Recent posts by OMGPotato on Kongregate

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avatar for OMGPotato OMGPotato 65 posts
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Topic: Swords & Potions / Join my Guild

I’d also like an invite :D

 
avatar for OMGPotato OMGPotato 65 posts
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Topic: Kongregate Multiplayer Games / Official Thread: Need Orange Portals?

I just need 1 more orange portal. I’ve still got blues left so I’d be glad to return the favor

Thanks!

 
avatar for OMGPotato OMGPotato 65 posts
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Topic: Kongregate Multiplayer Games / Official Thread: Need Orange Portals?

I’ve got 2 blues and need 3 oranges. Please and thank you!

 
avatar for OMGPotato OMGPotato 65 posts
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Topic: Game Programming / Making things nested inside a MC invisible

Everything appears to be fine. Have you properly defined the Area2Shade object (case sensitive)? It’s probably just a little thing like that. Of course, there are other ways to implement this but it would depend on the specific needs of your program.

 
avatar for OMGPotato OMGPotato 65 posts
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Topic: Collaborations / Team needed for Free Pay 2 Play game

I might be interested in helping. Let me know what positions you still need filled.

bmguy321 REMOVETHIS (at) gmail (dot) com

 
avatar for OMGPotato OMGPotato 65 posts
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Topic: Collaborations / developers

I agree with everyone else here that game maker is essentially useless for making serious games. As for C++ and Flash, it depends on what you’re trying to make. Flash games have a certain style to them because they are built to cater to a specific audience, namely the good folks of the internet.

The average internet gamer is not going to have enough dedication or patience to learn a complex game. If a flash game doesn’t grab their attention or has too steep of a learning curve, then they move on.

On the other hand, retail games must have a certain level of depth or people will feel cheated. They have to pay money for these games so they expect something well developed, or at least something with good visuals.

In short, both platforms are good choices; it just depends on what you want your game to be.

 
avatar for OMGPotato OMGPotato 65 posts
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Topic: Collaborations / Coder Needed.

Sure, I’ll give it a shot.

bmguy32(REMOVETHIS)1 (at) gmail (dot) com

is my email. Let me know how you want things done and we can work something out.

 
avatar for OMGPotato OMGPotato 65 posts
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Topic: Collaborations / Coder Needed.

Sounds like an interesting idea. I’m afraid I don’t have any past work to show as most of it has been for local businesses and friends and such. I am working on a game now but it’s not quite finished.

Also, broken link.

 
avatar for OMGPotato OMGPotato 65 posts
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Topic: Collaborations / Adventure RPG Concept

Sounds interesting but very underdeveloped. Also, it’s not so much of a concept as it is story / plot. ‘Course, there’s nothing wrong that, but the topic name may be a bit misleading.

 
avatar for OMGPotato OMGPotato 65 posts
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Topic: Off-topic / [Game] Trap Mafia! GAME OVER MAFIA VICTORY! [Lock Please]

I vote realboxxy, if only because “boxxy” is spelled wrong.

 
avatar for OMGPotato OMGPotato 65 posts
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Topic: Game Programming / removeMovieClip();-can never get it to work!

One of the limitations with removeMovieClip() is that it can only be used on movieclips with non-negative depth. Depth is a number used by Flash to determine which object is “on top” when two or more are overlapping.

By default, objects that you place manually on the stage (as in, not placed by actionscript) have negative depth. To remedy this problem, simply set the depth of the movieclip to a valid number before trying to remove it. You can either set a specific number:


this.swapDepths(500);

Or you can let Flash find the next highest depth for you:

this.swapDepths(_root.getNextHighestDepth());

Note that the second method may not always work as intended if you are using version 2 components.

Hope that helped!

 
avatar for OMGPotato OMGPotato 65 posts
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Topic: Collaborations / Simple Flash game needed for music festival's site

I may be able to help but school’s just starting up again for me so my schedule might not be as open as I’d like. Although, based on what you’re saying, it doesn’t sound like a very time consuming project at all.

Most of my work has been for private use (local businesses, friends, etc.) so I’m afraid I can’t show any past experience. But hey, I’m sure there’s plenty of other programmers here who’d be happy to help.

Just a few questions that potential candidates might be interested in:
1. When is the deadline for a finished product?
2. Will your server have a highscore table built-in or will I have to design that as well?
3. How high are your expectations on security?
4. Are there any specific features you want in this game, besides the ones detailed in your post (falling pints that progressively speed up)? If not, can I add my own features, such as powerups?
5. Is there a particular art and music style that you’d prefer? Will others be able to assist with these aspects?

