Recent posts by Halysia on Kongregate

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Topic: Game Programming / GiTD #39 - *Lost*

Mars/Forest/Food

 
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Topic: Game Programming / GiTD #38 - *Minimalism*

-Myth(ological)
-Legend(ary)

 
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Topic: Game Programming / GiTD #38 - *Minimalism*

- Attraction
- Intercept/Intervene
- Clone

 
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Topic: Game Programming / GiTD #37 - Congrats moocowsgomoo!

Congrats moocowsgomoo, well deserved again!

 
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Topic: Game Programming / GiTD #37 - Congrats moocowsgomoo!

Originally posted by Shalmezad:

Halysia – Pressure Ships/Sub Destroyer
I’ll be honest: top downs that require astroid-like steering and point/clicks are not my favorite types of games.
It’s a decent concept, but it’d be nice if:
a) The player was a hair bit faster
b) The subs homing missiles weren’t perfect (never dodged a bullet once)
c) Some sort of “guide” for people who suck at translating a power bar into distance (aka, me).

Hey thanks for the feedback, I’m not sure how you didn’t manage to dodge a bullet once because they don’t have perfect homing and even with the slow speed you can outrun the shockwaves :P but I guess from others feedback maybe they could be a tad slower / the player faster, obviously if I had time to stick the shop in that wouldn’t be an issue as you’d be able to upgrade speed/turn speed.

As for a guide for the pressure bar, I don’t think it’s an issue if you pay attention to how far a max power bar goes (the thing sticking out of the turrets that some people seem to think were ‘rudders’, is there to show you how far along you’re powering up). Either way it was supposed to be like Worms powering up weapons, and Worms doesn’t even have that. I guess when you play it for longer than a minute or two you get used to the distances.

Originally posted by Aesica:
Halysia – Pressure Ships/Sub Destroyer – Not bad, however the controls as they are felt rather clunky to me. What if, instead of switching weapons with 1/2 and firing with the mouse button, 1 would fire the torpedo and 2 would fire the anti-air missiles? This game would greatly benefit from a varied selection of weapons and enemies, although I realize both were lacking due to time constraints.

Hey Aesica, thanks for the feedback too :) Do you mean holding down the number keys to power up as well? That’s a pretty good suggestion, saves a button press and it obviously seems to be an issue for some people :) Thanks!

 
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Topic: Game Programming / GiTD #37 - Congrats moocowsgomoo!

moocowsgomoo – Don’t Explode!:

Fun and imo creative idea with nice polish, a little difficult to begin with but it makes it a challenge. I’m not a very patient person so I only got to level 3, I’d tone down the movement speed of enemies slightly since it seems you can get unlucky with a quick succession of spawns sometimes.

Shalmezad – Pressure Crunch:

Again a nice game with a decent level of polish. Like most of us I think you should have focused more on putting the pressure on the player, perhaps by making it start slower and increasing the speed a fraction (just enough so the player notices the sudden increase) every x seconds/distance. I think that would make it more tense which is what I think you were going for with the pressure aspect :) To make it a bit more replayable, perhaps use the distance you go as a currency to buy little upgrades such as speed or as ace_blue said, a temporary freeze.

wolfheat – Escape The Box Puzzle

Like others have said the controls are a little annoying, still had fun trying to wrap my head around the puzzle. Not sure what to suggest with this one because it’s pretty straight forward and I don’t think there’s much you could change to make it better besides the controls.

Zoib – Pressure

It’s just not in me to read all the dialogue. I read the first 5-6 to get the general jist of it but missed the part where you’re supposed to get the fire extinguisher on the first play through – perhaps have an objectives panel in the upper right? Really needed to reduce the collision area on his body/reduce player size slightly, just for game play reasons. I struggled with the first few jumps simply because he’s banging his head and you have to be pretty precise. Got a little easier after the first few jumps. Got the extinguisher and got through to an empty room, not sure what I was meant to do after that, but started to enjoy it after the first few jumps.

