Recent posts by Draco18s on Kongregate

Flag Post

Topic: Game Programming / Looking for some Feedback on a Unity Project

Ok, I looked at that seed. The reason the Fire tower was so cheap was because it didn’t inflict a status effect, so it got a free-pass on its pricing (i.e. no increase). I did tweak some values and made beam towers 20% more expensive and cone towers 20% less expensive, though. Cones tend to be pretty short range, so the price increase for the AOE wasn’t really justified, and beam towers are pretty punchy damage wise, so I moved them from a 10% overall reduction in price to a 10% additional charge. So instead of 50 / 80 they’re now 60 / 70.

I also increased the cost of Damage Over Time effects, that got a little under-costed. The Dark Line tower (tower #3) as a result went from 45 to 50.

Also tweaked the directional aiming (i.e. it points where you point it and can’t rotate) so that for cones and lines it actually can’t rotate (the intended effect, just that because fixed aim bullet towers would be incapable of hitting anything, so some flexibility was added). Ranged blasts have a narrower rotation range than before (10 degrees vs. 30) as a result, being a tower that’s somewhere in between.

Added the grids for placing the blocks. They aren’t visible except when placing the blocks, as they aren’t really needed. I might want to do it differently in the future though, as a decal, as level geometry won’t always be so regular and square.

Creep pathing intelligence is still “dumb as a rock” as the navigation mesh is poorly documented and contains freakishly useful, but private variables (no really, in debug mode I found a boolean “Path Has Failed,” instead I have to use Path.count == 0). The developer is neigh on unresponsive in his own thread though, so I don’t expect to get any help there for a while. So they’ll still happily walk off ledges or bump into walls in their attempts to “go around” each other.

GUI: the “DR 10” text for the Fire tower: its because the HP bar is empty. I’ll fix that…eventually…

Damage Reduction changed to 2.5% per point of armor (10 armor is now worth 23% less damage vs. the old 9.6%) making armor a little more meaningful for damage values less than 30 especially with small armor values (30 damage – 2.5% is 29). It still rounds-as-normal, though. 10 damage – 5% is still 10 damage. Elemental advantage, by the way, bypasses damage reduction (spirit > water > fire > air > earth > spirit; ice > lava > dark > wood > light > ice; spirit > ice, water > lava, etc) not that you can tell yet (no way to determine creeps’ element). Secondary elements (ice, lava, etc) offer better stat increases, but aren’t effective against primary elements.

Your exact seed so you can compare the changes to what you’d already seen.
A random seed to look at some more towers.

 
Flag Post

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

Unity itself is unoptimized. This is pretty well known. Hopefully you will see fixes in Unity 5.

Yes, sort of.
Its because it’s a do-everything platform. The more things you support, the less optimized it will be, by definition: Optimized and Flexible are inversely proportional.

Optimized <———————> Flexible

 
Flag Post

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

The reason your old computer can’t handle unity games is because *gasp* the developer didn’t optimize! That’s hardly the engine’s fault.

 
Flag Post

Topic: Game Programming / as3 tutorial

Gosh, its almost like there’s a stickied thread for this question

 
Flag Post

Topic: Game Programming / Looking for some Feedback on a Unity Project

Placing in that area is possible, but still narrow. The camera position is not final. I could do grid squares, I’ve got a prefab that can do that, turning is renderer on and off is easy. I do not have an easy way to figure out if a given tile would cause passing to fail though. The navigation system I’m using is not very well documented, best I have is to place the block and check if a path exists, which takes several frames (especially if the block is close to the exit).

Built tower stats isn’t in yet. It’s next on the list of things to do, actually. I wanted to get the resource system in place before I added buttons to view, upgrade, and sell towers.

Creep paths indicators I can add more for, it’s kind of a placeholder at the moment. Would make blocked placement faster, though, as the check could be taken from multiple places.

The reason I mentioned seeds is because the towers are randomly generated: your ice tower is pretty unique ;) DR is damage reduction, "armor"was going to be too long to fit. Every 1 unit reduces damage by 1% (multiplicative), which should be twirled a little as damage values are pretty low. I think it might reduce by a minimum of one though…

Creeps falling off the edge is a common problem. I haven’t done anything to try and prevent it yet, but knockback effects should through things of ledges. They also fall off the end, due to physics :p their scripts turn off and momentum kicks in XD

I’ll look at the fire and ice towers for that seed and see why the prices feel backwards.

 
Flag Post

Topic: Game Programming / Looking for some Feedback on a Unity Project

I’ve slowly been working on a procedurally generated tower defense game: generated towers, generated creeps, generated waves (map construction is too complex, and generally less interesting anyway, due to the limitations). While I’ve made reference to this project and shared a screenshot or two, I have not linked an actual build.

I’d like to get some feedback on the prices of the towers, if any result seems too pricy or too cheap. There’s no actual resource mechanic yet (the code right now checks “if tower.price < 9999”) so you’re free to build whatever you want, I’m just interested in if the costs seem appropriate (not that other feedback isn’t helpful).

http://www.pages.drexel.edu/~mmj29/temp/pgtd/pgtd.html

Be sure to post the seed (upper left corner) if something seems really “off.” There are still a handful of attributes that aren’t visible in the UI, so without the seed I can’t recreate what you saw exactly.

