Recent posts by Draco18s on Kongregate

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Topic: Game Programming / (Plays question)Has this ever happened to you?

Originally posted by EndlessSporadic:

I actually started writing my own game engine from scratch today. By the end I’m hoping to give it the ability to create pong. Hopefully through this process I’ll have a better understanding of the dirty stuff under the game engines and allow me to pick up on other game engines more quickly.

Cool beans.
I’m over in Unity, so I’m not actually writing an engine (that’s all still Unity) but I am writing the core game logic stuff which really makes Unity more of a chassis than an engine, that is the stuff that used to be the “engine” before we had these multipurpose does-anything engines that we have now. But whatever.

 
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Topic: Game Programming / (Plays question)Has this ever happened to you?

I’m at the point where I’m writing my own engines. Well, sort of.

But the “need to tell it what to bring before doing anything” problem is present and annoying. Especially as the auto generated class template files don’t include a namespace and my refactoring options aren’t very large (rename variable, rename class, add new method. ..and that’s about it). Just the other day, in order to add a single new AI behavior I had to develop something like 10 classes and two interfaces, just to provide the OOP backbone (which further behaviors will also use).

 
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Topic: Game Programming / question about dragging.

It has been a long time since I messed with Flash, but I do recall that using MouseMove was better than EnterFrame.

 
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Topic: Game Programming / question about dragging.

Mouse listeners are better. Because the mouse can move more than once per frame, you’d want the object to follow along so it doesn’t look like it gets left behind (imagine a very low frame rate, the effect is still noticeable at higher frame rates, but thinking about it from a “1 frame per second” standpoint gives an easy mental model).

To that end, you don’t update the position on EnterFrame, but on MouseMove

 
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Topic: Game Programming / What's with all the hate on Unity?

Originally posted by Zerakil:

If we take a look at some of the high end games made in unity, and still argue its a crappy engine, I think the problem is with our point of view.
The folloing link show a small selection of high end games made with unity : https://unity3d.com/showcase/gallery

There are things not in that list that are awesome too.
Like AI War: Fleet Command
Yes, that’s a Unity game. It was ported from a custom engine to Unity in version 4.0 and the only real thing keeping it from being a web game is basically CPU limitations: the game will chug your CPU even as a standalone executable under some conditions. There might be issues with save games and multiplayer, but its mostly its the CPU thing.

 
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Topic: Game Programming / What's with all the hate on Unity?

Originally posted by T3atim3:

A lot of people have been bringing up that flash does the same thing, but I’m fairly sure that I had flash player installed long before I ever visited Kong.

While you may have had Flash installed a long time ago, it is, essentially the same thing.

If I took your complaint about Unity and replaced “Unity” with “Flash” it would make just as much sense.

Which tells me…your problem is not with Unity, but with shitty games.

 
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Topic: Game Programming / Need help adding a health bar

Delete your entire project: your code is a mess and all smashed into the timeline (or a single class, I can’t tell). Also, you didn’t use the <pre> tag.

Then follow the Shootorials preferably the AS3 ones (there are links at the bottom to both AS2 and AS3).

But if you don’t want to do that, your basic problem is that nothing in your code right now has health. There’s no bar to show, you’ve given everything binary hp.

In order for the bar to be meaningful, everything needs to have a current health variable, which hits subtract off of and things only die when they hit 0 or less.

 
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Topic: Game Programming / magic barrage bugs

Originally posted by Dux_horror:

seriously .’ cant go to tech support cant got in to developing.

This forum is not where developers hang out. Well it is, but none of us were the author of the game you are having problems with and therefore cannot help you. If you’d taken a quick scan of the Read here before posting FAQ in the technical forum, you’d have found this section:

On the game’s page, select “Report a Bug” near the rating stars, under the game. Alternatively, if the game has already set up a support e-mail or reporting function within the game, you may want to use that instead.

 
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Topic: Game Programming / Spending kreds in game

Donations, by the way (the tip jar system) is 100% to the developer. But there’s no ability for the developer to make a game that knows that a player did it.

 
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Topic: Game Programming / Can you check my game?:)

Javascript game? Don’t use alerts. Awful awful practice.

Also, my first game ended as soon as it started, because it spawned me adjacent to a wall, heading straight into the wall. This wasn’t even a “player dies because the game started without warning” problem: even if there’d been a start button I still would have died instantly.

Also, if I retrace my path, offset by a block, I can’t tell which blocks will be the ones to disappear first (obviously with a short snake this isn’t a problem, but later on in the game, it can get excessive ).

 
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Topic: Game Programming / Implement badges before publish - Last Invader

Originally posted by Aesica:

I’m pretty sure badge requirement is even higher than 3.5 stars.

There are some notable examples of games below the 3.8 level, and I mean “got badges first” (as most games get badges and then drop in rating as people flock to it and give it a lower rating for whatever reason, e.g. not being able to get the badge). But you’re right, most of them are rated much higher 3.5.

