Recent posts by Aesica on Kongregate

Flag Post

Topic: Game Programming / GiTD #46

Trying to make sure my suggestions are as vague as possible:

Noun: Weapons
Verb: Collect
Adjective: Legendary
 
Flag Post

Topic: Game Programming / Show us a screenshot of what you're working on!

I really need to stop screwing around and start doing something more productive. :D

 
Flag Post

Topic: Game Programming / Let's make a learn game development group

*peeks in*

I haven't really been making much in terms of games, but rather, I've been making tools that will make any future game projects easier. For awhile, I was working on a sequel to a game I made several years ago, but I don't know. The original game was mediocre so I question the wisdom of making a sequel to it, even though it was originally intended to have 3 chapters. Plus I'm kind of over shooters. The tile map editor I posted in the other thread is pretty much begging for an RPG.
 
Flag Post

Topic: Game Programming / Show us a screenshot of what you're working on!

I really miss this topic, so I’m necroing it. Sue me.

Anyway, my contribution to it is this tile editor thingy I’ve been working on casually. Since I suck at freehand-drawing backgrounds, I figured I’d go the tile route instead for all future projects. Making something to manage big spritesheets full of tiles was the next logical step. It’s parallax-friendly, too!



So let’s see your stuff, guise.

 
Flag Post

Topic: Game Programming / call function from another class

Assuming this was meant as only one of several possible solutions…

// this trows me a implicit coercion of a value of type class to unrelated flash.display.displayObject.
parent.removeChild(childSprite)

Know that this will never work because childSprite is the name of your class, not an instance of that class. Also, it’s generally considered good practice to capitalize the first letter of class names to make them easier to distinguish. So ChildSprite is preferred to childSprite

 
Flag Post

Topic: Game Programming / call function from another class

Post your code. That’s the only way we’re really going to know what’s going on.

 
Flag Post

Topic: Game Programming / [UPDATED] Loading external assets

Originally posted by Elite_Within:

It seems very common to use spriteSheets for animation.
Do you guys use spriteSheets for everything other than animation too?
for example a sprite of interface parts?

These days, pretty much everything I make that doesn’t require a textfield comes from a spritesheet. Stat bars, dialog boxes, character portraits, etc. If it’s an externally-loaded image, it’s on a spritesheet. Otherwise, it’s created at runtime (solid color, perlin noise, etc) and even those get created as sprite sheets rather than loose bitmapdatas.

 
Flag Post

Topic: Game Programming / [UPDATED] Loading external assets

I think that what Endless is getting at is that people wouldn’t be happy to find out that a game they only expected to be 5mb turned out to be loading 30mb or more of data per play. (I believe the application fully downloads external data each time, without caching it unless you specifically cache it. I could be wrong though.) Point is, you want your entire game in the same file if at all possible.

Anyway, look at all your assets and try to find out where the big stuff is. In an old piece of shit game I made a few years ago, the size hogs were the background images, the music files, and the fact that all other assets (enemies, player, bullets, etc) were in individual files rather than a spritesheet. I fixed 2 out of the 3 issues by jpg-compressing the backgrounds and crunching the music files down to around 60-90kbps (I used VBR and it worked fine). I didn’t convert the individual sprites into a spritesheet because everything was differently-sized and it would’ve been “too much work” or something, but by then, everything was small enough at about 9.9mb. Had the backgrounds been tile-based rather than image-based, and had all the enemies/bullets/etc been centralized in a single sprite sheet (or two) everything could’ve been even smaller.

As already mentioned, nobody’s expecting perfect, lossless music in flash games. Hell, a large number of people just mute flash games anyway. As for spritesheets, they’re absolutely glorious and I highly suggest implementing them before it’s too late.

 
Flag Post

Topic: Game Programming / Crap

Supply/demand is to blame. If nobody played them, nobody would make them. Having said that, I’ve only ever made one and have no plans ever make another again. Not my thing, but that doesn’t mean they don’t appeal to other people and thus, don’t have a place here.

 
Flag Post

Topic: Game Programming / Updating my game with more content?

There’s an option to upload an updated version, so you’d just use that to upload the newer version with additional levels. However, it’s worth noting that in nearly all cases, you’re going to get the bulk of your players after the initial release, and then that’s it. Flash games have a pretty short shelf life, as they get played, completed, then left behind. Any plays from there are either from a handful of people who really liked the game, those who dig deep into Kong via the search system, or through badge of the day in the case of qualifying games.

I guess what I’m trying to say is that adding levels later on is a waste of resources. You’d be better off releasing those ‘new levels’ as a sequel or something. That way, you can reuse a lot of your code.

 
Flag Post

Topic: Game Programming / Let me compose for your game!

I love the darkwave genre, and hearing this kind of makes me wish that my drive to make games hadn’t died off.

 
Flag Post

Topic: Game Programming / swf files on wordpress websites

The second method listed there is just the plain html method. You should be able to just copy/paste that code segment, then change the width & height to match your swf, then “mymovie.swf” to whatever path leads to your project.

 
Flag Post

Topic: Game Programming / Implement badges before publish - Last Invader

Originally posted by Draco18s:

There are some notable examples of games below the 3.8 level, and I mean “got badges first” (as most games get badges and then drop in rating as people flock to it and give it a lower rating for whatever reason, e.g. not being able to get the badge). But you’re right, most of them are rated much higher 3.5.

True, although normally those are games released by established developers.