Know bugs:
#Long tower names don’t fit (“single-target beam” towers, primarily). I need to use a different string.
#Creeps face-smash walls on occasion. Still not sure what’s causing it, they are suppose to rotate towards the next navigation waypoint (which is correct) but they just kind of vibrate back and forth ~90 degrees offset.
#Can’t place towers on slopes (I would like to, but a recent change in detecting intersections with walls made that not work, need to find a fix)

 
Flag Post

Topic: Game Programming / Multiple Users Ad Profits

SSN wasn’t ever meant to be a secret number anyway.

It’s about as secret and as secure as your REI Membership Number.

 
Flag Post

Topic: Game Programming / PHP and AS2

Originally posted by NineFiveThree:

If servers burst into flames when somebody saves password in plaintext on them, the world would be a better place.

And probably a lot warmer.

Server hosting would be more expensive, too.
(Sadly, my company still stores passwords in plaintext)

 
Flag Post

Topic: Game Programming / Multiple Users Ad Profits

You could do that, but keep in mind that setting up an LLC is neither cheap, nor easy. I’m actually in the process of doing that for unrelated-to-kongregate reasons.

 
Flag Post

Topic: Game Programming / Multiple Users Ad Profits

Not really, no.

 
Flag Post

Topic: Game Programming / {AS2} Help Please !!!!

Buttons can’t be manipulated like that. Their frame number is entirely dictated by whether or not your mouse is over them. If you want to control it like that, you need to use a movieclip with a button inside it.

 
Flag Post

Topic: Game Programming / [Solved I think] How to _copy_ semi-transparent pixels?

Maybe I was mistaken. It’s been a while since I worked with bitmaps in AS3 and I remembered that Copy Pixels was faster, but had some limitations, compared to Draw.

 
Flag Post

Topic: Game Programming / [Solved I think] How to _copy_ semi-transparent pixels?

Originally posted by Aesica:
Originally posted by Draco18s:

Copy Pixels can’t do transparency. You have to use Draw()

I hope I’m just misinterpreting something here, because copyPixels most certainly will copy partially-transparent BMDs. I suspect what’s going on is what Amibtious said, and the only workaround I can think of involves either drawing the circle with more opacity or using lines thicker than 1 pixel.

It will copy, but it won’t blend. It’ll overwrite the destination color value rather than multiplying.

 
Flag Post

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

God, you have no idea how much I want someone to remix those lyrics with the theme from Pirates of the Caribbean.

 
Flag Post

Topic: Game Programming / [Solved I think] How to _copy_ semi-transparent pixels?

Copy Pixels can’t do transparency. You have to use Draw()

 
Flag Post

Topic: Game Programming / Can i upload javascript or java games in kongragate

http://developers.kongregate.com/docs/resources/faq#format

There is support for iframe games, but I am not sure if you need to contact staff about those or not, and either way, you’d have to host it on your own server.

 
Flag Post

Topic: Game Programming / {AS2} New Game !

1) Use AS3, there’s really no reason not to.
2) If you’re having trouble showing a movieclip on button-press you’re going to only encounter more problems.
3) Here:

on(release) {
   theThing.visible = true;
}
 
Flag Post

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

Transmogrification would be interesting. And not easy.

 
Flag Post

Topic: Game Programming / [Urgent]Problems with additional files.

http://lmgtfy.com/?q=unity+how+to+use+cross+domain+policy&l=1

 
Flag Post

Topic: Game Programming / [Urgent]Problems with additional files.

https://www.google.com/search?q=cross%20domain%20security

Also, private messages do not get your problem solved faster.

 
Flag Post

Topic: Game Programming / [Urgent]Problems with additional files.

That’s not additional files. Additional files aren’t executable code, they’re data.

PHP requires a server to be hosted on (that’s not Kongregate) and to “access” them you need to make an external call.

 
Flag Post

Topic: Game Programming / Need Help

var money = 0;
addEventListener(Event.ENTER_FRAME, doTheThing);
function doTheThing(e:Event) {
   money++;
}

I’ll take my cut in cash, thanks.

 
Flag Post

Topic: Game Programming / [Advice] Unity Optimization

Originally posted by Zerakil:

Thanks for the info, I know static batching is best practice, but must admit that I have not had any real need for optimization when it comes to Occlusion, But guess it get more importan if working on large 3d levels for FPS or true 3d Games.

Basically anything with a ton of small and complex models will benefit.

 
Flag Post

Topic: Game Programming / [Advice] Unity Optimization

Originally posted by Zerakil:

As for Occlusion I’m not sure if I read it wrong, I missed something, to Occlusion work rather well in Unity Pro. And if I remember correct its not even possible in the free version.

It is. Sorry, I’ve got access to Pro so I’ve got Fancy Features.1 Occlusion is really only about a 30% gain, whereas static batching will get you closer to 90% (if both are set up properly and you follow the “as few shaders” rule).

1 Like intersection shaders using the depth buffer (that’s actually a custom shader that is both an intersection shader and a rim shader, on Free only the rim works). I may actually buy Unity 5 for personal use, depending on a couple of factors.

 
Flag Post

Topic: Game Programming / as3 what is the most efficient way to use enterframes

Nope, because you have 1 event listener rather than thousands. Sending an event has a small amount of overhead that a basic loop doesn’t have.