Cheers

EDIT: Just to make this clear: I would rather not commit to something like this due to my schedule. I’ll still help if no one else is willing or capable. Just out of curiosity, have you posted this ad on other sites?

 
avatar for OMGPotato OMGPotato 65 posts
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Topic: Collaborations / need programers!!!

Okay..? So there is a bad guy trying to take over the universe. That describes just about every space-themed game ever made. No offense intended but there’s not much originality here to steal.

Might you provide us with a bit more information? For instance, what will the player be doing? What kind of game is it? What will you be doing in the project?

 
avatar for OMGPotato OMGPotato 65 posts
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Topic: Game Programming / Why use classes?

What he said. It’s alright to not use classes when you first start out but when your projects start becoming more complex, the organization and reusability of classes is extremely helpful.

 
avatar for OMGPotato OMGPotato 65 posts
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Topic: Game Programming / Preparing the art for programming...

Sounds fine to me. Movieclips are by far the most versatile of the 3 symbols.

 
avatar for OMGPotato OMGPotato 65 posts
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Topic: Game Programming / Textbox problem.. AGAIN

NaN is basically an error message that results from using operators on invalid values.

I’m assuming the textbox is supposed to show the value of score.
There’s one line here that confuses me:


score = 0;

So you’re resetting the value of score to 0 during every frame? Also, you’re referencing a score variable within the coin, not the one on the root level. Was that your intention?

My suggestion would be to check whether or not the variable referenced by the textbox actually exists.

 
avatar for OMGPotato OMGPotato 65 posts
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Topic: Collaborations / escape da room writers

Escape games are surprisingly very story driven despite how little story there is. As such, the story has to match up with the style and feel of the sound and graphics. For instance, if you can only draw in a cartoon-like style, it’ll just be weird if the story is deep and thoughtful. So what kind of story are you going for here? Dark and ominous? Cheerful and bright? Goofy and illogical?

 
avatar for OMGPotato OMGPotato 65 posts
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Topic: Collaborations / Quick question.

Depends on what kind of physics you’re looking for. There’s open source engines out there like Box2D and APE. If you’re looking to make one yourself, you’ll need a good understanding of algorithmic programming and the general structure of Actionscript.

If you only need basic physics for something like a platformer, you could just look that up in a tutorial somewhere.

 
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Topic: General Gaming / Game critique- Castlewars

@Darkruler2005: That’s an excellent solution. It would definitely require a set limit on the size of the deck and would encourage building a custom deck.

Thanks for the feedback!

 
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Topic: General Gaming / Game critique- Castlewars

I always wished there was a way to submit more serious and in-depth reviews than the comments section. Sadly, there is not and the comments section has degraded to little more than incoherent lists of complaints and “lol this game r fail 1/5”.

Normally, I just write a short review of what I thought in the comments section and leave it at that. This time, I thought I should actually get some sort of full length thing written, partly to try to convince people to put more thought into their ratings, partly to improve future games, and partly because I’m sick of seeing spammed out comment sections. Regardless of whether or not I achieve any of these goals, here’s my critique / guide to Castlewars.


To start, Castlewars is over 2 years old. When I saw that another badge had been assigned to it, I thought that perhaps the developer decided to update it and fix up some of the problems from before. Sadly, that is not the case. Instead, the badge is there to advertise the “premium content” that has been added. This content consists of cards that you may purchase with your money to improve your multiplayer experience. When will developers learn?

The Basics

You and your opponent each have a castle (30 hp) and a wall (10 hp). You win if you reduce your opponent’s castle to 0 hp or if you build yours up to 100 hp. To do so, you’ve got a bunch of cards and resources to use said cards. Sounds simple enough.

Cards and Luck

The cards and resources are divided into 3 groups: builders/bricks, soldiers/weapons, and magic/crystals. Builder cards are primarily defensive, soldier cards are offensive, and magic cards are supportive. In other words, if you want to make your castle awesome, you’ll want bricks and red cards. If you want to cause wanton destruction, you’ll want weapons and green cards. If you want a bit of everything, you’ll want crystals and blue cards. Makes sense.

One of the inherent dangers of card games is that they rely a lot on luck. Luck based gaming is bad. It takes control away from the player in favor of a random number generator. Don’t get me wrong, randomness is fine, but the player needs to be able to deal with it. For instance, say you drew a bad hand in a round of poker. Ooh, bad luck. I guess we’ll just take all of your money. But wait! You can do something about it. You can try to read your opponents to see if they’re in similar situations. You can try to bluff your way out of it. If those options don’t appeal to you, you can simply fold with minimal loses and hope for a better hand next time. A player needs failsafes to fallback on so that a streak of bad luck won’t do as much damage.

