Recent posts by someone93 on Kongregate

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Topic: Game Programming / Looking for a SIMPLE Flash Program.. Ideas?

Originally posted by Ace_Blue:

Be kind. Not everyone is a native English speaker.

To be fair, I’m not an native English speaker either. But I guess I was a bit harsh (probably caused by my current stress and lack of sleep during finals).

 
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Topic: Game Programming / Looking for a SIMPLE Flash Program.. Ideas?

Oh dear, the grammar/spelling in the above posts horrifies me. It really puts the forum to shame…

I guess the tips they have given is decent though.

  • Adobe Flash is the industry standard, and it is a powerful tool that handles both graphics and code well.
  • FlashDevelop is a free but code only environment. Not really suitable to complete newbies who just want to throw something together fast.
  • Stencyl might be the best fit for you. It’s free, and everything is done through graphical interfaces, so it’s suitable to those who don’t want to get dirty with code (but who doesn’t like getting dirty with code, seriously ;P).

But as you already have CS6, I would recommend you to search for some tutorials and get to know the software a bit. It really is a powerful tool when you get used to it.

 
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Topic: Game Programming / Google Code Jam 2013

I decided to join in and solved the first two problems in the only language I had at hand, C++ (which a don’t even now that well). I would have used C#, but I didn’t fancy downloading mono and a mono IDE just for that…

Mad props to you guys who actually solved each problem in a different language. It’s quite impressive. I considered trying #2 in befunge, but I never got around to it.

 
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Topic: Game Programming / Basic math question

You would need at at least one angle to be able to calculate the third side. If you know an angle, you can use the law of sines and the law of cosines to get the information you need. If you know the coordinates, then some vector math would be a good choice.

 
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Topic: Game Programming / My Little Pony

Totally wrong forum. This should be in the Off-topic section. Hopefully a moderator can move it there.

 
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Topic: Game Programming / AS3, this elastic collision calculation for circles doesn't work

Originally posted by ErlendHL:

Edit: What is zmf?

Zero momentum frame, mentioned in his first point.

 
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Topic: Game Programming / How to use preloader

Originally posted by Arloistale:

If I have many levels, like say 60 or so, won’t it look cluttered to embed them all? Is there a way I can load multiple xmls without it looking like a huge wall of text?

What about creating bundles of levels? XML would be perfect for that kind of stuff.

 
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Topic: Game Programming / PGGC #3: Planet

Originally posted by RTL_Shadow:
Originally posted by Elyzius:

After studying the object with a spectrum analyzer, scientists at NASA have concluded that it is a dick.

Heh. Don’t judge me- i was bored.

I agree, cut him some slack. We don’t need to be a dick about all this, do we?

 
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Topic: Game Programming / A* with NO diagonals

Ah, I read the topic more closely now. You mean diagonal as in one step north then one step east, rather than one step north-east? My bad for missing that.

 
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Topic: Game Programming / A* with NO diagonals

Just increasing the cost wouldn’t work if you add walls.

Something like the below would return a path, which you wouldn’t want.

S..X
..X.
-X..
X..G

S = start, G = goal, .=walkable, X = wall

Can’t you just skip checking diagonal neighbours (like mentioned above)?

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

Originally posted by BigJM:

It is unable to be determined; therefore, it is indeterminate.

Heh, I guess I wasn’t as sure about translation of mathematical terms as I thoughts. To me, 1/0 would be “undefined” and 0/0 would be “not well-defined”. I guess I’m just handicapped from learning math in my native tongue.

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

Originally posted by BigJM:

x/0 is not infinity, it’s indeterminate and contextual.

x/0 = a (or a*0 = x), for x != 0, is undefined, not indeterminate. There is not a single solution.
0/0 = a (or a*0 = 0) on the other hand is indeterminate. There is not a unique solution (it’s true for every value of a).

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

I can’t remember specifics. But we showed it in my Uni. intro math.

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

Originally posted by ErlendHL:

What’s infinity / infinity?

This is one of the cases where we can’t really say anything.

Other such cases include:
0*inf, 1^inf, inf – inf

 
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Topic: Game Programming / web developing

Originally posted by qwerber:
Originally posted by someone93:
Originally posted by qwerber:

HTML5 is open and free. Everyone can access. And it is browser native.

How is this a good thing?

I see Flash becoming java lol.

Except Java is cross-platform (which can’t be said about flash anymore, since Adobe dropped development for Linux).

Linux still has chrome flash support. AHA.

Sure, but that means Chrome is the only program with an up-to-date flash player. And to make things even worse, the version Adobe left Linux with has hardware acceleration disabled (which makes my processor overheat if I run fullscreen flash videos).

 
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Topic: Game Programming / web developing

Originally posted by qwerber:

HTML5 is open and free. Everyone can access. And it is browser native.

How is this a good thing?

I see Flash becoming java lol.

