Recent posts by Halysia on Kongregate

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Topic: Game Programming / GiTD #43 *Theme Selection*

Noun: Knight
Verb: Fly
Adjective: Spinning
Game Mechanic: Point and Click

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

Seems like a good compromise to me!

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

Feedback can be constructive and helpful, I remember Aesica has given me a good suggestion in regards to controls for one of my games. It depends on the dev, if they want to take the game further after GiTD, they might want feedback.

But if they simply make a game ‘just for fun’, accepting the final result as-is at the end of the 10 days, I think they should be able to opt out of receiving any potentially negative comments. Just check past threads and see how many times voters say ‘I don’t get it’, ‘This is just a demo’, ‘I don’t like these types of games 1/5’. If the dev had the time I imagine they would simplify/make the instructions and polish the game.

I’m simply suggesting that voters respect the devs wishes in receiving feedback. If people want to receive feedback nothing changes. It doesn’t take a lot of effort to read: “Feedback requested / No Feedback”

I don’t want to turn this into a massive discussion, I think it’s a rather simple and easy to implement option that might be more ideal for some participants without affecting anyone else.

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

Yeh I know why it came about, I just don’t think it’s the best way to go about it. Keep it simple, only count entries from known developers/the participants – as in option ‘G’ in your linked thread, rather than the ‘D’ we seem to have adopted. The turn out is so low for these competitions we know who has participated, or can easily find out. Actually, maybe it’s something to keep track of when it comes to voting – the number of times a participant has entered a GiTD and have it along side their name in the voting thread, maybe even with how many times they’ve won. Obviously it would require a little more work for the organizer, but nothing a quick spreadsheet won’t help with.

I.e.:

Name(Entries/Wins) : Entry name.

Shalmezad (9/2): Piranha Attack
Aesica (11/3): Holy Ship
Halysia (3/0): Pie Cannon
Darkscanner (5/2): Crab Crasher

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

Originally posted by Aesica:

I thought the “lengthy feedback” aspect was entirely optional.

It’s optional to give feedback yes, but has even been pushed to be included when voting. However, maybe a dev puts up an entry just for fun and doesn’t want someone telling them that the game they made for fun in 10 days around other commitments is bad and should have done this or that instead, or that they think something doesn’t work – when it does. I imagine this could discourage someone from entering a future GiTD. If you want critique that’s fine, but some people don’t and perhaps both should be respected when it comes to voting.

This is meant to be an amateur/hobbyist, fun event, but I’ve seen people give really negative feedback even when not submitting entries themselves. To increase participation it needs to be welcoming, people new to and learning programming don’t want to come here, read the last voting threads and see negativity to some other persons entry. I think it would be best to keep all aspects of the competition simple, regular and transparent, and also have voters respect that it’s not a professional competition, perhaps by allowing/disabling critique based on the devs wishes, as well as a simple first and second place vote.

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

1. Announce the dates further in advance and/or try to keep the dates regular. You gave 2 days for theme selection with no prior announcement for this one, I imagine some developers don’t check here so frequently. Myself, I had a weekend away only to find the event had already started. It also gives people an idea of when to allocate some time to make an entry, if they can participate.

2. Don’t be afraid to re-do themes, or similar themes. Games at hobbyist level within the time constraint turn out pretty same-y anyway. Some people might have had a few ideas for ‘Bounce’ or ‘___ Or Die’, they would have liked to explore for a competition.

3. Remove the lengthy feedback process. People struggle to make a polished, functional game in 10 days when they have other commitments. Personally based on experience and observation, the majority of feedback isn’t constructive and usually any perceived flaw is down to time constraints imo. Allow the developer to ask for – or decline – any feedback when they submit their entry. If the developer wants to know why someone didn’t like their game and wants to know why, they’ll simply ask anyway.

4. I agree with dragon_of_celts theme selection criteria, along with your usual RNG, to determine a theme, as well as 1. to allow for more people to suggest words that might make it into the end theme.

 
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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.