Recent posts by simplegoogly on Kongregate

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Topic: Game Programming / What do you guys think?

Everything has being mentioned apart from Text. Normal text are usually good IMO, fancy ones are harder to read as well as not kinda appropriate.

 
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Topic: Game Programming / Show us a screenshot of what you're working on!

Being working on small project for Lenovo, game is almost complete. Here is the title screen:-

 
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Topic: Game Programming / [solved] Multidimensional array having some single elements not being copied properly

YUP IT WORKS :)

Also I changed my for loops to single line

currentLevelNodeArray = Constants.CONNECT_NODES[level - 1].concat();

and voila much less code and everything works.

 
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Topic: Game Programming / [solved] Multidimensional array having some single elements not being copied properly

Knew I was missing something simple. Thanks a bunch Ace_Blue.

 
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Topic: Game Programming / Error #1063: Argument Error

looks like you have an iceTruck instance on stage which is not being put in by code.

 
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Topic: Game Programming / [solved] Multidimensional array having some single elements not being copied properly

I ran into a speed bump and this has got me into a nice fix… here is an array from constants class

static public var CONNECT_NODES:Array = new Array(
		//level 1
		new Array(
			new Array(7, 11),
			new Array(7),
			new Array(8),
			new Array(8),
			new Array(9),
			new Array(10),
			new Array(1, 2, 8, 11, 12, 13, 16),
			new Array(3, 4, 7, 13),
			new Array(5, 13, 14, 21),
			new Array(6),
			new Array(1, 7, 16, 23),
			new Array(7, 13, 16, 17),
			new Array(7, 8, 9, 12, 14, 18),
			new Array(9, 13, 19, 20, 22),
			new Array(16),
			new Array(7, 11, 12, 15),
			new Array(12),
			new Array(13),
			new Array(14),
			new Array(14),
			new Array(9),
			new Array(14),
			new Array(11)
		),
		//level 2
		new Array(
			new Array(7, 11),
			new Array(7),
			new Array(8),
			new Array(8),
			new Array(9),
			new Array(10),
			new Array(1, 2, 8, 11, 12, 13, 16),
			new Array(3, 4, 7, 13),
			new Array(5, 13, 14, 21),
			new Array(6),
			new Array(1, 7, 16, 23),
			new Array(7, 13, 16, 17),
			new Array(7, 8, 9, 12, 14, 18),
			new Array(9, 13, 19, 20, 22),
			new Array(16),
			new Array(7, 11, 12, 15),
			new Array(12),
			new Array(13),
			new Array(14),
			new Array(14),
			new Array(9),
			new Array(14),
			new Array(11),
			new Array(14),
			new Array(14),
			new Array(9),
			new Array(14),
			new Array(11)
		)
		);

upon tracing length of elements in single level it traces out fine.

in my game loop I have got this code for copying the level data into another temp array in which changes will be made

trace("total nodes from array " + Constants.CONNECT_NODES[level - 1].length);    //traces perfectly
			
for (var i:int = 0; i < Constants.CONNECT_NODES[level - 1].length; i++)
{
	currentLevelNodeArray.push(new Array());
	trace("element i " + i + " total elements " + Constants.CONNECT_NODES[level - 1][i].length);     
//traces fine for inner array having more than one element 
//but for arrays having single element it traces the 
//value of that element instead
	for (var j:int = 0; j < Constants.CONNECT_NODES[level - 1][i].length; j++)
	{
		currentLevelNodeArray[i].push(Constants.CONNECT_NODES[level - 1][i][j]);
	}
	trace("current i " + i + " total items " + j);           
//traces fine for inner array having more than one element 
//but for arrays having single element it traces 
//the value of that element instead
	possibleStartNode.push(i + 1);
}

