Aceeri
94 posts
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Aceeri
94 posts
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Aceeri
94 posts
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Topic: Game Programming /
Deeper Topic (part 1): A criticism of OOP in game development
Sometimes I wish Adobe added a class library similar to Flash Develop. It would make things like this so much easier for me. Since I could actually see the string of classes instead of some blob in my game folder.
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Aceeri
94 posts
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Topic: Game Programming /
[AS3] beginFill loop
Hey, I’m trying to define a color for each “county” which is a group of “grids” which are 15×15 pixel squares. Grids are assigned to a county via countyName (grid.countyName) and then I can find variables from the county from there.
So I was trying to add a county color, so I made this:
function displayColor(){
for(var i:int=0;i<gridcontainer.numChildren;i++){
var gridGetI=gridcontainer.getChildAt(i) as MovieClip;
for(var j:int=0;j<countyArray.length;j++){
if(gridGetI.gtype=="land" && gridGetI.countyName==countyArray[j].countyName){
countyArray[j].cColor==ctcolors.getRandomColor(null,null,null);
}
}
}
for(var l:int=0;l<gridcontainer.numChildren;l++){
var gridGetL=gridcontainer.getChildAt(l) as MovieClip;
if(gridGetL.gtype=="land"){
for(var lc:int=0;lc<countyArray.length;lc++){
if(gridGetL.countyName==countyArray[lc].countyName){
var movieClip:MovieClip = new MovieClip();
movieClip.graphics.beginFill(countyArray[lc].cColor);
movieClip.graphics.drawRect(0, 0, 15, 15);
movieClip.graphics.endFill();
movieClip.x = gridGetL.x;
movieClip.y = gridGetL.y;
addChild(movieClip);
}
}
}
}
}
As far as I can see, my color generator works fine, its just something about this code that is making the grids completely black instead of a color.
As you can see here:
http://www.fastswf.com/Bu9VKvQ
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Aceeri
94 posts
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Topic: Game Programming /
Top down scrolling movement
Instead of moving the camera, a lot of top down games use an illusion to make it seem like the player is moving, while infact everything BUT the player is moving.
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Aceeri
94 posts
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Topic: Game Programming /
[AS3] Finding adjacents and selecting borders.
Hello again everyone! So I’ve been working on a game (secret! :D) and I’ve been having some problems with this code. The problem is that it isn’t removing the necessary borders (leftBorder, rightBorder, upperBorder, & lowerBorder) from the grid (a 15×15 pixel white square) with the variable gtype==“land” (string in the Grid.as class). The grids are already made, generated and everything and countyNames (countyName is another variable inside of the Grid.as) are already assigned to grids (some with more than 1 grid counties) but I’m trying to make it so if a grid has a grid next to it with the same countyName, for it to remove the border correlating with the direction it is in. I figured I could do this with currentRow and currentColumn on the grid (Row = y, Column = x) and so I tried it out, but when I did this, it just removed all of the borders from all the land type grids.
function displayBorders(){
for(var i:int=0; i<gridcontainer.numChildren; i++){
for(var j:int=0; j<MovieClip(gridcontainer.getChildAt(i)).adjArray.length; j++){
if(MovieClip(gridcontainer.getChildAt(i)).countyName==MovieClip(gridcontainer.getChildAt(j)).countyName && MovieClip(gridcontainer.getChildAt(i)).countyName!=null){
trace("1");
if(MovieClip(gridcontainer.getChildAt(i)).currentRow>MovieClip(gridcontainer.getChildAt(j)).currentRow && MovieClip(gridcontainer.getChildAt(i)).currentColumn==MovieClip(gridcontainer.getChildAt(j)).currentColumn){
MovieClip(gridcontainer.getChildAt(i)).upperBorder=false;
}
if(MovieClip(gridcontainer.getChildAt(i)).currentRow<MovieClip(gridcontainer.getChildAt(j)).currentRow && MovieClip(gridcontainer.getChildAt(i)).currentColumn==MovieClip(gridcontainer.getChildAt(j)).currentColumn){
MovieClip(gridcontainer.getChildAt(i)).lowerBorder=false;
}
if(MovieClip(gridcontainer.getChildAt(i)).currentColumn>MovieClip(gridcontainer.getChildAt(j)).currentColumn && MovieClip(gridcontainer.getChildAt(i)).currentRow==MovieClip(gridcontainer.getChildAt(j)).currentRow){
MovieClip(gridcontainer.getChildAt(i)).leftBorder=false;
