Recent posts by Aesica on Kongregate

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Topic: Game Programming / GiTD #43 - *Voting*

Yeah I suck. Mine got scrapped because I wanted to try out Starling, then decided halfway through that, after getting used to blitting, I really didn’t like working with displayobjects for anything other than UI elements.

Oh well, voting:

1) Fly Horror: Despite the almost complete lack of graphics and silly “storyline,” I rather enjoyed it. My only complaints would be that the character moves too slowly and that I can go outside the game boundary for some reason. Have you considered faster movement, but with less time to complete the objective? Also, does the other guy actually do anything other than get in the way slightly?

2) Slime Horror Dash: Feedback omitted as per developer request.

As for the others:

Flappy Horror: The clicking isn’t very meaningful because it’s pretty easy to “stay afloat” while not going within range of the death walls. Needs a clear goal other than just “harvest body parts.” Maybe have each level provide a “shopping list” of what’s needed to build a homunculus and pass the level. To add spice, certain “creatures” yield more of a certain body part, so you could reward players who harvest effectively. Finally, while I’d like to say that more hazards should be present, I think they might be overly annoying and unpleasantly difficult to avoid, given the current controls.

Earl the Horror: Despite the simplistic graphics, I knew right away what was “good” (the bean-looking things) and what was “bad” (the shuriken-like things) so good job with that. As with Flappy Horror, a quota of beans to collect in order to pass a level would probably be nice. Possible upgrades too, such as more life, less slippery movement, the ability to shoot back, smaller character, etc.

One thing I wanted to say though, as it pertains to all of the games, and most of what we make in nearly every GitD: The “Game Over” mechanic is pretty much obsolete, and players today generally don’t seem to be into it. Back when I played NES/SNES games it was fine, but games today are all about encouraging you to keep going. The trend seems to be:

1) Get sent back to the nearest checkpoint you last visited, with progress rolled back to when you triggered that checkpoint. This is more for metroidvanias than linear games, as it encourages you to perhaps try a different route, strategy, etc.

2) Fail the level, but keep any currency, exp, upgrades, etc. They encourage you to try again, typically after picking up some upgrades to make the next attempt a bit easier.

I realize the scope of GitD doesn’t generally allow for multiple levels, and “the big game over” is significantly easier, but I just wanted to put that out there.

Having said that, nice job guys! :D

 
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Topic: Game Programming / Time spent on games

I spent about a year making Eisydian Saga, which is pretty much crap, but was a huge learning experience for me. First, I made it in AS2, then ported it to AS3 when I realized it wasn’t going to be viable in AS2. Casual/spare time project. I’ve been working on the “sequel” to it over the last year or so.

Note: By “sequel” I really mean a replacement, meant to tell the story properly and combine the other two sequels I had planned because I want to move past shooter games after this is done. I should note that while ES was made at a very leisurely pace, the sequel is coming along even more slowly than that. I find it hard to motivate myself lately, given how mediocre flash games seem to do these days unless they’re scumbag MMOs.

What can I say? Shinies like World of Warcraft, Star Trek Online, and a huge pile of sci-fi books tend to distract me and suck up most of my free time these days. :)

 
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Topic: Game Programming / The future of flash

Originally posted by EndlessSporadic:

I’m going to throw all of the flash fanboys under the bus here because they need to wake up and smell the coffee. Flash is dying as a medium for making profitable and respectable games. […]

Technically, that’s not throwing anyone under the bus. That’s simply stating that Flash game development isn’t what it used to be.

 
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Topic: Game Design / Eisydian Saga - A Post-Mortem

So yeah, I decided to write up a post-mortem analysis of a game I made over a year ago to both focus my own thoughts and to perhaps help out other devs. Anyway, it’s here if anyone’s interested in reading it:

Click Me!

Let me know what you think and more importantly, what kinds of things I should add to make it more useful. Thanks guise! :D

 
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Topic: Game Programming / Demo PaintProgramming

Not a lot of color choices, not a lot of pen size options. About the only things I can draw decently with this are dicks.

 
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Topic: Game Design / Drawing Quality Training

3 “uses less colors” because it’s primarily background graphics. You can’t make background graphics that are over-saturated because then they become difficult to distinguish from the foreground graphics. 3 is easily the best one of the lot in terms of being useful for game development. 5 could only be justified as an RPG boss or static image, 4 is pretty much useless, 2 could work as a mediocre rpg battle background, 1 could actually work pretty well in a sidescroller, and 0? Well, I’ve never been a fan of ultra-pixelated graphics, so I couldn’t tell you.

 
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Topic: Game Programming / Need your opinion for a just published game

Performancewise, it’s great. Starling (I’ve been playing around with it too) isn’t going to lag until you get a lot of things going on onscreen or if your computer is crap. Designwise, however… Yeah, sorry, just not a lot going on that keeps my interest. The graphics are cute, the sounds are nice, but the actual gameplay and the lack of any kind of noticeable challenge increase had me bored after about 50 eggs, where I just gave up.

Rotten eggs as suggested, different-sized eggs that fall at different speeds, variation in the bird’s drop rate + movement rate, etc. Good places to start.

 
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Topic: Game Programming / GiTD #43 *Flying Rotating Horrors*

Oh my bad, I thought you were posting a second suggestion for some reason. :D Rotating, huh? Looks like the perfect excuse to try out Starling!

