Recent posts by TheKaveman on Kongregate

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Topic: Game Design / Traditional Layouts - And why you want them

I’m not sure if you have the ability to change anything in the game at this point, but if you can, maybe inform the player of the controls while in the main menu? Most games do it by ‘etching’ or ‘painting’ the controls into the background (see: Escape). It would be nicer than having the player resort to trial-and-error to learn how to navigate.

 
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Topic: Game Programming / GiTD [#26] Entries and Discussion

Originally posted by Halysia:

Anyone else got anything to show yet?

All I have is this:

There’s no way I’m going to finish this game before the deadline — ah well, there’s always next time. Good luck to all the contestants!

 
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Topic: Game Programming / Looking for a new language to learn. (AKA Debate! Language 2 Lrn)

Re: Compile to executable — Build your project (F6, you may have to play with some project settings to specify release build), go to your project folder, go to \bin\release and grab your .exe. If you’re using XNA, you’ll also need the content folder and any other relevant folders (you don’t need the .pdb as far as I am aware).
Example:

 
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Topic: Game Programming / GiTD [#26] Entries and Discussion

Originally posted by Senekis93:

xkcd comic

This would explain why I suck at programming.

 
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Topic: Game Design / Gone to the dogs 2

Preamble
Having never played Gone to the Dogs, I decided to play it to create some feedback. The following post contains my thoughts from playing the game.

Starting from the top
At the dog selection screen I was offered a choice of four dogs. I was given no explanation as to what the attributes did until after I picked my dog. The description for attitude wasn’t entirely clear to me; was more or less of it a good thing? (Eventually I figured it out.)

The “To the races” button was hidden down in the bottom-right corner, making it somewhat unintuitive was to what to do next. I think the overview GUI could use an overhaul, but I don’t have specifics on what I would do differently.

I was unable to see the effects of upgrades I couldn’t afford. This made it difficult to determine if it would be a good idea to save up money for a particular upgrade.

The option of betting against my own dog seemed a bit odd. Do dog owners often bet against their own dogs? Are dog owners even allowed to bet?

The newspapers after races were a nice touch.

Summary of suggestions
Explain what the various attributes do before we pick our dog.
Re-consider the design of the GUI, especially the overview screen.
A transition effect between screens would be a nice layer of polish.
Give us the option to name our own dog.
Perhaps combine the rule-bending and the betting into one screen?

 
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Topic: Game Programming / ouya will be a flop.

A USB hub, perhaps?

 
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Topic: Game Programming / 11.4!

Originally posted by UnknownGuardian:

They are using the AllStartCapsFunction style.

Which I am totally cool with.

 
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Topic: Game Design / Enjoying Your Own Game

When you suggested that, at first I didn’t see any reason why not. Then I remembered the 9001 other projects I should finish first.

But maybe in the future…

 
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Topic: Game Design / Enjoying Your Own Game

Originally posted by UnknownGuardian:

Any similar/relatable experiences?

I remember, had to be at least six years ago, I created (but of course never finished) a game called Gauntlet Runner. It was made in Game Maker 6, was 2-player only, the graphics and sound design sucked, and my younger brother and I got at least several hours of hilarious fun from it.

The basic concept was one player was in a maze and had to collect TVs (don’t ask me why) scattered around the maze — think Pac-Man with asymmetrical mazes and fewer pellets. The runner had to collect n-1 TVs to win the round.

The second player used a cheap Logitech joypad to move a cross-hair around the screen , and attempted to shoot the player three times before the requisite number of TVs were collected. The second player had a substantial reload time, so a missed/dodged shot gave the maze runner precious time to safely grab a TV and/or get out of a corner.

Good times… good times.

 
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Topic: Game Design / Good music composer?

Aviary — Fewest features, but easiest to learn.
Notessimo.net — I think it has a program to convert to .mp3 now, I haven’t used it yet though.
Famitracker — Fantastic for chiptune and “retro” sounds.
Open MPT — I haven’t had much experience with this program, so I don’t have much information.
LMMS — I love it. I’ve heard it’s similar to FL Studio.

 
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Topic: Game Design / Rating for points hurts the community

Originally posted by Drakim:

If you add a minimal playing time before rating, the farmers will just open up 10 tabs with games and let them sit for 10 minutes before rating.