}
if(MovieClip(gridcontainer.getChildAt(i)).currentColumn<MovieClip(gridcontainer.getChildAt(j)).currentColumn && MovieClip(gridcontainer.getChildAt(i)).currentRow==MovieClip(gridcontainer.getChildAt(j)).currentRow){
MovieClip(gridcontainer.getChildAt(i)).rightBorder=false;
}
}
}
if(MovieClip(gridcontainer.getChildAt(i)).leftBorder==true){
var leftborder:leftBorder = new leftBorder();
addChild(leftborder);
leftborder.x=MovieClip(gridcontainer.getChildAt(i)).x;
leftborder.y=MovieClip(gridcontainer.getChildAt(i)).y;
}
if(MovieClip(gridcontainer.getChildAt(i)).rightBorder==true){
var rightborder:rightBorder = new rightBorder();
addChild(rightborder);
rightborder.x=MovieClip(gridcontainer.getChildAt(i)).x;
rightborder.y=MovieClip(gridcontainer.getChildAt(i)).y;
}
if(MovieClip(gridcontainer.getChildAt(i)).upperBorder==true){
var upperborder:upperBorder = new upperBorder();
addChild(upperborder);
upperborder.x=MovieClip(gridcontainer.getChildAt(i)).x;
upperborder.y=MovieClip(gridcontainer.getChildAt(i)).y;
}
if(MovieClip(gridcontainer.getChildAt(i)).lowerBorder==true){
var lowerborder:lowerBorder = new lowerBorder();
addChild(lowerborder);
lowerborder.x=MovieClip(gridcontainer.getChildAt(i)).x;
lowerborder.y=MovieClip(gridcontainer.getChildAt(i)).y;
}
}
}
gridcontainer is obviously a MovieClip container holding all of the grid instances (again, 15×15 pixel white objects) and adjArray is already set (grids adjacent to the grid are put in the grids adjArray which are left, right, up, down, and the corners.)
So leftBorder, rightBorder, upperBorder, and lowerBorder are all booleans in the Grid.as class and symbols that are added to the game if the grid is of gtype “land”. If you need anymore information than this, please post what else you need. I’ve been trying to figure out a fix to this for a day or two.
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Aceeri
94 posts
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Topic: Game Programming /
HTML5
Thats the thing tho its not a swf file
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Aceeri
94 posts
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Topic: Game Programming /
GiTD [#32] Entries and Discussion
Damnit UG you picked the start date on the release of a book in mu favorite series!
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Aceeri
94 posts
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Topic: Game Programming /
Adjacent Grids [AS3]
Originally posted by Shake_N_Baker:
A break statement should only be breaking the inner most loop, for instance:
for (var i:int = 0; i < 3; i++) {
for (var j:int = 0; j < 3; j++) {
trace(i,j);
if (i == 1 && j == 1) break;
}
}
will print:
0 0
0 1
0 2
1 0
1 1 <— breaks only inner loop
2 0
2 1
2 2
If you post the code in pastebin or something similar then perhaps one of us can help you.
I just realized I was going about this wrongly. I thought it was breaking all the loops because it stopped going through all the grids, but now I realize the if statement comes before it checks them all. So I’m thinking I have to remove it after the grid is in its own adjArray. And yes grids are a 15×15px box.
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Aceeri
94 posts
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Topic: Game Programming /
Adjacent Grids [AS3]
Alright since none of you understand the question. I’ll rephrase it. So I have an if statement that tells that if an instance is the same instance, then break the loop, but now I realized that it is breaking both the loops in the code. So is there a way to only break one of the loops?
for(var s:int=0;s<gridcontainer.numChildren;s++){ <—-First Loop (if statement breaks this too)
for(var d:int=0;d<gridcontainer.numChildren;d++){ <—-Second Loop (I want the if statement to only break this one)
Edit: Added pastebin code in the thread (http://pastebin.com/YT1F1qEZ)
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Aceeri
94 posts
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Topic: Game Programming /
Adjacent Grids [AS3]
Gah, sorry, could a moderator or someone help me? The entire code is there but it only shows the first line and that’s even messed up.
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Aceeri
94 posts
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Topic: Game Programming /
Adjacent Grids [AS3]
Sorry there was something wrong when I posted the code, the whole thing was there but it is only showing the first line… Ill fix tomorrow when I am at my computer (on phone right now).
