Recent posts by SniperFox on Kongregate

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Topic: Game Programming / Flash Being Deprecated?!?! Wasup with this rumor?

Originally posted by Drakim:
Originally posted by SniperFox:

Adobe is pushing the platform more and more for mobile OS aswell. If anything, flash will grow as it’s the easiest platform for 2d vector based games, which is one of the prime type of games for the market.

Especially when they discontinued the flash player plugin for mobile.

Because it did not work properly, it was a mess to control with touch and gestures rather than a mouse. They are dropping the embedded flash player to instead further develop a dedicated compiler for iOS and Android.

 
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Topic: Game Programming / Flash Being Deprecated?!?! Wasup with this rumor?

Adobe is pushing the platform more and more for mobile OS aswell. If anything, flash will grow as it’s the easiest platform for 2d vector based games, which is one of the prime type of games for the market.

 
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Topic: Game Programming / Help for new devs following the Shootorials

Just use them with moderation, just don’t clutter your code with it or they might start becoming counter-productive.

 
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Topic: Game Programming / [AS3] HitTestPoint Array Issue

That doesn’t seem to work, thanks though! :)

The array is declared like this:

public var wallArray:Array = new Array();

Then the wall MC’s are drawn using Flash’s draw api and added to the array. Works fine with anything, also works fine when using algebra based hittesting. Which is why we are baffled by this issue.

When we exclude the for loop from the code any simple use this it seems to work fine.

if(wallArray[0].hitTestPoint(endX + laser.x,endY + laser.y,true))
{
	break;
}

On a side note, i isn’t used so that’s not the issue.

 
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Topic: Game Programming / [AS3] HitTestPoint Array Issue

We are having a bit of a weird issue when looping through an array to find a point collision. We use a recursive method to draw a laser that breaks when it hits a wall. This works fine when we use one wall:

if(wall.hitTestPoint(endX + laser.x,endY + laser.y,true))
{
	break;
}

But if we store all our walls in an array it doesn’t seem to work. We looked if the array was properly setup, and this is correct. When we put a single wall in the array and gave it an variable aswell, the following piece of code confirmed that it works fine.

if(wallArray[i] == wall)
{
	trace("ok");
}

Yet the following example does not seem to work in any way, it never returns a hit even when only one wall is in the array and the above parameter has been met.

for(var i in wallArray)
{
							
	if(wallArray[i].hitTestPoint(endX + laser.x,endY + laser.y,true))
	{
		break;
	}
}

Is there some sort of compability issue between hitTestPoint and objects in an array? Did we make any oversight or is there a solution for this problem?

Cheers!

 
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Topic: Kongregate / New Profile rolling out to everybody

Is this supposed to be a joke? This must’ve been designed by someone with a degree in miscommunication.

 
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Topic: Game Design / Can you be good at designing games without knowing how to code?

Originally posted by c0rupt3d_l0l:

No? why do you think there is game design courses and people who specialize in game design.

And how many of those people actually get a job as a game designer at a non-indie studio? Those courses are laughable at best. Any game studio would rather have someone who made a decent portfolio on their own accord or a Mathematics/Physics/IT graduate.

 
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Topic: Game Programming / AS3 Collision Detection

Those non-vector ( algebra / pixel ) methods usually generate quite a lot of lag when a lot of objects are on the stage. Is there any documentation around on how to be able to use algebra or pixel-perfect methods efficiently?

 
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Topic: Game Programming / [AS2] Relative Rotational Movement

Originally posted by skyboy:

create a Number typed variable named “x” and “y” on the class, and do this: o._x = o.x = o.x + vx; for each. you still have a rounding error, but the damage is mitigated by it being over 10,000x smaller

Works like a charm, thanks a lot!

 
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Topic: Game Programming / [AS2] Relative Rotational Movement

Originally posted by Wordblind:

You are probably seeing accumulated rounding error. IIRC, position is internally stored as an integer number of twips (twentieths of a pixel). Since the value would be truncated on each assignment, there will be a drift toward (0,0).

