Recent posts by player_03 on Kongregate

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Topic: Game Design / Run 3 Level Creation Contest!


Gabber Levels by GabberGaming
My rating: 2/5

I’ve confirmed that all levels are possible with the Runner, though 10 requires a particular trick, and 18 requires multiple near-perfect jumps (or going outside the tunnel). I’m almost certain that level 10 is possible with the Gentleman, though I never pulled it off.

Intentionally hiding bouncy tiles among regular green tiles (even if they aren’t quite the same shade) is just rude. I’d have let it go if it was a one-time thing and was amusing somehow, but it’s neither. That’s how other games get away with fake difficulty.

I’d give credit for playtesting, except Gabber clearly didn’t playtest with enough characters. The short-jumpers run into a lot of dead ends, and the Skater and Child have extra trouble with the lone tiles.

 
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Topic: Bloons Monkey City / Bloon traps

Originally posted by Teroc:

There’s plenty of levels that forbid the use of farms, so we need an alternative. It’s either the engi or sniper’s supply drops.

The Monkey Village’s 10% discount is worth considering too. It pays for itself by the time you buy a Supply Drop, assuming the Sniper is in range.

 
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Topic: Game Programming / {AS3} Problem

Is there an error message?

 
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Topic: Bloons Monkey City / Strategy for regen bloon rush

Originally posted by jumper224:

It pops 2 layers of bloons so it’s basically double popping power.

Not if the term means the same thing as it did in BTD5. (Wiki link)

 
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Topic: Bloons Monkey City / Use Kong file on iOS?

I’m pretty sure the games aren’t compatible. They don’t even have the same premium currency. (I forget what it’s called in the iOS version, but it’s not “Bloonstones.” And you get a different amount per mission than in the Flash version, so it’s more than just a cosmetic difference.)

 
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Topic: Bloons Monkey City / Strategy for regen bloon rush

Edit: Strategic beat me to it.

Later on in the game, you’ll be able to deal with them through sheer popping power. Any fast-attacking, multi-hitting tower (Ring of Fire, Bionic Boomer, Operation Dart Storm) will handle most of it.

 
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Topic: Game Design / Run 3 Level Creation Contest!

Sorry for taking so long to respond. I’m finding it tough to write reviews lately, or at least reviews of your levels, and at this point I think I’d rather stop.

It’s obvious that you know what you’re doing, which is what makes it so hard for me to give constructive criticism. Besides the issue that Karsh pointed out, I don’t have any improvements to suggest. Maybe I’d have made different decisions here or there, but I couldn’t honestly say that my version would have been better.

By the way, congrats on keeping a perfect 5/5 rating for more than one day.

 
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Topic: Game Programming / Trying to understand avoiding memory leak

Understanding garbage collection

 
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Topic: Game Programming / [HTML5] Game refuse to update

Pressing Ctrl+F5 won’t be enough, in my experience. Try going to your browser’s settings and clearing cache there. (Don’t clear cookies, though!)

 
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Topic: Game Programming / [HTML5] Game refuse to update

It says 1.03 when I load it. Probably just a caching issue at this point.

 
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Topic: Game Programming / [LAG] 10 Enemies Collisions with 33 Blocks

Originally posted by EndlessSporadic:

whenever there is movement get the position of the tile you are entering (which should be stored in the object that is moving).

If the object moves multiple times per frame, you’ll end up doing unnecessary collision checks.

Originally posted by EndlessSporadic:

There is no need to iterate over all blocks all the time in a 2D grid game.

Very true. That’s what broad-phase partitioning is about. And while what you described is a valid broad-phase algorithm, it isn’t as extensible as others.


Calaris: Check out this tutorial by Metanet.

 
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Topic: Game Design / Run 3 Level Creation Contest!


The Challenge Home by GabberGaming
My rating: 3/5

Better than some difficult level sets, but it still has plenty of flaws. Besides the fact that the levels are out of order and rely too much on lone tiles, there’s at least one level that’s impossible with the Gentleman.

 
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Topic: Bloons Monkey City / Strategies

Originally posted by HollowedHearts:

An arctic wind with 2 RoFs at the end. People always say use a 3/2 glue, but that is a waste.

People always say to use a 2/3 Glue Gunner, not 3/2. And they’re right – if you place a 2/3 Glue followed by a 3/2 Ice, they’ll clean up the ceramics on their own without any leaks.