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Aceeri
94 posts
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Topic: Game Programming /
Adjacent Grids [AS3]
So I was making a script to find the adjacent grids of a singular grid.
The S in the output is the first selector and the D in the output is the second selector.
The first selector is used to find adjacent grids to the grid selected by the first selector.
The second selector is used to find the grids adjacent to the first selector grid.
The Row and Column are obviously the row and column of the grid.
I'm having trouble with not letting the first selector grid not go into its own adjArray (Adjacent Array). I attempted to use a break with an if statement to fix it, but that didn't work.
This is the code:
http://pastebin.com/YT1F1qEZ
(Sorry for before, kong's pre stuff wasn't working for me)
This is the output without the break code:
------------------------------------------------------------------------
s: 0 d: 0 gridSRow: 0 gridSColumn: 0 gridDRow: 0 gridDColumn: 0
s: 0 d: 1 gridSRow: 0 gridSColumn: 0 gridDRow: 1 gridDColumn: 0
s: 0 d: 3 gridSRow: 0 gridSColumn: 0 gridDRow: 0 gridDColumn: 1
s: 0 d: 4 gridSRow: 0 gridSColumn: 0 gridDRow: 1 gridDColumn: 1
------------------------------------------------------------------------
s: 1 d: 0 gridSRow: 1 gridSColumn: 0 gridDRow: 0 gridDColumn: 0
s: 1 d: 1 gridSRow: 1 gridSColumn: 0 gridDRow: 1 gridDColumn: 0
s: 1 d: 2 gridSRow: 1 gridSColumn: 0 gridDRow: 2 gridDColumn: 0
s: 1 d: 3 gridSRow: 1 gridSColumn: 0 gridDRow: 0 gridDColumn: 1
s: 1 d: 4 gridSRow: 1 gridSColumn: 0 gridDRow: 1 gridDColumn: 1
s: 1 d: 5 gridSRow: 1 gridSColumn: 0 gridDRow: 2 gridDColumn: 1
------------------------------------------------------------------------
s: 2 d: 1 gridSRow: 2 gridSColumn: 0 gridDRow: 1 gridDColumn: 0
s: 2 d: 2 gridSRow: 2 gridSColumn: 0 gridDRow: 2 gridDColumn: 0
s: 2 d: 4 gridSRow: 2 gridSColumn: 0 gridDRow: 1 gridDColumn: 1
s: 2 d: 5 gridSRow: 2 gridSColumn: 0 gridDRow: 2 gridDColumn: 1
------------------------------------------------------------------------
s: 3 d: 0 gridSRow: 0 gridSColumn: 1 gridDRow: 0 gridDColumn: 0
s: 3 d: 1 gridSRow: 0 gridSColumn: 1 gridDRow: 1 gridDColumn: 0
s: 3 d: 3 gridSRow: 0 gridSColumn: 1 gridDRow: 0 gridDColumn: 1
s: 3 d: 4 gridSRow: 0 gridSColumn: 1 gridDRow: 1 gridDColumn: 1
s: 3 d: 6 gridSRow: 0 gridSColumn: 1 gridDRow: 0 gridDColumn: 2
s: 3 d: 7 gridSRow: 0 gridSColumn: 1 gridDRow: 1 gridDColumn: 2
------------------------------------------------------------------------
s: 4 d: 0 gridSRow: 1 gridSColumn: 1 gridDRow: 0 gridDColumn: 0
s: 4 d: 1 gridSRow: 1 gridSColumn: 1 gridDRow: 1 gridDColumn: 0
s: 4 d: 2 gridSRow: 1 gridSColumn: 1 gridDRow: 2 gridDColumn: 0
s: 4 d: 3 gridSRow: 1 gridSColumn: 1 gridDRow: 0 gridDColumn: 1
s: 4 d: 4 gridSRow: 1 gridSColumn: 1 gridDRow: 1 gridDColumn: 1
s: 4 d: 5 gridSRow: 1 gridSColumn: 1 gridDRow: 2 gridDColumn: 1
s: 4 d: 6 gridSRow: 1 gridSColumn: 1 gridDRow: 0 gridDColumn: 2
s: 4 d: 7 gridSRow: 1 gridSColumn: 1 gridDRow: 1 gridDColumn: 2
s: 4 d: 8 gridSRow: 1 gridSColumn: 1 gridDRow: 2 gridDColumn: 2
------------------------------------------------------------------------
s: 5 d: 1 gridSRow: 2 gridSColumn: 1 gridDRow: 1 gridDColumn: 0
s: 5 d: 2 gridSRow: 2 gridSColumn: 1 gridDRow: 2 gridDColumn: 0
s: 5 d: 4 gridSRow: 2 gridSColumn: 1 gridDRow: 1 gridDColumn: 1
s: 5 d: 5 gridSRow: 2 gridSColumn: 1 gridDRow: 2 gridDColumn: 1