This is it, when the anchor is exactly at 0,0 no further deviation is shown. What would be my best course of action? Properly rounding the _x and _y increments?

Everyone thanks a lot so far!

 
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Topic: Game Programming / [AS2] Relative Rotational Movement

The resultant speed from the _x and _y vectors is constant ( 1 ), checked it with the pythagorean theorem in a trace. I really can’t gasp what I am doing wrong here.

 
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Topic: Game Programming / [AS2] Relative Rotational Movement

Edited my post.

Here is an example of my problem when using the second block.

 
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Topic: Game Programming / [AS2] Relative Rotational Movement

I’m having a bit of an issue here. I want to make an object make a circular motion. When using absolute rotation it works fine:

_x = Math.cos(_rotation * Math.PI/180) * Radius + 200
_y = Math.sin(_rotation * Math.PI/180) * Radius + 200
_rotation++

When I find the _x and _y locations on certain rotations, the object seems to stay in it’s path fine.

However, when I want to use a relative rotational code instead of making it rotate on a single anchor like ( 200, 200 ) above, it doesn’t seem to work properly.

_x += Math.cos(_rotation * Math.PI/180) * Radius
_y += Math.sin(_rotation * Math.PI/180) * Radius
_rotation++

Now when I try this, the object seems to sway from it’s path quickly. At 0° on the first pass it gives a different value for _x and _y than on the second pass. When I use the pythagorean theorem to check the resulting vector it returns my speed properly, yet it doesn’t seem to function properly at all. Using the second form doens’t make my object rotate in a constant circle like the first form does.

I must be doing something painfully obvious wrong, but I can’t really tell at the moment. Anyone has some input on this problem? Cheers.

 
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Topic: Game Programming / [AS2] If X is factor of Y

That was what I was looking for, thanks a lot!

 
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Topic: Game Programming / [AS2] If X is factor of Y

Just a simple question: is there an if-function in AS2 which allows you to compare a variable with a factor? Like an if-statement that determines whether a variable is a factor of 5, and will return true only when the var is 0, 5, 10, 15… etc.

 
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Topic: Kongregate Multiplayer Games / [Kongai] WAY TOO MUCH RANDOMNESS

Missing and critical attacks are there so even bad players have a chance to win against better players.

 
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Topic: Dream World / 'This game is a failure.' Thread.

If simple minigames like mastermind and minesweeper are the most fun features of a game, something is definitely wrong.

 
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Topic: Kongregate Multiplayer Games / [Remnants of Skystone] Lower Price, More Profit: A Poll

Since big release titles go for about €30, i’d say 10$-20$ is about right for this market, not more. Especially for the longer term considering a larger userbase attracts more potential customers. Otherwise you’d get something like Dream World or Heroes of Gaia, where only a few ‘elite’ players buy things.

 
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Topic: Dream World / Everybody Stop Whining about the Energy System

Maybe If You Didn’t Type Like This People Would Find It Easier To Regard Your Oppinion As Worthwhile.

 
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Topic: Kongregate / A question about the money won by developers?

It will most probaly be transferred to your bank account, the bank will automaticly translate this to the local value.

 
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Topic: Serious Discussion / Evolution vs. Creation

Evolution was derived from common sense and proof, Creation was derived from fiction and stories written thousands of years ago. Back then they even believed things like a thunderstorm was an answer from a creator.

 
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Topic: Serious Discussion / One sentence answer - why do you believe in religion - or not.

I don’t believe what people tell me, without proof, especially when those people are humans, whom are corrupt by nature.

 
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Topic: Serious Discussion / should homosexuals be allowed in the military?

Aslong as they act humane, why not?

 
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Topic: Kongregate / [Moderation] How to Become a Moderator 101

Why would you want to be a moderator, all you get to do is an unpaid job of kindergartening idiots like yourself.

 
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Topic: General Gaming / microsoft v.s mac

Originally posted by Noobfromhell:

By getting bootcamp for your mac and installing XP/Vista you can basically do anything a PC can do.

Except that you pay nearly twice as much just for a shiny case.