 
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Topic: AdVenture Capitalist: General / Moon pie graph profits

Originally posted by Empresstamar:

Pretty boring, though.

And if its boring, why should I continue to interact with it?

 
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Topic: Game Programming / Implement badges before publish - Last Invader

Yes. If you don’t report something to Kongregate, Greg can’t make an achievement for it.
(Also note that unless your game is really good and gets 3.5 stars, ideally 4, you’re not getting achievements. I would totally play the *** out of that, though).

 
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Topic: Game Programming / Implement badges before publish - Last Invader

You don’t implement achievements, Greg does.

But you do have to provide him with statistics, which you should absolutely do before you publish (highscore is just one statistic).

 
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Topic: Game Programming / Unity C# API Tutorials?

Namespaces are fine, provided that you tell other scripts referencing that one that you’re using it!
Note the using UnityEngine; line at the top? That’s a namespace. So to use yours you’d just have to add using MyNamespace;

 
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Topic: Game Design / PerfectMMORPG

Originally posted by MaviY:

I designed this perfect MMORPG game.

But does it have hookerbots? Does it let me build a spaceship and travel from one planet (server) to another planet (server)?
Insert link to the obscure reference here
(And yes, the hookerbots was a thing. Bunky actually liked referring to it )

 
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Topic: AdVenture Capitalist: General / Moon pie graph profits

I pop my head into the forums once in a while to see if the moon has been fixed (sorry peeps, I don’t even run the game any more, I gave up with the moon update). And I see that it’s still FUBAR. 15 trillion angels and oxy still dominates, followed by cheese. There might’ve been a brief period where werewolves were at least mildly relevant, but that still leaves 70% of the moon businesses as worthless. This isn’t a hyper-early/early/late-early/mid/late game issue, this is a fundamental flaw.

It’s been over two months now, folks, it’s not going to change. The expansion has been out long enough that they can’t make alterations to the “early” game, which is where it’s most needed. At least on Earth you could see the “best” business shifting around every once in a while (once you had a few resets under your belt you noticed that oil stopped dominating), and could look at the pending upgrades/achievements and see that it would shift again (the newspaper achievements being the primary factor here). Maybe it wouldn’t shift right away, but a few days off you could say to yourself, “yeah, yeah…just a little longer.” Or you’d reset one day, buy a bunch of stuff and notice “hey, X is now best, yesterday it was Y, neat!”

The moon…the moon is “Welp, oxy still best, and le-gasp [x] is now performing at a level that I might actually notice it!” (e.g. 4th place managed to eek out 0.5% of your total, and the business that that 4th place is being both effectively random and meaningless).

 
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Topic: Game Programming / 3D Five Nights At Freddy's In Unity

Death by pun.

(I don’t know, there isn’t a meme around that particular)

 
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Topic: Game Programming / 3D Five Nights At Freddy's In Unity

Originally posted by FlashGrenade:

copycat’s.

 
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Topic: Game Programming / JavaScript Good OR Not Good

Originally posted by EndlessSporadic:

I tried using MonoDevelop alongside Unity, and I always had issues with it – it was slow, intellisense didn’t always work, and it was missing a lot of important debugging features. I used Eclipse for a while too and it also seemed to have it’s share of issues, mostly relating to sleep and ease of use. I’ve tended to stick to Visual Studio since most game engines have some kind of integration with it (for example Unreal 4 requires VS2013 in order to compile the engine binaries, though you can use the free version for it). As with any other IDE it has its own share of issues.

I’ve never had those kinds of problems with Eclipse (I’ve been using Indigo and Juno) and I haven’t used VS at all.

 
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Topic: Game Programming / JavaScript Good OR Not Good

Originally posted by player_03:
Originally posted by Draco18s:

Until I can hover over a function name and see the comment applied to it, then ctrl-click to jump to the object definition, with full support for my own classes, then the IDE is terrible.

FlashDevelop can do that for both variables and functions, though it uses a hotkey (F4 by default) rather than ctrl+click. Also, the comment has to be Javadoc-style.

Good to know; I’ll have to mess with it next time I head up a flash project. Eclipse spoiled me, and despite my HATE for MonoDevelop, I’m using it because it’s at least got a modicum of features (and v4 is better than v2).

 
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Topic: Game Programming / JavaScript Good OR Not Good

 
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Topic: Game Programming / JavaScript Good OR Not Good

Truefire there’s a line a lot of posters use- Pics or it didn’t happen. The shortcomings of flash are not as common knowledge as you might think. Can you at least put up links and data to support your claim? It’s just he said/she said otherwise.

For one, the IDE is terrible. And I’m including FlashDevelop in that category.
Until I can hover over a function name and see the comment applied to it, then ctrl-click to jump to the object definition, with full support for my own classes, then the IDE is terrible.

Trust me, until you’ve used a good IDE you don’t know what you’re missing.

 
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Topic: Game Programming / AS2 SharedObject help?

Also consider updating to AS3.

 
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Topic: Game Programming / Refunds