s: 5 d: 7 gridSRow: 2 gridSColumn: 1 gridDRow: 1 gridDColumn: 2
s: 5 d: 8 gridSRow: 2 gridSColumn: 1 gridDRow: 2 gridDColumn: 2
------------------------------------------------------------------------
s: 6 d: 3 gridSRow: 0 gridSColumn: 2 gridDRow: 0 gridDColumn: 1
s: 6 d: 4 gridSRow: 0 gridSColumn: 2 gridDRow: 1 gridDColumn: 1
s: 6 d: 6 gridSRow: 0 gridSColumn: 2 gridDRow: 0 gridDColumn: 2
s: 6 d: 7 gridSRow: 0 gridSColumn: 2 gridDRow: 1 gridDColumn: 2
------------------------------------------------------------------------
s: 7 d: 3 gridSRow: 1 gridSColumn: 2 gridDRow: 0 gridDColumn: 1
s: 7 d: 4 gridSRow: 1 gridSColumn: 2 gridDRow: 1 gridDColumn: 1
s: 7 d: 5 gridSRow: 1 gridSColumn: 2 gridDRow: 2 gridDColumn: 1
s: 7 d: 6 gridSRow: 1 gridSColumn: 2 gridDRow: 0 gridDColumn: 2
s: 7 d: 7 gridSRow: 1 gridSColumn: 2 gridDRow: 1 gridDColumn: 2
s: 7 d: 8 gridSRow: 1 gridSColumn: 2 gridDRow: 2 gridDColumn: 2
------------------------------------------------------------------------
s: 8 d: 4 gridSRow: 2 gridSColumn: 2 gridDRow: 1 gridDColumn: 1
s: 8 d: 5 gridSRow: 2 gridSColumn: 2 gridDRow: 2 gridDColumn: 1
s: 8 d: 7 gridSRow: 2 gridSColumn: 2 gridDRow: 1 gridDColumn: 2
s: 8 d: 8 gridSRow: 2 gridSColumn: 2 gridDRow: 2 gridDColumn: 2
This is with the break code:
------------------------------------------------------------------------
break
------------------------------------------------------------------------
s: 1 d: 0 gridSRow: 1 gridSColumn: 0 gridDRow: 0 gridDColumn: 0
break
------------------------------------------------------------------------
s: 2 d: 1 gridSRow: 2 gridSColumn: 0 gridDRow: 1 gridDColumn: 0
break
------------------------------------------------------------------------
s: 3 d: 0 gridSRow: 0 gridSColumn: 1 gridDRow: 0 gridDColumn: 0
s: 3 d: 1 gridSRow: 0 gridSColumn: 1 gridDRow: 1 gridDColumn: 0
break
------------------------------------------------------------------------
s: 4 d: 0 gridSRow: 1 gridSColumn: 1 gridDRow: 0 gridDColumn: 0
s: 4 d: 1 gridSRow: 1 gridSColumn: 1 gridDRow: 1 gridDColumn: 0
s: 4 d: 2 gridSRow: 1 gridSColumn: 1 gridDRow: 2 gridDColumn: 0
s: 4 d: 3 gridSRow: 1 gridSColumn: 1 gridDRow: 0 gridDColumn: 1
break
------------------------------------------------------------------------
s: 5 d: 1 gridSRow: 2 gridSColumn: 1 gridDRow: 1 gridDColumn: 0
s: 5 d: 2 gridSRow: 2 gridSColumn: 1 gridDRow: 2 gridDColumn: 0
s: 5 d: 4 gridSRow: 2 gridSColumn: 1 gridDRow: 1 gridDColumn: 1
break
------------------------------------------------------------------------
s: 6 d: 3 gridSRow: 0 gridSColumn: 2 gridDRow: 0 gridDColumn: 1
s: 6 d: 4 gridSRow: 0 gridSColumn: 2 gridDRow: 1 gridDColumn: 1
break
------------------------------------------------------------------------
s: 7 d: 3 gridSRow: 1 gridSColumn: 2 gridDRow: 0 gridDColumn: 1
s: 7 d: 4 gridSRow: 1 gridSColumn: 2 gridDRow: 1 gridDColumn: 1
s: 7 d: 5 gridSRow: 1 gridSColumn: 2 gridDRow: 2 gridDColumn: 1
s: 7 d: 6 gridSRow: 1 gridSColumn: 2 gridDRow: 0 gridDColumn: 2
break
------------------------------------------------------------------------
s: 8 d: 4 gridSRow: 2 gridSColumn: 2 gridDRow: 1 gridDColumn: 1
s: 8 d: 5 gridSRow: 2 gridSColumn: 2 gridDRow: 2 gridDColumn: 1
s: 8 d: 7 gridSRow: 2 gridSColumn: 2 gridDRow: 1 gridDColumn: 2
break
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Aceeri
94 posts
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Topic: Game Programming /
What is wrong with this AS3 code?
