Recent posts by Bobikas on Kongregate

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Topic: Game Programming / ActionScript 2 Accessing my game Statistics

Shared object is stored in PC, not server, so if one player completes the game on one PC, other PC will still show all the levels locked. As far as I know, it’s a common practice to use SharedObject for things like level locking and progress logging. A nice touch is a “clear progress” button, which clears SharedObject data and restores the game to its starting state.

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

Originally posted by Tukkun:

I once tried to make a “no graphics” game (purely rely on sounds and stuff), but failed miserably. “No controls” won’t be very hard but you can’t really make a fun game with it. “Upside down” is pretty easy but players who play such games will be frustrated to death.

You are looking at these very straight forward. No controls could mean i.e. you build a robot and then let it fight with others autonomously. Or you are driving a spaceship and it looses controls from time to time when it hits some debris. Upside down could also mean not a random game which is played upside down, but some sort of enemy beating technique or anything else. If it plays a big enough role in a game, it fits the theme.

 
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Topic: Game Programming / Shouldn't we...

On topic:
I vote for:
AS2 shootorial could be replaced by stencyl shootorial. It could teach people the logic of a game the easy way.
AS3 shootorial could be replaced by “good practice” AS3 shootorial with flash develop maybe. However I think it shouldn’t increase in complexity and and still be done with “tutorial of making first ever game for people that have never programmed anything before” in mind. Because I think that’s the audience of shootorials. I mean I like MJW tutorials o lot, it helped me to switch from AS2 to AS3, but its too much for a total beginner. Total beginner should just write bare minimum code for a simple game and enjoy it. Then start asking questions and move on with more complex things.

Off topic:
For me AS2 is bad for two reasons. The main one is that it allows things (and a lot of tutorials teach these things) that causes problems later, when everything gets more complex. Compiler just doesn’t warn you about anything. So, when you write something that you and compiler understand differently, problems start to happen. Typical example is textbox input. Enter two numbers to two textboxes, compare them and, oh my god, 2 > 12. And wasn’t AS2 the one that had this missing semicolon joy: no warning, no error, but nothing works. Things like that happens and it gets really annoying and not productive. I started learning with macromedia flash5 from some mosquito game example. It had all it’s code in movie clips. I have a bunch of games now that I haven’t touched for ages, because of this code in movie clips hell. When I open these fla files, I just think it would be easier to remake everything from the start. And this is the reason why bad practices are bad. It always ends up in this “too complex to continue” way.
Second reason is lack of support. When you ask about a bug in your AS2 code in forum, everyone knows the solution: switch to AS3.

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

So many things was said that I agree with. I agree that:
this was an overreaction;
old rules are good enough;
whatever new rules will be, it should be written down and a link to these rules provided in every gitd.

Although old rules are good, I’m between D and G. So:

if(singleSentence >= feedback.length){
    myVote = D;
}else{
    myVote = G;
}

And D not to defend against cheaters, but more to make votes more honest and thought out.

 
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Topic: Game Programming / GiTD [#31] Winners Announced!

1-st. Wizard Element Defence.
2-nd. SayBox’s Super Duper GiTD Entry.

 
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Topic: Game Programming / GiTD [#29] Entries and Discussion (started!)

Hey, I’ve just got a brilliant idea! Or is it too late? Nah, I guess it’s not. File > New…

EDIT (4 hours later): Apparently, it was too late with my skills. Oh well…

 
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Topic: Game Programming / GiTD [#29] Entries and Discussion (started!)

I’m pancaking. And looks like I won’t make my game about working at day and partying at night happen. Damn you, things that have to be done at GiTD week..

 
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Topic: Game Programming / GiTD #29 interest

How about you get extra votes for your game rating on kong?
For example you get extra vote for every 0,25 above 2,5 (total votes = votes + (rating – 2,5) * 0,25.
Or total votes = 80% votes + 20% rating.

 
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Topic: Game Programming / GiTD #29 interest

I’m interested in GiTD #29.

Not sure if I would enter every month. As Halysia said, we could start making monthly GiTD and watch what’s happening. We can also have “how many potential entries” thread every month.

I’m already waiting so I like the earlier date better, but makes no real difference to me.

 
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Topic: Game Programming / Deleting sprites (How would You do it #5?)

Wow guys. Nice discussion. I’ve read it twice and I feel like I’ve learned something. The OOP is giving me a bit of headaches sometimes (most of the programing I do is for microcontrollers in C or assembler).

And by the way, I do it this way:
battlefield calls soldier functions like “hitByBullet” “walkedOnSpikes”, but the soldier determines if he’s dead all by himself;
soldier sets a flag “gone” when he needs to be removed, battleField checks these flags and removes soldier from all the lists he needs to be removed.

As I understand this is not the worst method to do it, is it?

 
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Topic: Game Programming / Deleting sprites (How would You do it #5?)

Let’s say we have a BattleField and Soldier movie clips (or derived from movie clip or other display object). BattleField contains a bunch of soldiers (as children). Rough truth is that soldiers sometimes die and after dying they should get removed from the BattleField.

So the (double) question is: Who should
1. detect the death of the soldier (run collision detection with bullets, check if he is out of screen, check if he starved to death or blown himself, etc.);
2. call the removeChild() function/method.

So how would you do it? Do some magic with parent reference? Event listener? Do everything in battleField? Anything else? Or maybe organize everything in some other way?

 
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Topic: Game Programming / are there more multiples of 3 or 7?