1st Place to Moocowsgo moo because I think he had the most creative take on the theme, as well as the more polished game.
2nd Place to Shalmezad, simply because I like the instant action compared to the other games, I’m not very patient :p.

Well done to all that entered, I think everyone got a decent level of polish compared to past GiTD’s!

 
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Topic: Game Programming / GiTD #37 - Congrats moocowsgomoo!

Originally posted by vesperbot:

Halysia – Pressure Ships / Sub Destroyer

I didn’t get the AA gun usage at all – it should only hit surfaced subs, so why using that if you’ve got depth bomb cannon?

AA = Anti Air, I should have added some instructions. Use cannon to shoot subs, which will hit whether submerged or not, and time the AA gun to place an explosion in front of any incoming sub missiles and they disappear, becoming harmless. I actually nerfed the ship speed because otherwise you were never getting hit by enemies. If I managed to get the upgrades in you would have been able to upgrade turn speed/move speed! Thx for the feedback!

Originally posted by wolfheat:
Halysia – Pressure Ships / Sub Destroyer
Description states RMB to power shot, I think it supposed to be LMB?
Took me some time to realize that the rudders were the aiming of the 2 cannons. I found the steering a bit hard, but I liked the firing system.

Oops! :p Yes LMB powers the shots. Not sure what you meant with the steering/rudders, you just set the ship speed to either 0-100%, (the blue bar in the upper left), and turn as you need to with A/D.

 
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Topic: Game Programming / GiTD #37 - Congrats moocowsgomoo!

Oops, probably should have changed that title when I changed the idea…anyway 2am for me, I’ll vote in the morning!

 
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Topic: Game Programming / GiTD #37 - *Pressure*

http://www.fastswf.com/26fWIcM

W/S to set speed.
A/D to turn.
1/2 toggles Anti Missile Gun and Cannon.
Earn as much exp as possible by using the least amount of successful shots as possible, with more exp granted for shots over a longer distance.

(Would have used exp to buy upgrades etc)

 
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Topic: Game Programming / GiTD #37 - *Pressure*

Originally posted by Ace_Blue:

Another GiTD I have to bow out of because I couldn’t get enough done by the deadline. I really need to start revising my ambitions down for these contests…

I know what you mean! I’m not the best programmer so I get stuck pretty often, I’ve had to dumb down my idea so much just to have something playable. I’d still be interested to hear your idea or seeing what you managed to produce so far.

 
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Topic: Game Programming / GiTD #37 - *Pressure*

I was going to go with something similar to what Zoib described, a kind of FTL sim or finding clues that lead to a password to stop some star trek style spaceship or experimental lab from self destructing, with mini-games/gestures you have to do to navigate some sci-fi/minority report style interface.

Started with this: PressureShips

Might make it so you’re a submarine going around a coast line and you have to blow up various obstacles/enemy structures in a timely manner, estimating the power needed to launch missiles to target and having the resulting shock waves blow things up too, with limited ammo. Might not fit the theme as well but appeals to me a little more :) Will see how much time I have and how much I get stuck to determine whether I enter or not!

 
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Topic: Game Programming / GiTD #37 - *Pressure*

Retro Revision (GameName) – Remake a game from the early days of gaming, add your own twists
Escape
Deactivate

 
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Topic: Game Programming / GiTD #36 Concluded, congratulations Moocowsgomoo!

1. Moocowsgomoo

The most complete game, looks good, nice animations, short but that’s what you expect from GiTD. Well done!


2. SumGato

It seems like an interesting idea but not quite sure what I’m doing without a page to explain all the terminology/effects of things.

 
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Topic: Game Programming / GiTD #36 Has begun, the theme is Backwards!

Mossy, you dead man?

 
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Topic: Game Programming / GiTD #36 Has begun, the theme is Backwards!

