Recent posts by Bobikas on Kongregate

Subscribe to Recent posts by Bobikas on Kongregate

avatar for Bobikas Bobikas 52 posts
Flag Post

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

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

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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…

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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..

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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.

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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.

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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?

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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?

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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.

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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.

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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.

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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

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

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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

One minute late as always.

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

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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]

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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)

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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.

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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.

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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?

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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.

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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

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

 
avatar for Bobikas Bobikas 52 posts
Flag Post

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.

 
avatar for Bobikas Bobikas 52 posts
Flag Post

Topic: Game Programming / PGGC #2: Cities

I have a little something too. Nothing fancy, but I think it’s better to share.
http://megaswf.com/serve/2440103/
Idea is similar to Mario’s, but mine is just bare bones with no details and more “mathy” and strict. I just wanted to see how it would look. Next steps would be to add some gradient in background (fell asleep while reading about gradients and matrix and missed the deadline :) ) and then add some windows with glow effect. Also stop rendering buildings out of frame.

I’m now reading through Aaants’s tutorial about gradients and other effects and trying to finish this just to learn some new stuff. I’m a bit lazy person though, so I’m not sure I will finish. :)

By the way, Aaants, your tutorial is really nice. Much better than what I was reading before. No sleeping yet. :)

 
avatar for Bobikas Bobikas 52 posts
Flag Post

Topic: Game Programming / Art vs code vs performance - what's more valued nowadays?

I still think art is in a last place. To compare art vs performance imagine two games. One has really crappy art: player is black square, enemy is red square, levels are some black lines on white background. But it doesn’t lag at all and it’s controls are comfortable and intuitive. The other one is very nice drawn, has a lot of nice visual effects, good music, sounds, voices. Bu it runs at 1 fps. Now honestly, which one would you play?
And concept/gameplay is even more important, because you wont be playing “I spy with my little eyes” game no matter how pretty and fast it is (I know, because I tried to do it for a contest ant I didn’t win :) ). Or some “push this button ten times to win” game. But all the “earn money>upgrade>get achievements>repeat” games like learn to fly or shopping cart hero – that’s not performance or art. That’s addicting gameplay that attracts people to play them.

 
avatar for Bobikas Bobikas 52 posts
Flag Post

Topic: Game Programming / 360 degree movement WITHOUT the math class?

You can use a table of sin function if you really need to save on it. Array (vector in case of AS3) of precalculated results from 0 to 90 degrees and some logic to pick the right answer.

 
avatar for Bobikas Bobikas 52 posts
Flag Post

Topic: Game Programming / Art vs code vs performance - what's more valued nowadays?

Most important is gameplay. Game has to be fun to play in the first place. Then goes performance. If it lags – it is less fun, because it gets harder for no fun reason. Then goes visual and audio. Art goes last, but it still means a lot. It separates some fun game from that megahit supergame every smartphone has. So I’d say completeness is the most important.