Magic: the Gathering takes a different approach at solving this luck problem. Go through a deck of Magic cards and you’ll notice that just about every card has text detailing its special ability. With specialization, comes weaknesses. Every deck has weaknesses that can be exploited. That’s where the strategy part of the game comes in: figure out what your opponent will do and be prepared.

Back to Castlewars: it lacks both the specialization of MtG and the choice structure of poker. It doesn’t matter if you know what your opponent is planning to do because you can’t answer for it half the time. If you see your opponent hoarding up crystals and discarding conjure or crush cards, there’s a good chance he’s waiting to use Curse. What can you do? Well, you can use Crush crystals, Thief, or Saboteur to prevent or at least delay his move. You can try to push for victory knowing that your opponent probably won’t counter with any blue cards. Failing all that, you could build your economy with Schools, Recruits, and Sorcerers to reduce some of the damage. But there’s a good chance you won’t have any of those cards and if you do, you probably don’t have enough to make a difference (you’ll need a ton of anti-resource cards to really make an impact; like, at least 3). With all this luck emphasis floating around, there’s very little room for strategic play.

Game Stage Analysis

Assuming that this is a strategy game, what would you want to do at each phase of the game?

Early game- This would be when you’d want to build up, preparing for the inevitable combat later on. This means collecting resources and preventing your opponent from doing the same. Unfortunately, you can’t collect resources because you have no control over what cards you get and the chances of drawing a School or related card are slim, let alone multiple “economic” cards. You can kinda prevent your opponent from building his economy with crush cards, but they don’t make a big enough difference unless you can consistently draw the same crush card, which you can’t because of the luck thing. Blue crush and conjure cards are useful here, as are green anti-resource cards.

Mid game- This is when you want to start dealing some damage and while building up your own defenses. Slowing your opponent’s economy also becomes an option here. There’s just so little strategy here though. It’s basically just play whatever cards you have because you can’t do anything else. There’s no way to force your opponent to discard cards or to draw some additional ones yourself. It ends up with both players spamming low cost wall / castle upgrades and weak pin-prick attacks. A well placed Curse can do wonders here, especially as your opponent can’t counter.

Late game- This is when you want to finish off your opponent, be it by building up your own castle or destroying theirs. But again, you have no control over what cards you can play. To make things worse, most of the cards in the game become useless at this point. Both players have enough resources to play very powerful cards, thus rendering weak cards like Archers completely useless (actually, they’re fairly useless early on too). Blue cards lose a lot of value here because of the diminishing value of resources.

Imrprovements

This game isn’t bad, it’s just not good. One major fix that I’d suggest is to specialize the cards more. Get rid of those crappy low cost cards like Base and such. Add more economic opportunities. That’ll take out some of the luck dependency in favor of some more strategy, which is how the game is supposed to be.

Now, if you’re going to flame, please be civil about it. If you think I got something wrong or you simply disagree, do so politely and it wouldn’t hurt to back it up with some some of your own observations, or better yet, some facts.

 
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Topic: Collaborations / Stick Platform(er) Needs A (FREE) Programmer

I dunno about anyone else but it just doesn’t look very interesting. Regardless of art quality and such, there doesn’t seem to be anything unique. What features make this stand out from other platformers? What makes it interesting to play?

As for art, I think it looks fine the way it is. Obviously a few changes will need to be made but the pencil-drawn style fits very well. That said, I may be willing to help but I’m a bit backed up with other things at the moment. The idea just needs more development.

 
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Topic: Game Programming / best way to learn flash?

Agreed. You won’t learn very much if you don’t understand what you’re doing. You’re not going to have examples laid out for you when you start doing more complicated stuff.

If you just don’t get how something works or why something should be done a certain way, don’t move on. Fiddle with it until it makes sense. Visit Flash help sites / forums and ask questions. Remember to run a quick search beforehand to make sure your question hasn’t already been covered.

 
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Topic: Game Programming / How To Make a Button in AC2 with CS3?

1. Does the button change to your “over” state when you mouse over it?
2. Is your object a button or a movieclip?
3. How many frames do you have?
4. Are each of the frames different? Is it possible that your frame 2 simply looks like frame 1?

 
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Topic: Game Programming / How To Make a Button in AC2 with CS3?

Details, man! Saying that you have the correct code is not enough. What happens when you click the button? What code are you using? Where is the code placed?

Give us as much relevant info as possible.

 
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Topic: Game Programming / AS2: Adding Achievements to my game

Bleh. I’m losing a lot of credibility here as to my programming knowledge. That code is right, except the movieclip was supposed to be on frame 2 (or any frame except 1). Otherwise, like you said, it’ll reset the variable to false. Also, you’ll want this on the first frame of the movieclip, just in case you don’t already have it:


stop();