Recent posts by mindputty on Kongregate

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Topic: Zombies Ate My Pizza / Recharge not working?

Recharge doesn’t seem to be working through any of the in-game buttons for me, when playing on Kong. Is this because my Kreds aren’t high enough presently? I would have thought it would at least bring up a list of how much cheddar is in kreds… :/

 
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Topic: Game Programming / [as2] are classes or root faster?

Thanks everyone for your useful information! I will be using classes from now on, and I will probably try to switch the entirety of my code over to AS3 – I know for a fact that my game will end up being laggy unless I do something about it soon.

 
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Topic: Game Programming / [as2] are classes or root faster?

I have been coding with all of my code on the main timeline instead of classes, because I was under the impression that it is more user-friendly for others to look over your code (instead of wondering where all the code is tucked away, or why one part of the code is getting messed up).

On the other hand, I’ve run into a problem that would be easily solved with classes, but I am worried about any memory drawbacks from using the same class a bunch of time per frame versus (for example) a for or while loop. If you had 100 instances of the same class (attached to a movieclip) running versus trying to manage those 100 movieclips from the root timeline, are there any performace differences?

 
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Topic: Game Programming / [as2] are classes or root faster?

Is it faster to have different classes (that handle behaviour) for elements in your game, such as enemies or items to be picked up, or is it faster/less laggy to just plop all of your code on the root timeline (without any classes whatsoever)? What are the advantages and disadvantages to each method?

 
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Topic: Game Programming / [AS2] Should I use a tile-based or art-based engine?

I know what you mean. I tried in photoshop then switched over to Inkscape… I was trying to make an image 6000×6000 px. heh heh

 
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Topic: Game Programming / [AS2] Should I use a tile-based or art-based engine?

Truefire,

That’s a great idea. I’ll check it out to see if that works tomorrow. I hope it does, because I’m finding that drawing a huge jpeg in photoshop has its own drawbacks…

Thanks so much!

 
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Topic: Game Programming / [AS2] Should I use a tile-based or art-based engine?

Took your advice, and having a large jpeg converted to a movie clip works much faster than using anything drawn using flash.

As a side note, I was interested about whether or not breaking apart the vector graphic and then regrouping them would make any difference (I thought that if it was broken apart and then regrouped, flash might read the data in the same way that it would read a jpeg file), but this actually ended up making things even slower! Time to redraw my background graphic… I hope that using photoshop and saving it as a jpeg won’t leave any left over vector data that will slow things down. We’ll see! :)

 
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Topic: Game Programming / [AS2] Should I use a tile-based or art-based engine?

Wow. Thanks everyone for all the good information! I checked out the article on blitting and it looks like it should work fine. I’ll give it a go tonight after work.

Now I just need to figure out the best way to get my character to walk up and down uneven terrain accurately. I was interested in something that someone on a different site mentioned. Something about color zone pixel detection…? It would be nice to have one large image that I can blit and another large file for collision detections. Right now, I am just attaching multiple platforms to my swf with my onLoad function, and then pushing them to an array so that my ground collision function can cycle through the array and check each platform for a hit. It seems like it would be faster though to have a single large image that the character hitTests against – perhaps a container_mc that holds all the platforms? If that were the case though, wouldn’t the character do a hitTest with the entire container’s bounding box, which would be much larger than the stage? If that weren’t a problem, then how could I get the character to stop falling at that specific point in the large container_mc? Perhaps just using the container_mc’s nested platform_mc’s names and localtoglobal? :/

Thanks again! :D

 
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Topic: Game Programming / [AS2] Should I use a tile-based or art-based engine?

I tried with a large jpeg file and it didn’t experience as much lag. The problem is that I’m using the background image that I generated from flash as a movie clip and it has too vector-graphics details. I will check out the article on blitting. Should be interesting! Thank you!

I am probably going to get rid of the huge background image though – in favor of what, though, I’m not sure.

 
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Topic: Game Programming / [AS2] Should I use a tile-based or art-based engine?

Hi Everyone!

I have been working on my own game. It is my very first attempt at coding a game, or coding ANYTHING for that matter. I have been learning bit by bit from all sorts of tutorials and forums online. I’m completely loving the experience of learning actionscript and flash.

So far, I’ve been able to get all of my character animations working, collisions are working so-so. My gravity, movement, jumping, a couple of basic enemies, several platforms, scrolling backgrounds, and everything is working pretty well, so I’m quite happy with that! My next quandary is what I should do about the environment that I place all of that stuff in!

I should have asked first, but I tend to just dive right in. My idea was to make a very large background image (2880×2880) and then just move it relative to the player as he moves around the image (with alpha=0 blocks that the character can land on). However, the image size made it very laggy. I would really really love to have a game that is as smooth and as slick as William and Sly , but I have no idea what kind of approach the developer used. It looks tile-based in a way, yet not too blocky looking. However, the character in William and Sly seems to be able to climb slopes with no problem, which would seem to indicate some sort of vector-based collision engine? I have heard some people say that one good approach is to combine tile-based with art-based, having all of your collisions run by the tiles, and having art mixed in for special elements.

My game will need to have the character climbing angles and slopes, because he is climbing through a tree. What kind of method would you suggest that would allow diagonal movement, and that would not cause too much lag? I wouldn’t need as large of a map as William and Sly, because I plan to reuse the same map several times (changing only certain elements for different levels).

Thanks so much in advance for any helpful input! :D