 
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Topic: Game Programming / GiTD #43 *Flying Rotating Horrors*

So what’s the theme? The announcement says the 21st and it’s the 22nd. At least where I live. :o

 
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Topic: Game Programming / Any ways to speed up exporting of SWF when debugging movie in Flash?

Do you have a lot of audio or other large file assets? I find that things always compile pretty quickly for me until I add the really big stuff, so you may want to put those things off until everything else works fine if you can help it.

 
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Topic: Game Programming / Problem with loop and buttons

Originally posted by NineFiveThree:

As the enemies probably play an important role in your game, you’d want to create a class for them anyway.

Please do this. Storing your enemy data in an array like that is going to make working with enemy data much harder than it has to be. It’ll also make adding any new values much easier as development continues.

 
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Topic: Game Programming / GiTD #43 *Flying Rotating Horrors*

Noun: Dragon
Verb: Replicate
Adjective: Procedural
Game Mechanic: Collection (I was going to say turn-based too, but it’s already covered!)

 
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Topic: Game Programming / As3, how do i write this?

@darkjonas8: You forgot to specify the type, both in the declaration and the instantiation.

var aBunchOfGrassBlocks:Vector = new [SFoliage1, SFoliage2, SFoliage3];

Should be…

var aBunchOfGrassBlocks:Vector<Class> = new <Class>[SFoliage1, SFoliage2, SFoliage3];

Originally posted by Shake_N_Baker:

The extra pair of brackets made it an array of arrays while it was expecting an array of classes.


“Yo dawg, I heard you like arrays so I put an array of classes into an array so you passed in an array of arrays of classes when it expected an array of classes.”

Sorry, I couldn’t help myself. :D

 
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Topic: Game Programming / As3, how do i write this?

Oh neat, I wasn’t aware of the global function. Plus, my mind (for whatever reason) automatically inserted a “new” as I read over that part, so I was like “why are you passing in an array where the constructor expects a uint?”

 
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Topic: Game Programming / As3, how do i write this?

Is this what you’re trying to do?

var aBunchOfGrassBlocks:Vector<Class> = new <Class>[GrassBlockA, GrassBlockB, GrassBlockC];
var i:int = Math.floor(Math.random() * aBunchOfGrassBlocks.length);
var myGrassBlock = new aBunchOfGrassBlocks[i]();
addchild(myGrassBlock);

Edit: player_03 beat me to it, but yeah. Roughly that, although I’m not sure that version of filling the class vector will work.

 
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Topic: Game Programming / Squeezing as much audio into a game

Originally posted by truefire:

Nope. Just nope. Java has a lot of problems and they’re not going anywhere. Ever loaded a Java app and had your browser crash with no explanation? Yeah, I thought so.

Not to mention the updates never seem to install properly.

 
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Topic: Game Programming / Squeezing as much audio into a game

Originally posted by EndlessSporadic:

Dont use MP3. You need to license those. If possible, switch to ogg format.

What? You really can’t use MP3 files in flash games? Or am I just misinterpreting something?

 
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Topic: Game Programming / Squeezing as much audio into a game

Change the bitrate, which is usually listed as something like “128 kbps.” The lower you take it, the smaller the file but also, the worse the sound quality. Also, try to use “mono” or “joint stereo” (if you need stereo) instead of “stereo.” You’ll have to play around to find which bitrate you feel is a good compression-vs-quality tradeoff.

 
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Topic: Game Programming / My passion for game development is wearing out

Electricity creates heat and internet. I consider those two things pretty much on par with food, water, and shelter.

 
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Topic: Game Programming / My passion for game development is wearing out

Originally posted by truefire:

Ever since I started working…

Stop working, obvious solution.

Unfortunately, doing so often causes the food, water, electricity, and shelter to start going away. Those are kind of important.

 
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Topic: Game Programming / My passion for game development is wearing out

Ugh, yeah totally. I get like that when working on the really boring parts of game projects, too. I have no worthwhile advice to offer though because I haven’t found an answer myself. :(

 
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Topic: Game Programming / GiTD #42 - *Pirates*

I thought the “lengthy feedback” aspect was entirely optional.

Edit: Also, the population/activity level of this forum has declined over the last year or so anyway. I think low gitd turnouts are merely a symptom of that rather than the result of flaws in the contest itself.

 
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Topic: Game Programming / In-game banner ads?

Yeah don’t put ads in the game during the actual levels/gameplay. Not only are they distracting, but also, players will generally ignore them because the level demands their attention. Ads between levels, on pause or summary windows, on menus, etc, and of course the preloader are just fine though as long as you don’t overdo it. It’s the kind of question that can really only be answered by approaching the question from a player’s perspective rather than a developer’s. Ask yourself “would this annoy the crap out of me, or otherwise distract me from the actual game?” If the answer is yes, then don’t do it.

 
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Topic: Game Programming / GiTD #42 - *Pirates*

Everything I come up with is too complex for a 10-day contest. Also, the warlords of draenor beta is taking up my free time.

 
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Topic: Game Programming / Using format for Textfield jumbles characters, no clue why

Yeah you only ever set embedfonts to true if you’re using an embedded font. If you have to ask what that is, you’re probably not using one. (But you should learn about them and eventually start using them, because they look a lot better)