Not to mention that some games don’t need 10 minutes to be judged effectively, thus discouraging legitimate players from voting because they would rather move on to a game that is worth their time rather than wait out the rest of the 10 minutes just to leave a one-star rating.
 
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Topic: Game Design / Audio direction in top down games

Why not make it an option? Include a checkbox for “positional audio” or something of the sort. If you so desired, you could even make it a slider to control the strength of the effect.

 
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Topic: Game Programming / looping problem

Hmm… not much, actually. If you want to loop forward and still keep the order of the other items, you’ll have to do a bit of sorting every time you want to remove an object.

if (components[i].removeImmediately)
{
    // I have no idea if this is faster than array/vector.splice
    var j:int = i;
    while (j < components.length - 2)
    {
        components[j] = components[j + 1];
        j++;
    }
    components.length--;
    i--;
}
 
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Topic: Game Programming / They stole my game...

Originally posted by ST3ALTH15:

As an arcade owner myself, if a fun game isn’t site-locked or doesn’t expressly state that it shouldn’t be shared, I assume it is fine to upload to my site.

United States copyright law would disagree with you. If you do not live in the U.S., please check your country’s copyright law(s).

 
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Topic: Game Programming / looping problem

Fine.

component[i] = components[components.length - 1];
components.length -= 1;
i--;

That will change the order of the items though…
How often would you be removing components?

 
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Topic: Game Programming / looping problem

Just subtract i by one when you remove the item.

components.splice(i, 1);
i--;
 
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Topic: Game Programming / [AS3][FlashDevelop] Sound doesn’t play

Try this code.
Don’t forget to import flash.media.SoundChannel.


public static function Play():void
{
trace(“I’m supposed to play a sound”);
var soundChannelTEMP:SoundChannel = jump.play();
if(soundChannelTEMP)
{
trace("Sound is playing. Volume: " + soundChannelTEMP.soundTransform.volume);
}
else
{
trace(“Sound failed to play.”);
}
}

 
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Topic: Game Design / Is it possible for a flash game to have a good story?

TOAM = The Ocean Around Me

 
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Topic: Game Programming / I love this community

Originally posted by LearningAS3:

You guys have secret codes? ^ second line makes no sense to me.

GDR = Game Development Room, a game on Kongregate.

 
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Topic: Kongregate Multiplayer Games / [Monsters' Den Chronicles] Any way to move chars?

Also, if you put a character behind your warrior (e.×. ranger, mage), your warrior can’t be pushed back.

 
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Topic: Game Programming / Programming Etiquette?

Honestly, it varies on what language you’re using and with who you’re working for.

In AS3:
1) Class names are written in UpperCamelCase (also known as PascalCase).
2) Function names are traditionally in lowerCamelCase, but I always write them in UpperCamelCase as a carry-over from C#.
3) Class-level variables often begin with an underscore and continue in lowerCamelCase, while local variables are simply lowerCamelCase.
4) The “$” before variables is usually used in languages where they’re required to denote variables, rarely just for the sake of readability.
5) Constants are usually formatted with capitals and underscores, SOMETHING_LIKE_THIS.

My recommendation is find a style that works well for you, but always be ready to alter it to fit the needs of your boss/team members/teacher/whatever.

 
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Topic: Game Programming / What programming language?

Hey now, what about using it for Windows Forms Applications and XNA development?

 
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Topic: Game Design / Developers: How to manipulate high ratings out of the flash gaming community.

The second one happens when nobody realizes the troll is trolling.

 
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Topic: Game Programming / Saving games on Kongregate

It should be easy enough to save the user’s Kongregate name with the file, and (on load) check to make sure the user’s name on the save file and the current logged-in user match.

 
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Topic: Game Programming / Saving games on Kongregate

While qwerberberber’s suggestion is great for local save storage, if you want the save to be tied to an account (like in Enigmata 2), you’ll have to use Kongregate’s Shared Content API to hold the save data.

Here are the basic steps to accomplishing this:
1) Collect all relevant data and put/encode it into a string.
2) Upload it to Kongregate using the Shared Content API.
3) Download the data (still as a string) at a later time from Kongregate (again, Shared Content API).
4) Parse/decode the save data from the downloaded string.

The difference between using the Kongregate API and Shared Objects is: if using the Kong API, all the save data must be stored in a string on uploading and parsed back into meaningful content on downloading.

Also, the Kongregate API saving method would not be possible on other sites unless they offered a similar API for data transfer, but I think shared objects also suffer from this problem.