 
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Topic: Bloons Monkey City / Tier 3 help

On a longer course, 2/3 Monkey Aces really start to shine. Put them near the middle, and set them to the circular path.

 
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Topic: Game Programming / Unity and blender, simple quick texturing question

It’s been a while, but I think Unity ignores the texture set by Blender, so you need to specify it in Unity. However, it doesn’t ignore the UV map.

The thing to do is texture it once in Blender, save it as-is, import both the .blend file and the texture image into Unity, and apply the latter to the former.

 
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Topic: Game Programming / [HTML5] Game refuse to update

For the record, the game is now working. It looks like Kongregate worked through this with SadCatStudio a few hours after SadCat’s last post.

SadCat: It’s nice to make a note when someone helps you, especially if you had been complaining about them. If you don’t, people may get the wrong impression.

 
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Topic: Game Design / Run 3 Level Creation Contest!

Originally posted by mathwiz100:

I rate levels based on how fun and interesting I find them. None of the other criteria are actually required; they just tend to help. Like in any other creative medium, if you’re familiar with the rules, you can get away with breaking some of them.

That would have been nice to know before.

Sorry if I gave the impression I was grading off a checklist. I guess I kind of was, in that I’ve given 4s for no other reason than the level met my stated criteria. But my 5 ratings have always been a matter of personal enjoyment.

And in the world of game design, what matters in the end is enjoyment, not some “objective” measure of quality. A lot of game developers get stuck on this point, actually. Greg discussed this back in 2009 – read the first section, “You’re Making a Game, Not a Homework Assignment.”

I’m not saying this is a problem with your levels. In fact, you’ve made eight of the top ten level sets.

Originally posted by mathwiz100:

I was getting tired of the short platforms as well, I just could not think of a good way to put in longer platforms. This time, I was able to.

In the Emerald set? Because those platforms weren’t all that much longer. I’m picturing something closer to B-7.

Originally posted by mathwiz100:

I was trying to use that advice, but it looks like I made the gaps too large, and my play testing was unable to pick up that detail.

It’s not that the straight-ahead gaps were too large, it’s that there wasn’t always a platform on the wall for short-jumpers to escape to.

 
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Topic: Game Design / Run 3 Level Creation Contest!

Originally posted by mathwiz100:

My rating: 5/5

That I was not expecting. I figured that I would get a 2/5 because I broke most of your criteria. Ah, well, if you think that I deserve a 5/5, then I will take it.

I rate levels based on how fun and interesting I find them. None of the other criteria are actually required; they just tend to help.

Like in any other creative medium, if you’re familiar with the rules, you can get away with breaking some of them.

Originally posted by mathwiz100:

(Just a guess; I’m no expert on color palettes.)

I know a little bit about color palettes. The colors of the level sets are based on the color of whatever gem I am using. That just happened to be the mix between aquamarine and turquoise.

A palette necessarily includes more than one color. I was saying that I thought that particular color went well with the colors of the boxes and bouncy tiles, but I didn’t know why.



Mathwiz presents: Emerald Set by mathwiz100
My rating: 4/5

I’d be happy to see some longer platforms at some point. All these consistently-short platforms are starting to wear on me, kind of like constant five-word sentences.

But ultimately it isn’t my opinion that matters; it’s the community’s. The level is rated 4.60/5 as of this writing; that’s three 5/5 ratings and two 4/5s, including mine. Congrats!

My only real complaint about this set is that level 3 contains some dead ends for short-jumpers. And even with long-jumpers, it’s the hardest of the bunch, so it should go at the end.

 
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Topic: Bloons Monkey City / This game is so underrated

Originally posted by aaay:

why are people talking about it being overrated when I posted that it is underrated?

Because you changed it after the fact.

 
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Topic: Bloons Monkey City / Your Top t3/t4 rush ?

I’m really enjoying my Bionic Boomer and Operation: Dart Storm upgrades, though the former only works on some levels. I think Dart Storm gives better results than Destroyer, even adjusting for cost.

For tier 4, don’t forget Ring of Fire. It doesn’t have very much range, but it will still come close to destroying ceramic bloons as they pass by. Three to four well-placed ones can handle MOABs and everything inside, and they’re cheaper than some tier 3 upgrades.