Well I wasn’t going to upload my feeble attempt, got most of the code done in the few hours I’ve had, but I didn’t have time to make it pretty…I like to make things pretty – and I’ve already finished late? But since there’s only a couple of entries I guess I may as well.

Stole some graphics from a previous GiTD entry – Glaive (Bounce).

Backwards Memory Bash -

3 Lives.
Survive the ghosts attacks by inputting the flashing number-key sequence in reverse order.
http://www.fastswf.com/Me-ZJ1k

 
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Topic: Game Programming / GiTD #36 Has begun, the theme is Backwards!

Was looking forward to waking up to a theme today, see if I could get something done on my day off work. :(

 
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Topic: Game Programming / PHP or Javascript (+HTML)

Originally posted by wobalisk:
Apr 27, 2009 6:04pm
Originally posted by jrm115:
Oct 7, 2013 9:27pm

this may be a bit late

I think you’re right.

 
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Topic: Game Programming / GiTD #35 Ten Seconds

‘Boss Battle’

 
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Topic: Game Programming / Making flash games... need help

Hey, a quick search brings up many tutorials – you’ve no doubt looked yourself but I suggest starting off with something very simple such as this.

You’re asking the wrong questions on whether to code or do art first – look through some tutorials and actually read them, such as the ones in the thread Ace Blue posted, and you’ll quickly learn that really its up to the developer on what they can do first once they know a little of what they’re doing. If you have a plan in place you could do the art first. Alternatively you might find it suits you better to do the art as you need it after any coding you’ve done. There is no clean-cut ‘steps’ to making a game, it depends on the game and the developers ability and what the developer wants to do with the project really.

Find tutorials that are small and simple – such as Pong/Brickbreakers/Tetris etc. Once you’ve got a grasp of the very basics, which shouldn’t take long if you do this, you’ll find that you’re able to take what you’ve learned and adapt it to larger games and other genres.

 
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Topic: Game Programming / GiTD #34 Has begun, the theme is "Creation/destruction"

Supervillain
Aftermath
Mercen(ary)(aries)
Path(s)
Stash

 
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Topic: Game Programming / GiTD Rule Change Voting! Voting ends 7/7/13 6PM GMT

G for the same reason as Shake_N_Baker.

 
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Topic: Game Programming / Proposing Rule Changes in the GitD?

Originally posted by dragon_of_celts:

I propose the following:

No valuable prizes. Have someone make up a victory icon and music snippet or something, like a virtual plastic trophy.

Perhaps a:
[GiTD #00]
1st Place

forum avatar would suffice?

Also I like the small donation rewards – it’s an extra incentive enough to motivate me to attempt an entry, but at the same time it’s not nearly large enough reward for me to really care; perhaps it’s the same for many others.

 
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Topic: Game Programming / Proposing Rule Changes in the GitD?

Originally posted by Ace_Blue:

When it comes to the question of starting work on the game before the theme is announced, I only see one possible remedy: Stronger enforcement of better themes. Namely, very specific themes that require careful thought and planning, and enforcement on the part of the voters that the game be built literally around the theme.

The problem with that is many people prefer the less-specific themes because it’s easier for them to come up with an idea that incorporates them – just look at GiTD #28 with ____ Or Die. Being too specific may lead to even fewer entries because people don’t want to make a game if they feel it will be too similar to other entries.

Perhaps it might be an idea to upload an image of a character, building, item or environment that the developer must incorporate into their game heavily instead of a written theme if we want to make the foundation for voting more solid. Entries won’t have to use that specific image – they can modify it to fit their art style ( i.e, a photo turned into vector or pixel art ) but the underlying themes from the image should be clear in the game. I.e. A picture of the USS Enterprise moving through space could dictate games have a space theme, or alternatively entrants may use the massive ship as the character/vehicle in their terrestrial war game. Or use a mix of images to further narrow down the overall judging criteria among the theme. A picture of Gemcraft TD? A picture of a monkey? A picture of a Balloon? … You could go as far as a reference/mood board and have players list a quick summary of how and what they’ve incorporated from each image when they submit their entry and let voters decide how well they’re implemented into the game.