here is sample of the traces

total nodes from array 23          //total elements
element i 0 total elements 2      //elements in first array of level one array
current i 0 total items 2
element i 1 total elements 7      //notice how the single element array value is coming 
                                           //instead of length being 1
current i 1 total items 7
element i 2 total elements 8
current i 2 total items 8
element i 3 total elements 8
current i 3 total items 8
element i 4 total elements 9
current i 4 total items 9
element i 5 total elements 10
current i 5 total items 10
element i 6 total elements 7
current i 6 total items 7
element i 7 total elements 4
current i 7 total items 4
element i 8 total elements 4
current i 8 total items 4
element i 9 total elements 6
current i 9 total items 6
element i 10 total elements 4
current i 10 total items 4
element i 11 total elements 4
current i 11 total items 4
element i 12 total elements 6
current i 12 total items 6
element i 13 total elements 5
current i 13 total items 5
element i 14 total elements 16
current i 14 total items 16
element i 15 total elements 4
current i 15 total items 4
element i 16 total elements 12
current i 16 total items 12
element i 17 total elements 13
current i 17 total items 13
element i 18 total elements 14
current i 18 total items 14
element i 19 total elements 14
current i 19 total items 14
element i 20 total elements 9
current i 20 total items 9
element i 21 total elements 14
current i 21 total items 14
element i 22 total elements 11
current i 22 total items 11

I am currently stumped as to why this is happening. Any ideas?

 
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Topic: Game Programming / GiTD [#31] Game Reviewing and Critiquing

3ndl3ss – ok how many lives have I got? I am assuming infinite. I didnt see how I am supposed to fire and clicked begin now and I was just dodging the incoming too-wide-than-they-appear things. I quit after 5th game and had a high score of 849.

feartehstickman – p1 bug:- I teleported to base farther from the entry point of enemies then I just set the angle near the entry point clicked outside the swf after having pressed space and the game is pretty much automatic. Currently I am on wave 9 with exp of 1060 and havent even done anything.

saybox:- nice polish. and the puzzle element on how to collect the coins and the fruits were really well thought out. I got a pleasant feeling after collecting them :) also I have got only three achievements left:- EXPLOSIONS?, The cheat button! and Open the shop without pressing E.

 
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Topic: Game Programming / GiTD [#31] Game Reviewing and Critiquing

Originally posted by Ace_Blue:
Originally posted by simplegoogly:
Anyway, a vote shouldnt be counted if voter hasnt played all the games.

Cute. And how do you propose to enforce that?

Like I said if voter has to give votes for all games, he/she may tend to atleast glance through all the games. Currently it doesnt work that way since only two votes has to be given, voters can just cast irrespective of whether they have played all the games. Also like I said if voters dont give feedback for all the games or reason for why they are giving high or low rating then reduce the weightage of their votes by half or one-third in the overall count. People may still randomly give votes but then they wont have the proper feedback for the same and hence it will add to the measure whereby fake/alt can be deducted easily. On the plus point more feedback for developers to enhance their games which in my opinion is why most of us participate.

 
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Topic: Game Programming / GiTD [#31] Game Reviewing and Critiquing

Originally posted by feartehstickman:

what I think is a 7/10 and what you think is a 7/10 could be very different

I agree. This is judgement thing. I might be very soft and encouraging judge so I will give all the games a little bit more than they deserve but if I am a hard judge I will rate all the game a little less than they deserve. The main point here is “all the games”. So no matter if you are hard or soft judge you will equally judge the games that means each game will have equal chance still.

Originally posted by I_love_you_lots:

I don’t see the issue with a single point voting system. It will cause voters to think before they vote, rather than sling their votes around at a moments glance.

No, I think some of the voters dont have time to play all the games. And it is also easier for fakes/alt to just come and post single line comment and cast their votes. Its fairly easy for even lazy people to do that.

Rating all the games is still easy. Anyway, a vote shouldnt be counted if voter hasnt played all the games.

 
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Topic: Game Programming / GiTD [#31] Game Reviewing and Critiquing

Ok in my opinion voters should vote for all the games out of 10. It will solve two problems:-
1) I can give equal votes to many (which right now cant happen since I have to choose only first 2 spots and it is difficult sometimes to choose between two games)
2) I am sure that voters will play/glance all the games before giving votes. And if voters do glance through they would have an opinion on the game too and if they are willing they can provide better feedback.

So all the games will have a vote count and the game having maximum at end of voting period will win.

My second suggestion is to half or one-third the value of voter if he/she doesnt give feedback or atleast why he/she gave a rating to game. This will ensure that fake/alternate accounts dont have much value in the overall voting.