Yes it should be called BlueLaser if you named the file BlueLaser.as
Could you give lines for your errors?
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Aceeri
94 posts
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Topic: Game Programming /
Under 18 game developer.
It isn’t exactly like PayPal will go through every single account to find yours and freeze it.
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Aceeri
94 posts
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Topic: Game Programming /
Imaginary Area
To get into more detail with this.
The game I am attempting to make has counties which are inside of territories, I need to have it so for each county, there is a box around it that is 1 pixel bigger in length and width. This would allow me to find adjacent territories for sending “troops.”
So I need it so:
countyAdj.width = county.width + 2;
countyAdj.height = county.height +2;
countyAdj.x = county.x + 1;
countyAdj.y = county.y + 1;
So it would create a box with a pixel border around the county.
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Aceeri
94 posts
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Topic: Game Programming /
Imaginary Area
Hey, I was wondering if it would be possible to create something similar to a Textfield variable but is as if you are selecting a certain area. Say SelectionArea is a type of variable so it would go something like this:
var blah:SelectionArea = new SelectionArea();
blah.width=50px;
blah.height=50px;
Something like that. If there is anything similar to this in anyway, please tell me, it would help me a lot.
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Aceeri
94 posts
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Topic: Esgrima 2 /
Sexist much?
@Angelblaze
There is no “standard” for games, it is only as you players make it seem. They don’t have to add selectable gender options, infact, I’ve seen plenty without that option. Would you rather have gender options over faster programming? It would take twice as long to program everything basically.
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Aceeri
94 posts
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Topic: Game Programming /
Games for the people?
Something tells me Jens doesn’t deserve any feedback if this is how he reacts to it.
In a way, they are paying you. Play counts equals money, play counts require players.
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Aceeri
94 posts
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Topic: Game Programming /
Did Stencyl copy Scratch or Scratch copied stencyl?
It isn’t like it is a hard idea to come up with. They MAY have copied each other, but then again, they may have came up with the idea separately.
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Aceeri
94 posts
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Topic: Game Programming /
What language should I learn?
I’ll agree with everyone else, either use HaXe or AS3 (ActionScript 3). Actionscript is the main programming language used for making flash games.
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Aceeri
94 posts
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Topic: Game Programming /
GiTD [#29] Voting
Originally posted by Elyzius:
Night and Day (GitD Edition) by BobJanova – This is the most complete game in the current GitD, but given that there are only four entries, that really isn’t saying much. The game is too dry for my taste. It needs music and better graphics to set the mood. Also, the game may be improved by providing players a better sense of the situation. Why are there monsters that come out at night? What sort of world is this? Who are these player-controlled beings that try to light up the night? Are they human? If so, how did they wind up in a world where fearsome creatures roam at night?
Today is Forever by Gengii – The graphics are very nice, but the conversation bug with the girl at the store is a showstopper.
Day/Night v3 by Feartehstickman – Why does the player have the power to determine day and night? It’s tempting to call this power godlike, except that not even the gods have the power to change the length of consecutive days on a whim. This game does not have any stated objectives, so it seems to be a sandbox kind of game. People who play those kinds of games such as The Sims enjoy being able to manipulate game objects in many ways to get different outcomes, but the possible outcomes in Day/Night v 3 are much too limited to have any lasting appeal.