 
Flag Post

Topic: Game Programming / Implement badges before publish - Last Invader

According to that topic, you pretty much need a 3.8 or better. The graphics look good enough for that, so hopefully the gameplay follows suit. Good luck. :)

 
Flag Post

Topic: Game Programming / Can you check my game?:)

Just a bit of advice for future projects (or this one): Never start the game off by dropping the player into a situation where they will lose in a few seconds if they don’t do anything. Offer them some sort of pause or start button so they can get their bearings before the action starts. Also, javascript alert() is pretty much the mechanically separated meat of javascript programming. Avoid using it in a game for anything besides debugging code (which the players should never see, of course). Finally, some instructions or controls would be nice. I only knew what to do through trial and error, and because I’ve played snake before.

 
Flag Post

Topic: Game Programming / Implement badges before publish - Last Invader

I’m pretty sure badge requirement is even higher than 3.5 stars. The best you can do is report stats for things you think would make good badges (maxLevelCleared, score, gameCompleted, internetDragonsSlain, etc) and, if your game does well enough, hope for the best.

 
Flag Post

Topic: Game Programming / GiTD #45 *Creating Skeletal Wasps*

Originally posted by I_love_you_lots:

@Aesica – That’s a really nice dialogue editor!

Thanks. :D It’s an old library and an example of me thinking, “It would be nice to be able to edit game dialog on the fly,” then getting completely carried away. This contest helped me realize that it’s not as import-friendly as I’d like it to be, though. Time to fix that!

 
Flag Post

Topic: Game Programming / GiTD #45 - *Congrats Halysia*

Before I say anything else, I want to mention that, in my entry, the dialog edit mode shouldn't have been visible. The lack of game content is because I really only spent about 2 hours on it--I had no inspiration until the last day or so, and then I mistook 9EST for 9PST. Spent 1.5 of those hours creating the (miserable) art assets and some other basic stuff when i realized it just wasn't going to happen. I probably shouldn't have even posted it, but I did. Oh well! :D

Votes:

1) Wasps Game
2) Untitled

And some random thoughts for each that are (hopefully) helpful:

Wasps Game: Eventually the wasps stopped spawning. I assume this is because I reached the last wave? If not, it's a..."bug." Also, it seems like using weapon #2 is all you really need to beat each wave. I didn't even bother with the barricades, I just launched skull-bomb-things at everything until things stopped spawning entirely. Also, loot can drop in the walls, making it inaccessible. Nice job overall though. If you decide to pursue this, maybe tweak the weapons so #1 is better/faster for single target, while #2 is slower to charge but better for aoe. You could probably offer a lot more weapons and neat things too via upgrades.

Kill Skeletons with Wasps and Whatnot: I...can't really even do anything because the red skeletons get up in my grill in the time it takes for me to get my bearings. A grace period or safe starting point would be ideal.

Untitled: Simple, but it kept me going until the last level. I'm not sure how to even make that jump. I tried jumping off a wasp but...yeah dead. What's the trick?

SkullWasps: Mainly a demo yeah, but still a better product than mine.

Edit: Re: Collabs for this contest: I don't mind it either. If people can organize themselves and work together for this, more power to them.
 
Flag Post

Topic: Game Programming / GiTD #45 *Creating Skeletal Wasps*

This barely even counts, as I only actually had about 2 hours (fucking EST). There’s nothing after the dialog because yeah, not enough time. The idea was that the Kargoth, being a stupid ogre (who I also didn’t get time to draw!) was going to make skeletal wasps by mashing giant wasps with skulls and bones. Yeah it’s basically Shalmezad’s idea with ogre logic behind it. :)

http://www.fastswf.com/Z8O3Z7c

I really probably shouldn’t have even bothered, but I did want to show my support for these contests.

Edit: Oh FFS, I left the dialog system’s edit mode on. Just a heads up that “Edit Mode” isn’t actually part of the game itself. There is no actual engine because I had far less time than I thought I did. :(

 
Flag Post

Topic: Game Programming / GiTD #45 *Creating Skeletal Wasps*

^ Ugh no. The only good wasp is a dead wasp.

Edit: …That just gave me an idea. What’s the deadline again?

Edit2: Oh. Tomorrow at 9? Hmm, so game in 4 hours then? (All the time I’ll have tomorrow for development) This ought to be interesting. ;)

 
Flag Post

Topic: Game Programming / [AS3] IDLE Game - Offline aktiv

If I had to guess, I’d say that, each time the game is loaded, it subtracts the time the last save was made by the current time, then adds the appropriate amount of bonus experience/gold/potatoes/whatevers. Of course, that’s easily exploited by setting the system time.

 
Flag Post

Topic: Game Programming / GiTD #45 *Creating Skeletal Wasps*

I’ve been trying, but I seriously can’t think of anything for this theme. Damn you, RNG.

 
Flag Post

Topic: Game Programming / How do I display/work with large numbers?

Nice bump. This topic is 2 years old.

 
Flag Post

Topic: Game Programming / GiTD #45 *Creating Skeletal Wasps*

Technically, “skeletal wasps” would look just like ordinary wasps. Because exoskeletons.

Seriously though, that RNG. Oh boy…

 
Flag Post

Topic: Game Programming / GiTD #45 *Creating Skeletal Wasps*

Adjective: Skeletal
Noun: Sorcerors
Verb: Fighting
Game Mechanic: Keyboard/Gamepad only