 
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Topic: Game Programming / GiTD [#27] Voting

Bobikas – Investigation of Wild Animals – nice timepass. Love the concept. Needs more variety of level/animals. Game gets boring after a while.
nolanlabs – Battlin’ Balls – Need AI player. Nice concept too, challenged both my hands but right one won twice.
Tacopian – Fruit Hell – needs work, specially background to tutorial as text is not visible against background.
Play_Hub – Ping! – concept is good, needs balancing. Make it blink a little less early on and as the stage advance you can increase the blinking speed/time. Currently level ends quiet soon.
dragon_of_celts – BouncyGiTD: Nyan Nyan Rawrvolution – Didnt get the concept at first, had to read instructions. The game loaded with 3 boxes and I was staring at it for a while before I pressed a key and voila the game started. Nice concept though. Tutorial would be great in game. and maybe start with 2-3 animals and add them as the stage pass.
Kewry – Slima’rgeddon!! – Liked the enemy animation. Bosses needs to be more variant. Also some hint where they will shoot…
Darkscanner – The bouncy adventures of Sir Jellyton-face Gordan: Alpha – Fitting music. Nice parallax effect.
Halysia – Glaive – Nice graphics. No restart option.
Donaldguy – Codename: Bounce! – I think second time space is pressing by itself. Couldnt jump higher than 125 on each try.
Ace_Blue – Pogo – Amazing unique concept. Needs things which can boost the player higher, and things which can slow it down. And make it level based so that each level target is to reach certain point or height.
Teddyatya – The Headless Pogostickman – Nice soundfx. Collision detection needs work.
nutter666 – Disco Balls – Background is clashing but adds nice difficulty. Pretty much an avoider. Need more elements.
Elyzius – Fat Men Can’t Jump! – Hurray I won. But there is no replay value.
galdon2004 – Extreme Fly Stomper – Maybe bigger flies initially, smaller later on.
ApinaInc – Climbing Moon – Well polished. I liked the concept. Upgrades and all was really awesome and well done in such short time. 5/5.
Thepenguinking2 – Super Bounce! – boing sound is annoying. Long gap between restart.

So my votes
1) Climbing moon
2) Pogo

 
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Topic: Kongregate Multiplayer Games / ShellShock Live 2 is in the works!

So its finally released. Any chance for a version on kongregate?

 
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Topic: Collaborations / Looking for an Awesome Coder! Reward: $5,000 and Share of Sponsorship.

Wow. Too bad I am tied up with some projects already. Best of luck though.

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

How about “no theme”?

 
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Topic: Game Programming / Advice just starting

Check out the stickies in this forum.

For making simple images, why not make in flash itself?

 
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Topic: Game Programming / What, in your latest game, was most promising effect?

Hats. Cats. Bunnies. Intro screens. Tutorials. If your game is not character based, still make some character to explain things or maybe talk to players, encouraging them on good play and sarcastic when they play badly.

 
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Topic: Game Programming / stopping sound?

I think you are trying to invoke “stop” function on a sound instead of a sound channel.

 
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Topic: Game Programming / defaultTextFormat.align doesn't work - Solved

Use TextFormat class.

It states here http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/text/TextField.html that defaultTextFormat “Specifies the format applied to newly inserted text, such as text entered by a user or text inserted with the replaceSelectedText() method.”

Here is a sample of TextFormat:-

var tf:TextField = new TextField(); 
tf.text = "Set this center"; 
 
var f1:TextFormat = new TextFormat(); 
f1.align = "center"; 
  
tf.setTextFormat(f1); 

you can also specify things like font, size, bold, italics etc with this too.

 
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Topic: Collaborations / Programmer sought for non-Kong project

Sounds easy enough.

Are you going to provide the art as well?

How much is your budget?

 
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Topic: Collaborations / [ I <3 Brainz Studio ] looking for programmers

Nice artwork.

 
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Topic: Game Programming / Rotating turret towards mouse.

Are you changing gun.rotation to this.rotation as well?

Are you getting the proper stage here? Pass in the stage reference and check the mouseX and mouseY with it.

Also you are changing Numbers to int. You are losing some precision there.

 
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Topic: Collaborations / Need someone to help script a game in as3

samples please.

 
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Topic: Game Programming / Show us a screenshot of what you're working on!

Yeah amazing.

 
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Topic: Game Programming / How to split collaboration cash?

it depends on the game and usually people decide initially itself who will be getting how much share.

Commonly 50% split happens between coder and artist after having paid the musician and other expenses. But like I said it can be dependent on game. For a point and click the artist gets a better share, for a minimal art and heavy AI game the coders gets the cut.

 
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Topic: Game Programming / Importing problem

Are you importing “fl.controls:TextInput”? That wont work try “fl.controls.TextInput”. Notice the colon is replaced by dot. You also need to drag textinput from components into your library.