Recent posts by gaby on Kongregate

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Topic: General Gaming / Zilch Awards

There is a slight problem with the “Award” awards, I think some of the other awards were being awarded erroneously. In the next version of the game some awards may be re-validated by the system to check that they’re still good, some might vanish from your award list. Just to be forewarned for the next update.

 
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Topic: Game Programming / Shared object data loss

I create the shared objects in the same way every time, using the getLocal( “zilch” ) method. The problem isn’t that data is being lost from the shared object, it’s that every time I update the .swf file through the MochiCrypt service, the shared data is getting lost. From what I can see there’s only one .sol file being created.

Thinking about this a bit more, there is some code in my app that might be causing the problem. I don’t see the data loss on my site, which uses the same swf but I do know of one section which might erase the stored data.

Will test and check back…

 
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Topic: Game Programming / Shared object data loss

Third time lucky, if I can get this in the right forum :) Sorry for the cross posting but I’m having a pressing problem that is preventing me from updating my game.

I’m using MochiAd’s MochiCrypt service to make sure that I always have the latest game version running on this site. Any time I upload a new version of Zilch to their version control system it is automatically pushed out to all the places I uploaded the game to.

On Kongregate any time a new version is pushed out, all of the SharedObject data for anybody who played the game vanishes. The SWF that I uploaded to Kongregate has not changed but the SharedObject data (and by that token all of a player’s game stats) vanish.

When I say vanish it appears that Flash creates a new shared object and uses that. I had a rummage through my #SharedObjects folder and found a number of .sol files for zilch but I can’t be certain about when they were created.

Is there some code in the game container that intercepts SharedObject calls and modifies them? Is the container modifying the SharedObject path? I really want to update the game but I don’t want everybody’s saved data to disappear (again…).

G.

 
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Topic: Technical Support / Saved data loss

I’ve already asked Mochi about this problem, they’re looking into it at their end. I have a version of the game that is hosted on my own site:

http://zilch.playr.co.uk

Any time I update the game the saved data is fine on my site but vanishes on Kongregate. Most curious, most frustrating. I’m honing in on the problem, it seems to be Kongregate specific.

 
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Topic: Kongregate / Shared object data loss

Sorry for the cross posting but I’m having a pressing problem that is preventing me from updating my game.

I’m using MochiAd’s MochiCrypt service to make sure that I always have the latest game version running on this site. Any time I upload a new version of Zilch to their version control system it is automatically pushed out to all the places I uploaded the game to.

On Kongregate any time a new version is pushed out, all of the SharedObject data for anybody who played the game vanishes. The SWF that I uploaded to Kongregate has not changed but the SharedObject data (and by that token all of a player’s game stats) vanish.

When I say vanish it appears that Flash creates a new shared object and uses that. I had a rummage through my #SharedObjects folder and found a number of .sol files for zilch but I can’t be certain about when they were created.

Is there some code in the game container that intercepts SharedObject calls and modifies them? Is the container modifying the SharedObject path? I really want to update the game but I don’t want everybody’s saved data to disappear (again…).

G.

 
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Topic: Technical Support / Saved data loss

Seeing that this was the Kongregate tech support forum, they would be the people to ask about a problem that my be related to the Kongregate system. It’s not really a programming problem, it’s a Kongregate one.

I shall try posting elsewhere though, thanks for the suggestion.

 
Flag Post

Topic: Technical Support / Saved data loss

I’m using MochiAd’s MochiCrypt service to make sure that I always have the latest game version running on this site. Any time I upload a new version of Zilch to their version control system it is automatically pushed out to all the places I uploaded the game to.

On Kongregate any time a new version is pushed out, all of the SharedObject data for anybody who played the game vanishes. The SWF that I uploaded to Kongregate has not changed but the SharedObject data (and by that token all of a player’s game stats) vanish.

When I say vanish it appears that Flash creates a new shared object and uses that. I had a rummage through my #SharedObjects folder and found a number of .sol files for zilch but I can’t be certain about when they were created.

Is there some code in the game container that intercepts SharedObject calls and modifies them? Is the container modifying the SharedObject path? I really want to update the game but I don’t want everybody’s saved data to disappear (again…).

G.

 
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Topic: Game Programming / Limits on statistics

Hate to self-reply but on further examination I have found that there are 22 individual statistics which break down to a further 22 award classes. This will result in 22 stats being submitted after each game and 1 or 2 awards coming later on at a time. Not as big a load as I originally intended so perhaps it won’t be a problem after all.

G.

 
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Topic: Game Programming / Limits on statistics

A new game that I’m working on has a bunch of statistics (19 in total) and a mountain of in-game awards (120). The 19 stats will be submitted at the end of each game (it’s a turn-based game, lasting about 5 mins in total) and the awards are awarded less frequently.

Is there going to be any problem managing 139 individual stats? As I understand it each individual award requires it’s own statistic and each game stat requires it’s own statistic. Some of the awards are different levels of the same award, which may reduce the total number of award stats required but it’s still more stats than I’ve used before.

Will this be OK? Should I cut it down a bit?

G.