are still stored as a HashMap pointlessly (ItemStack doesn’t override HashCode). But there’s still some good design practices.

 
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Topic: Game Programming / Getting Into Coding Games

As an idea of how to start extremely small and feeling accomplished for it, I recommend taking a look at modding Minecraft. Eclipse is free and a great IDE, the setup for getting a Forge development environment is “download, extract, run a command line instruction, open Eclipse, point it at the folder created.”

There’s literally hundreds of tutorials to follow to get started, not to mention an almost equally diverse selection of open source projects and the vanilla codebase to reference.

Doing this will teach you a couple of things:
1) Using your tools. If you aren’t using your IDE with all the power it gives you, you may as well be using Notepad. Eclipse is very powerful, you can hover your mouse over any object (variable, method, or class) and get a tooltip describing it, including a little green button you can click that’ll jump you to that object’s definition. You can right-click on it and do a search for all references, or you can explore a class’s type hierarchy (view every class that extends it, and ever class it extends), or you can “refactor” it (refactoring is a complicated name that combines “search for all references” and “rename,” although Eclipse has other options, such as extracting an interface).

2) Learning how to read existing code to understand what it does, so you can do something similar or insert some other alteration. This is a hypervaluable skill to learn, as not every project you work on will be your own code. It is entirely likely you get hired on because John Q. Bum decided to retire to the Bahamas, but left behind a few bugs. Understanding your IDE (#1 above) will be your biggest asset here.

3) Project layout. While there are as many ways to organize your code as there are stars in the sky, Minecraft’s layout is easy to understand and makes locating a specific needle in a thousand stacks of needles very easy (“I am interested in how this entity is rendered…Minecraft → client → renderer → entity → RenderTheThing. Just what I was looking for!” rather than “What did I call that class? ‘EntityRendererTheThing?’ Or was it ‘RenderEntityTheThing?’ ‘TheThingRenderer?’”).

4) Events, generics, and interfaces. There’s been a discussion about events before But being able to see why such things are useful is immensely valuable. Similarly there are interfaces (“what is this thing shaped like?” without needing inheritance) and generics (“I want a thing that behaves the same regardless if its a Thingy-Thing and a Blobby-Thing or a Borgly-Thing. I want an Thing<T> where T is…”).

5) Client-Server disparity and the need for Networking. Your first mod won’t touch this, but as soon as you want to do any kind of custom input (“When the users presses [E] I want this block to [do something]”, “I want to create a cheat command”) or complex rendering (“I want to make murals, they’re like paintings, but on the floor”, “Its a magic spell, so when I cast it, all the other players should see the particles”) you’ll have to delve into packets and network handling because doing some things on the client won’t work properly (“I made an explosion, but the blocks act like they’re still there, but I can’t see them”) or will crash the server (“I just wanted to know what color the player’s skin was, why did that crash a dedicated server?”). Even if you aren’t able to write these systems from scratch, you’ll at least understand why they’re needed and how they’re used.

The biggest reason I suggest this is because you don’t have to make a full game to feel like you did something valuable. You create a few blocks, you can immediately play around with them. Then you crate a couple of items and immediately get to use them. The game is already there and all you have to do is go “can I do..?” and see if you can. And when you can you’re like “this is awesome!” And you can learn one small piece at a time, “I want a block” “I want a block with a GUI” “Now I want an item” “now that item is a new resource” and so on.

Once you know how to create the things you can imagine as well as understanding your limits (that is, knowing what you don’t know how to make so you don’t inadvertently design something you can’t build, but don’t be afraid to push your boundaries either!) you can sit back and go, “Now…what does Minecraft lack that I want?” and design a full fledged mod. Not a cosmetic 16 more colors of wool thing, but a whole game system with its own internal rules and systems, with crafting and advancement. And most importantly balance.

 
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Topic: Game Programming / Show us a screenshot of what you're working on!

Graphical fidelity isn’t all that goes into “good art”. A good user interface and a sleek design are also important and require good artistic talent, even if the process of creating it doesn’t require much art.

Which is a well defined, and consistent art style. Which Minecraft, Cogmind, and Dwarf Fortress all have. ;)

 
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Topic: Game Programming / Show us a screenshot of what you're working on!

Note:
it is possible to make a good game and not be a good artist.

I mean, look at Minecraft. You can’t really say that the graphics in that are anything worth noticing. Same with every roguelike game ever, such as Dwarf Fortress or Cogmind (ok, Cogmind actually has some really slick ASCII artpieces ).

But it helps.

 
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Topic: Game Programming / Show us a screenshot of what you're working on!

The animation is really slick, and ginormous bullets really appeal.

 
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Topic: Game Programming / What is an Api Callback Url???

http://developers.kongregate.com/docs/api-overview/server-side-intro

 
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Topic: Game Programming / Ive always wanted to make a game

Originally posted by player_03:
Originally posted by souljabri557:

This is the easiest way to create high-quality games in which you can truly unleash your creativity.

You need to know how to program before you can “unleash your creativity.” There’s no shortcut.

That and patience.

And a few other things.

I’ve been “unleashing my creativity” for years and haven’t produced a whole lot. I constantly learn new things, look at a project, toss it in the bin and start something new.

 
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Topic: Game Programming / A multiplayer PvP Game Idea

I swear I’ve seen a dozen of these on Kongregate already. I hate all of them.

You’ve taken a genre that’s been around for years, already done and refined quite well, and you’ve added…what? Pretty much nothing.

And multiplatform? Have you figured out how you’re going to translate the controls to a touchscreen? A platform shooter is not going to translate well.

By the way, “PCs” is plural acronym, not possessive or an abbreviation. Drop the apostrophe.