I liked this one:
http://www.youtube.com/watch?v=VjZyOTES6iQ

Oh, and it gets a bit less physics related from 3:18

 
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Topic: Game Programming / GiTD [#27] Voting

Oh, and I forgot to mention Climbing Moon and Glaive. These are both really nicely done. Climbing Moon feels like a complete game, I liked the way upgrades and achievements are joined together. Glaive has a great soundtrack, that and graphic art creates just the right atmosphere for soul theme. Unfortunately both of these games had too little to do with bouncing and that is why they didn’t get my vote.

 
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Topic: Game Programming / GiTD [#27] Voting

1st. Pogo
It’s original concept and suiting the theme won the first place. It lacks some goal, but while playing it I was like a kid “Higher!, Hiiigheer!!!”.

2nd. Battlin’ Balls
AI is obviously what is missing here, but I still managed to loose few times when being too aggressive and bouncing back form enemy or wall. Bouncing back. I would really love to play it with some sort of intelligence. Please create an AI. Please..

Close runner ups:
Codename Bounce: It became a bit too difficult i guess, I liked some previous versions more. And maybe the general idea is a bit too simple, reminds me of learn to fly o similar
Fat Men Can’t Jump: Original, pretty drawn, but gets boring really fast. Mostly because of poor physics.

Also caught my attention:
Extreme Flystomper: Quite pretty, quite fun, but not enough to be best.
Disco Balls: Nicely done. Feels finished. Too simple to be fun for a long time.
Nyan Nyan Rawrvolution: That’s an interesting one. I really liked the idea. Unfortunately it was too awkward to control and not really well drawn to hit the top for me.

 
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Topic: Game Programming / GiTD [#27] Voting

Misstype in the title at the title screen?! Dang.. I knew I shouldn’t leave that to the last minute tasks.. :)

O.T. Today I was soldering at work and after putting my solder iron back to the stand I reached for ctrl+s to save my work.

 
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Topic: Game Programming / GiTD [#27] Entries and Discussion

If I’m allowed to, here’s a little update:
http://www.fastswf.com/iDitBP0

 
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Topic: Game Programming / GiTD [#27] Entries and Discussion

One minute late as always.

Investigation of Wild Animals:
http://www.fastswf.com/JdMJtys

 
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Topic: Game Programming / GiTD [#27] Entries and Discussion

Update: http://www.fastswf.com/jorHGL8

Elyzius, thanks for the feedbacks (for all of them). I’m a bit ashamed of not writing them myself. I guess next time free music will be given for giving a good feedback, not for posting your game early. :) Although, I guess it made some guys (like me) to move their ass earlier than last weekend, which is good. :)

Anyway, I’m happy to see we will have a good bunch of games this time.

EDIT: So, getting to level 10 does funny things with level locking.. Damn you, bugs.. [goes to search for bugs]

 
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Topic: Game Programming / GiTD [#27] Entries and Discussion

Here’s my bunch of placeholders: http://www.fastswf.com/6o-z5tg

The green guys with legs are animals, the dark pointy thingies are moles, you are a smiley square. Move with arrow keys. Let animals bounce to accumulate score, then catch them. Don’t let moles to reach ground, to avoid holes in which animals fall and you lose your score.

In final version animals will disappear if bounced for too long. Now they are slowly getting lower, so you can not get infinite amount of points, but it is a bit boring in the end like this. Also more levels in final version, nice art, cool effects, great music, sound fx, achievements, upgrades, free beer, great storyline, restart button, tutorial page.. Or at least one of these. :)

Goodnight. (its 3 AM at my place)

 
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Topic: Game Programming / Rays For Line Of Sight - Am I On The Right Track?

I think it is because rayHolderVar.addChild(myShape); is before endFill(). You are adding the fill before it is finished/filled. addChild() is not needed in the loop, move it to the end.

Also you left a bunch of moveTo() functions inside the loop. You should only use moveTo() at the very beginning, before the loop. I think you should get the lineStyle() there too. Loop should only have one lineTo() function and do nothing else with myShape object.

Fix these, and it should work.

 
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Topic: Game Programming / Rays For Line Of Sight - Am I On The Right Track?

Before starting the big loop, begin fill and move to player point, then every time you find an end point, draw a line to it (skip drawing line to the player point) and after exiting the big loop, draw the line back to the player point. I guess.

 
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Topic: Game Programming / GiTD [#27] Entries and Discussion

To be clear about this new rule: it’s a ban to submit anything in first 7 days? And we are free to submit it at the last minute (bad habit of mine) or anytime, any number of times in this last 3 days period?

 
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Topic: Game Programming / Interest for GiTD #27? Possible Dates inside

Originally posted by Senekis93:
Originally posted by wtracy:

The “Anime” suggestions got me thinking: Would there be any interest in a GiTD built around the “theme”, “Here’s some art. Make a game with it.”

I think this already happened once.

I realy liked that one.

All dates are good for me. But the later the date, the bigger probability to become busy with something. I guess.

 
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Topic: Game Programming / GiTD [#26] Theme Suggestions

I would probably join. If it’s not in the end of july.

 
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Topic: Game Programming / PGGC #2: Cities

Sky improved after reading through your tutorial.
http://megaswf.com/serve/2440342/
Thinking about some glowing windows, but my processor is afraid of that. We are working for a compromise now. Also thinking what to do with the “street”. I may add some stars later and have some more ideas about the moon, but I don’t know how it will turn out at the end.

Buildings are all some math combined with moveTo(), beginFill(), lineTo() and endFill(). I also used some cheats in deciding which walls to draw and to draw buildings from back to front and from sides to middle “street”, so I can avoid dealing with depth stuff.