As long as devs clearly use the reference within the game I think it might entice more people to join and get more creative ideas than sticking to a written theme such as ‘Bounce’ or ‘Exploration’.

 
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Topic: Game Programming / GiTD [#33] Votes recounted, congratulations Zoib!

Originally posted by deviever:

So yeah. If you guys want this to be a private, active-members of Kongregate only… browser only… don’t tell anyone about the contest kinda contest… fucking MAKE it that kind of contest and be clear about it.

… because I damn well worked hard all week on my game, and to deal with this kind of bullshit in return… just not worth my time.

Hey I’m sorry you’ve had a bad experience here, I’ve been browsing and attempting to join in on these GiTD’s for a while now when I can get the time.

The contest has new participants pretty much every GiTD so I think it’s a little unfair of you to say what you did. It has been said in the past that while you can enter with a downloadable file, it’s at your own risk which I believe I’ve seen others say during this GiTD – and you have seen players that don’t want to download a file. It’s nothing personal against you. I’m sure I’ve seen this pop up quite a few times over the last few GiTD’s, so yeah as you say, maybe it should be outlined more clearly in the rules that it’s a risk on the developers part – simply to save the hosts – who go out of their way to host this competition for us all – from hassle. But perhaps it’s something you should also take note for other competitions on this site or others – not everyone wants to go to an external site with dodgy ads to download your game.

Originally posted by deviever:
I expressed my frustration with the hassle I had faced early on in the competition for some misc petty stuff, and then later when people were weary of the fact my game file was a standalone exe.
Point being is that I felt like I was facing an uphill battle from the very beginning to even be a welcome participant,

I just wanted to highlight this post by Elyzius:

Originally posted by Elyzius:

Nevertheless, it seems that your entry is the first stand-alone game submitted in the history of GitD. I suggest that you don’t withdraw it from the contest since there’s always a possibility that someone will give you feedback on it. If the game has to be installed on the computer before it can run, however, it doesn’t seem likely that many voters will make the effort. If that is the case, perhaps the contest organizers should seriously consider allowing only browser-based entries in the GitD to spare other developers from grief.

He – a member of this community you’re now bashing because you were apparently unwelcome, actually told you not to withdraw your game.

Despite not having a browser based game like the majority of GiTD entries, this community went out of their way to download your game – they even rated you second place with one of your first finished games in game development, against a hurdle (even self-inflicted as it is ), within as you said: ‘2-3 weeks into really doing serious game development’. Personally I see that as quite an accomplishment. Perhaps it’s a little early on your path to think you’re so deserving and throwing a bit of a tantrum when things don’t go your way? Honestly, I and I’m sure others feel the same way some times when you put a lot of effort into something but you don’t seem to get the praise/attention/whatever it is you think you deserve, that’s just the way of things.

I’d say you’ve come out pretty well from the competition. I was looking forward to seeing you enter more GiTD’s, you’re obviously passionate about games development. I didn’t vote myself because I didn’t upload my entry on time, but personally I think you’re lucky people gave you the benefit to go to an external site and download your game – because I wouldn’t have done.

Maybe you need to take a more relaxed approach to your early game dev, I feel like as you’ve said yourself – you’ve come across a little hot headed in regards to the voting, and I’m sure you don’t want other developers and community members ( these two threads have combined ~5000+ views atm ) – not just from kongregate, to be put off by this when you’re so new to the ‘scene’ as you say; perhaps it’s best to leave the competitive side of things behind when there’s nothing to little at stake or so little reward for winning.

I wish you the best of luck and hope you enter future contests.

 
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Topic: Game Programming / GiTD [#33] Exploration! (225 Kred prize)

Unfortunately I’m having to pop out in the final hours I could work on my game…I guess I’ll just add this to my growing collection of failed GiTD’s :p