Coming Night by Aceeri – The wall of text that confronts players when they try to read the instructions are a disturbing taste of things to come. Although the game does have graphics, they may as well be non-existent because the gameplay is text-based at its heart. Losing battles doesn’t seem to take players out of the game, so I can’t help but wonder what the point is in investing in troops. When night does come, it’s no fun to stare at the screen, waiting for the dawn. Underneath all these problems is a game that may benefit from further development, but whether it will be engaging depends on what direction its developer takes it.
1st place – Night and Day (GitD Edition) by BobJanova
2nd place – Day/Night v3 by Feartehstickman
I can’t help but notice all your problems are with graphics except for the guy with a team of programmer & artist…
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Aceeri
94 posts
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Topic: Game Programming /
GiTD [#29] Voting
Originally posted by Solsund:
Ok, so this months topic just didn’t catch me but I can still rate the games.
Sadly, there is a clear winner this time around as only one of the games is really a game at this point and that would be BobJanova’s game. I actually finished all four maps, though only one of them actually had a challenge to it (3rd map, the twisty path one). I meant to take a screen shot of it but I forgot and the game doesn’t save right now (but it doesn’t make you do maps in order so that’s not very important).
It was far harder to decide which one of the other three would be my second choice and I see at least one other person chose to not even give a second choice. In the end I ended up going with feartehstickman for it.
Fear’s game was the least like a game of the three yet it was the one that actually provided the most interest for me as I spent a bunch of time replaying and trying to see if I could even lose the game. I eventually succeeded when I managed to wipe out the only tree before another one spawned. This meant I was able to catch up on the stone & animals to the point where my entire town stopped working. I could force them back to work by turning it night and back to day but unless I did that they all just stood there.
Gengii, your game had the most appeal to me of the three as I could see very interesting things being done with the pseudo time-travel concept but when I was barely into the game and it locked up on a choice I couldn’t bring myself to redo the whole opening. Making keyboard controls for your game but not allowing keyboard to go through the menus/continue the story was horrid. Heck, making it so you had to click only that small little box to continue was a terrible choice.
Aceeri, I’m not even sure what to say about your game. There’s an extreme lack of information about what anything does. You can’t see that time is passing and night is approaching. Night finally arrives and your army just stands there with nothing going on leading you to think it’s crashed until it suddenly goes back to day time (I won the fight). The next night I at least got to watch the much stronger foes kill my three different squads off yet I still survived the night. The game might have some promise but as of right now it’s more a very rough alpha.
I’ve got more detailed thoughts about my two choices but that will have to wait until after I get some sleep.
For the record: Night time in fears game actually kind of serves a purpose, though it’s not very obvious. Your animals that roam freely will not reproduce during the daytime. At night time they will reproduce and the herd starts doubling in size quite quickly. I only knew about this as that was the only way to not lose instantly on the first version posted, though there they also reproduced during the day. This isn’t terribly useful in the current version as once you have 100 Wood you get the penned animal that will reproduce all the time and never get used up. This makes is so you can’t possibly lose just from turning it on and letting your only animal get killed. No matter what you will always have just enough wood to make a single animal spawner.
1st BobJanova
2nd feartehstickman
I’m sorry that my game didn’t interest you. The problem was that I started late and to add what you all said wouldve taken a couple more days. I was planning on a countdown timer, an explanation of buildings (popup like the costs over the upgrade button) and to have the fight more obviously won (Having the troops removed or something). So I respect your opinion along with all the other people who commented on my game, and thank you for not just leaving it at “Your game sucks” as some people do. I have been working on the game over the voting period and hopefully I will have the new version out soon.
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Aceeri
94 posts
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Topic: Game Programming /
Show us a screenshot of what you're working on!
Well obviously, my game sucks compared to all of yours :/
But the thread topic tells me I have to show you so…

Crappy of course, still working on it.
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Aceeri
94 posts
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Topic: Game Programming /
GiTD [#29] Voting
A Thank you:
-———————-
Thanks for the critique on my game guys. I know it doesn’t have a lot of things, but the main problem was if I added every little thing you said, I wouldn’t be able to finish by the GiTD deadline as I started a couple of days late. I’m still working on the game, hopefully it will come up to your ideas of a nice game. The main part I think I should work on is the “Skip to Night” kind of thing as a couple of you said. – Aceeri
-———————-
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