Assuming it hasn’t changed since BTD5, the Spectre is also one to get. In that game, Spectres would tend to get the highest kill counts. Not because they had better popping power, but because they kill-stole. That is to say, they’d finish off MOABs before other towers got a chance to shoot. (Ok, so I guess they did have better popping power. I just hope they’re still cost-effective.)

 
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Topic: Game Design / Run 3 Level Creation Contest!


Mathwiz presents: Turquoise & Aquamarine Set by mathwiz100
My rating: 5/5

Normally I’d complain about using all tile types in a single level, but somehow in this case it looked ok. I think the level color helped, being similar to the white color of ice/boxes and the green color of bouncy tiles. (Just a guess; I’m no expert on color palettes.)

Overall, I like the appearance/gameplay. I’ve got nothing new to say about it, so I’ll just leave it at that.



Mathwiz presents: Peridot Set by mathwiz100
My rating: 4/5

The horizontal stripes in the first level, while not unfair, are harder than the other parts of the level. You could make them easier by adding more crumbling tiles around or between them, or you could make the rest of the level harder. Either way would help.


Level 3 is impossible to lose with the Child. I know this stifles a number of otherwise-valid level designs, but… the Child is part of the game. It’s too late to change him, even if I wanted to do so.

On the plus side, you can get similar results with far fewer crumbling tiles. Outlining the platforms in crumbling tiles is enough to give a significant amount of leeway, up until the point where the tiles actually fall away. You can also add thin lines of crumbling tiles as necessary to connect them all; the Child will still be forced to pay attention.

I realize I put a few levels like this in Infinite mode. My rationale is that you can’t switch characters without dying, so to take advantage of these levels, you also have to use the Child in all the other levels.

 
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Topic: Game Programming / AS3: Syntax error

Originally posted by dragon_of_celts:

There’s no such thing as “!==”

That’s the strict inequality operator.

 
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Topic: Bloons Monkey City / Bloons: Monkey City Early Game Guide

I’d like to take a moment to advocate for 2/3 Boomerang Throwers. You can get high efficiency if you position them correctly, without needing to waste an upgrade on homing. (That’s what Ninjas are for, anyway.)

With enhanced throwing speed, they actually end up popping way more than twice as many bloons. They’re like a cheaper version of Ring of Fire.

This setup isn’t going to pop everything, but it’ll seriously thin the ranks, and the extra glaives mean the Thrower will do more damage to ceramics and MOABs.

 
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Topic: Game Design / Run 3 Level Creation Contest!


Mathwiz presents: Garnet Set by mathwiz100
My rating: 4/5 (almost 5/5)

At first I thought that it was a bit long for such a hard level. Then I beat both levels on my first try. With the Bunny.

If you were going for “difficulty without lone tiles,” you could stand to remove every third platform or so. You’ll create some gaps that short-jumpers can’t cross, but this won’t violate my “no dead ends” rule as long as short-jumpers can jump to the wall instead.

The idea is to force the short-jumpers to travel sideways quickly, and force the long-jumpers to use their full jumps. Though this alone isn’t enough, because the Lizard is going to be able to do both. The Lizard’s weakness is that it cannot perform short jumps, so to balance the Lizard, you’d use medium-length jumps, forcing the Lizard to use its shortest jump multiple times in succession, while everyone else has very little trouble.

I’m not saying you should change this level set; the difficulty is fine as-is. And the pattern looks a lot like one I might have made, which I approve of. (Though on the other hand, I hope I’m not stifling your creativity here.)

It’s not quite a 5/5 because it doesn’t “capture my imagination” as well as some of the other levels. I feel bad taking a point off for something like this, given that I don’t know how to improve it. The only thing I can think of is maybe make it a little less homogenous.

 
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Topic: Kongregate / Commercial games on Kong

Originally posted by radar816:

The only way we can win is not to pay. Play them (hence using server resources) but never pay money.

I don’t understand why you see this some sort of “us vs. Kongregate” battle. But if you’re out to hurt Kongregate’s revenue, you’re going to have to stop playing the multiplayer games entirely.

Free players in a multiplayer game do bring in money, albeit indirectly, simply by interacting with paying players. The more companions/opponents a paying player has, the more invested they are in the game, and the more money they spend (on average).

One game developer, worried about rising server costs, asked James of the Extra Credits, “How many non-paying players do you expect me to pay for?” James responded, “As many as you possibly can.”

You could also try the strategy “make the game unfun for paying players,” but that isn’t easy to pull off, and could even backfire.