Except Java is cross-platform (which can’t be said about flash anymore, since Adobe dropped development for Linux).

 
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Topic: Game Programming / AS3-Move Direction Ship is Pointing (Felt Like An idiot, compliments to skyboy)

Originally posted by CuriousGaming:
Originally posted by BigJM:

You actually want to do rotation*Math.PI/180

Damnit. I always get those the wrong way round.

An easy way of telling is to look at the units.
Math.PI/180 is radians per degree, which is what you want to convert to radians.

 
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Topic: Game Programming / [C++] Quick question about infinite for-loop

That would mean pretty much, inititialize nothing, check nothing (missing boolean defaults to true in for loops) and increment nothing.

for(A;B;C) {
    D();
}

// Would be equivalent to:

A;
while(B) {
    D();
    C;
}

// With the only difference that a missing B dafaults to true in a for loop.

E.g.

for(;;) {
    foo();
}

// Is equivalent to:

while(true) {
    foo();
}
 
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Topic: Game Programming / Highlighting hex grid using A* need help

Another way to do this would be to use the Floyd–Warshall algorithm once to find all shortest paths from any point to another. And then just look up values.

But I guess this is only feasible as long as the weights don’t update often. If they were to be updated you would have to redo the computation for every update.

Edit: Actually, BFS until you reach the given cost limit would probably be the most intuitive way to do it.

 
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Topic: Game Programming / move to next frame when my character hits an object?

So, what about just checking if the hitTest triggers? Then it would be obvious where the problem is.

Does unloading the movieclip prevent further code from executing? If so, that would explain things.

 
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Topic: Game Programming / move to next frame when my character hits an object?

Originally posted by Draco18s:

Someone doesn’t know how to use the pre tag properly. Forgot the blank lines.

Also, it should be fairly obvious that that code is on mic_mc.

Yeesh, give me a break. I just haven’t posted code for a while.

And yeah, it should be obvious. But I’ve seen people hit testing an object on itself before. Though I guess a hit test on the object itself would be true?

And when I said “make sense”, I meant that it would make sense to check if the player hits something rather than the opposite.

 
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Topic: Game Programming / move to next frame when my character hits an object?

Where is this code? Is it under char or mic_mc?

If it’s under char, which would make sense, then

this.hitTest(_root.char)

should be

this.hitTest(_root.mic_mc)

Otherwise, try putting some trace statements and check if the enterFrame is running properly. And if so, check when the hitTest is triggering.

 
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Topic: Game Programming / consecutive 4 digit integers problem.

2010² = 2*2*3*3*5*5*67*67

If the 67’s isn’t found in the same number, then X>=68 (modular arithmetic).

If they are:
67*67 = 4489 < 10,000

Let’s observe the following sequence:
{4485, 4486, 4487, 4488, 4489. 4490}
We have two factors of 67 (in 4489)
We have two factors of 5 (in 4485 and 4490)
We also have the needed factors of 2 and 3.

So we can conclude that X<=6.
(The above sequence is the minimum length sequence around 4489)

What could we do to improve this?
The 5s are the key here, if we want a smaller sequence, 5*5=25 must be in one of the factors.

We know that 67*67 must be in one of the factors, and the only other case (for a factor < 10,000) is 2*67*67 = 8978.

Is there any factors of 25 around 8978?
Yes! 8975 is such a factor.

Let’s observe this new sequence:
{8975, 8976, 8977, 8978}
We have two factors of 67 (in 8978)
We have two factors of 5 (in 8975)
We have more than enough factors of 2, but what about 3?
Only 8976 is divisible by 3.
So, let’s append 8979 to the sequence.

This gives us X<=5.

But we can do no more optimizations, so the answer is X = 5.

Edit: I knew someone would get in there before me, but I didn’t care to refresh the page. :P

 
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Topic: Game Programming / Where can I find free music for my game?

Kevin MacLeod’s music is pretty decent:
http://incompetech.com/m/c/royalty-free/

 
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Topic: Game Programming / Solved, AS3 - fast way to implement simple 90 degrees rotation?

var _y:uint = 0;
var _x:uint = 0;

for (var y:uint = 0; y < 20; y++) {
    for (var x:uint = 0; x < 20; x++) {
        if (deathMap[y][x]) {
            _y = y;
            _x = x;
            if (rotation == 1) {
                _x = 19 - y;
                _y = x;
            } else if (rotation == 2) {
                _x = 19 - x;
                _y = 19 - y;
            } else if (rotation == 3) {
                _x = y;
                _y = 19 - x;
            }
            target.setPixel(_x, _y, blackWhite(target.getPixel(_x, _y)) );
        }
    }
}

The above code handles the rotation properly (the correct way is x=height-1-y, because of zero-indexing).

However:

Shouldn't
    target.setPixel(_x, _y, blackWhite(target.getPixel(_x, _y)) );
be
    target.setPixel(_x, _y, blackWhite(target.getPixel(x, y)) );
?