Recent posts by Draco18s on Kongregate

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

Originally posted by EndlessSporadic:

There is a very niche market for it. As long as this person is intentionally targeting that market then I see no problems. Just make sure your difficulty isn’t artificial.

Reminds me that I have a game I should finish that’s full of artificial difficulty of a variety of forms, but the game is completable none the less (all of the fake difficulty is bound up in secrets. Yes, finding them grants mechanical benefits, but I was going to gear the actual difficulty of the game towards being possible to complete without finding a single secret. Although a few of them you’d have to go out of your way to not find). Development stalled when I ran out of sprite assets for enemies and I was spending more time trawling google image search for something I could edit (and then editing) than I was working on mechanics and content. The combat engine kiiiind of needs an overhaul, too. It wasn’t very fun.

 
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Topic: Game Programming / Unity or Flash

Unity’s also got a lot of free and low-cost assets that are much easily utilized compared to Flash components (does anyone actually use them anymore?). Here’s a couple I’ve found very useful:

Free Decal System is amazing. Very powerful, both pre-defined and run-time capable.
Fast Pool is one I picked up recently, still getting used to it, but it seems very reliable and flexible. $10 and I think I got it half-off just the other week. Dynamically or pre-configure various prefab resource pools, with fast-instance and fast-destroy.
Chronos Time Control I haven’t played with yet, and I picked it up half-off figuring that I’d find a use for it someday.
Shader Forge I highly recommend. I got access to it through my workplace and it is phenomenal.
RAIN: AI I fiddled with this one for a little while, but ended up going my own route. Its free and getting frequent updates. For behavior trees, I don’t think you can find better.
Alpha Cutoff Shaders is one I wrote myself, as I didn’t like the built-in cutout shader, as it had no anti-aliasing around the cutout edge, leading to ragged edges. Its not a complicated shader to created on your own if you know what you’re doing, but 40 people have purchased it.

 
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Topic: Game Programming / Preloader and mp3

Uncheck “export in frame 1.”
Insert a new frame, frame 2.
Put the music tracks into this frame (you may need movieclips)
On frame 1, when the preloader is done, goto frame 3.

 
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Topic: Tiny Dice Dungeon / Combat too...Uncertain

Oh, good to know I have to slog through several uninteresting hours before it gets better. F that.

 
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Topic: Tiny Dice Dungeon / Combat too...Uncertain

I hesitate to say that the combat is to random but I think we can all agree as to why I won’t say that.

But what I mean is that “higher level” combat suffers from the mechanical problems underlying the core concept. That is, that a 1 auto-misses (with the exception of certain dice, yadda yadda). So having more dice is not actually an advantage because the amount of damage you can do is solely limited by your ability to not-roll a 1. A single die rolled endlessly sums to the same value as two dice rolled in “pairs” (ignoring doubles, which add a slight amount).

I manage to rack up larger combos with a single die early in the game than I do now at level 15? with two or three dice, making higher level play increasingly reliant on luck, rather than less.

Combine that with the fact that monsters get more and more and more HP. To the point at which area 1 monsters have 200 hp to my pet’s 130. Yes, I could go a few rounds of combat and whittle them down, but that also means they’re dealing damage to me during this time, which when it comes time for a boss battle, I basically have to one-hit the boss, or its massive damage spike will outright murder me or my crew. So now I have to more or less one-hit kill the area monsters, but the dice I have available to me do not allow this to happen.

“Why get more/different dice then” A HAHAHAHAHA, if only. :|
“More dice” are entirely relegated to an “occasional” thing by the game mechanics. I have to randomly come across the shards or I have to pay real money for them (which is utter shite). AND it requires that the dice schematics I buy are the dice I’m even interested in. And no swapping dice between characters! Nope, you’re stuck with what you unlock.

Ugh.

This game could have been really neat and really fun, but a few design decisions made it awful instead. If the “roll a 1” only applied to the first slot and that die could be replaced with a narrow selection of other dice (that is, ones that have all the numbers from 1 to 6, regardless of what other special abilities they might have; e.g. water damage, fire damage, etc) then the game might be viable.

 
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Topic: Tiny Dice Dungeon / Monsters over 10lvl

Go to your squad, click a monster, click the “enhance” button, click “info.” Read.

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

Not much to look at yet, its pretty featureless in that regard, but there’s a lot of underlying functionality (including AI Tasks, one is easily visible in the screenshot: the drone is looking directly in front of itself for enemies to attack). I’ve got about 80% of mapgen done (still have to do smaller features, like props and various obstacles) and a handful of specific AI Tasks that are done with a few others that are still templates (lack of other systems to communicate with).

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

Heh

 
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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).