Recent posts by Aesica on Kongregate

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Topic: Game Programming / I do it for the comments

Or better yet, try FGL. That way, you can get fairly constructive feedback to improve your game without releasing it to the public. So, when you finally do, people will see it when it’s nicely polished instead of merely coming along. Typically, games get most of their traffic when they’re still new, badge-of-the-day/challenge material, or one of those MMOs that lures players to come back every day. If your game starts off strong initially, it’ll see more plays overall.

 
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Topic: Game Programming / As3: Adding all movieclips on stage to an array

Originally posted by EndlessSporadic:

I assume you want the following:

for (i = 0; i < mc.numChildren; ++i)
     array.push(mc.getChildAt(i));

//hittestfunction

You may need to do “int i = 0” instead. I don’t know AS3 syntax.

var i:int = 0;

But yeah, I guess it’s pretty much pointless if he fixed it.

 
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Topic: Game Programming / Is our game too hard?

1) As others ahve said, the instructions don’t give you time to read them. Let me close the instructions when I’m ready rather than pulling them away and immediately sending me off after 3 or whatever seconds. You said you’re working on a tutorial, so that might help. In it, try introducing the player to each type of hazard at a time rather than all at once.

2) There’s NO post-crash pause to give me a chance to catch my bearings after I hit something. In most racing-style games, wiping out on something will pull you over or put you just past the hazard, but in this, hitting one thing means you’re probably going to be hitting several more immediately and blowing up within the next second or two.

 
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Topic: Game Programming / Is self-promotion of games acceptable in this forum?

I don’t see how this particular subforum is a very useful place to promote one’s games. While of course many of us also play games, the majority of Kong’s users don’t really care about programming, so they’re not even going to look here. It’s like posting a billboard on an old country road rather than a busy street. If it’s feedback they want, places like FGL might be better.

 
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Topic: Game Programming / GiTD #39 - Congratulations Zoib!

Only 2 entries? Bummer. Oh well, here goes:

Darkscanner: 2/5 It’s an entry, its straightforward, there aren’t any bugs (that I can tell) and…it has an objective. Sorry to say, but that’s really about it. Simple things like a timer, varying sizes/zooms/troll counts/etc for multiple levels would’ve gone a long way, although still, it’s a pretty simple game and now that the contest is over, I wouldn’t recommend doing much else with it. Still, props for making an entry. It’s more than I did this time around.

Zoib: 4/5 First, let me say that I like mouselook, however I have yet to see it work decently in flash/unity/etc games, and in a maze-game such as this, strafing just isn’t really necessary. Also, the sensitivity feels way to high, as I got disoriented and lost my direction simply by moving the mouse too quickly. Next, the objective isn’t very clear. I didn’t even know what to do until I saw your post explaining it all. Other things that hurt designwise are the sheer size of the maze, the darkness of the environment, and lack of things to interact with (switches/doors, enemies, etc) aside from the crystal(s?). Oh, and I didn’t even realize I had a compass until I moonjumped out of the map bounds and fell into the void. I’d put it somewhere that makes it always visible rather than requiring me to look up. Finally, the gamefield size is enormous and that won’t fly on Kongregate. Other than that, I like it.

 
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Topic: Game Programming / Problem with instances

My AS2 is pretty rusty, but shouldn’t you be removing your arrow object from the arrays (Map and Enemies) in addition to calling removeMovieClip?

 
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Topic: Game Programming / weird url issue

Frames in general are a wreck. PHP (and other server-side scripting languages) will let you accomplish the same kind of things as frames, except the result will appear to be a nice, clean, single page rather than a bunch of patchwork.

 
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Topic: Game Programming / weird url issue

So I went to look up your website to see exactly what is going on, and…apparently there are a lot of different Arc Studios out there.

 
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Topic: Game Programming / Text based rpg

^ That’s really the only bit of advice that’s critical. Flash game developers are notorious for having really bad spelling and grammar, but for the most part, that seems to be forgiven by players because of all the pretty graphics. In a text-based game, your words are your graphics, so spend some time proofreading and have others proofread after you’ve gotten things as good as you can. I speak from personal experience when I say that it’s very easy to skip over errors when you already know (or think you know) what a particular sentence or paragraph says.

 
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Topic: Game Programming / Looting multiples of the same item [AS3]

Yeah, in the loot/whatever function, just loop through the inventory/bag/whatever array for a matching item. if a matching item is found, increment the item’s stack accordingly. if not, push it into the inventory as a new item.

 
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Topic: Game Programming / Looting multiples of the same item [AS3]

I think we need to see the item and potion classes to know what’s going on behind the scenes. I’m assuming that count in the bag.item.count++ line is a variable used to facilitate an item’s stack size, right?

 
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Topic: Game Programming / As2 Button click, does not go to function.

You can edit you post and add the < pre>< /pre> tags. Just sayin’. Also, why are there multiple dots in this line:

_root..changeShapeItem();

 
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Topic: Game Programming / my website

Access forbidden!

New XAMPP security concept:

Access to the requested object is only available from the local network.

This setting can be configured in the file “httpd-xampp.conf”.

 
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Topic: Game Programming / my website

Nope. “Problem loading page.”

 
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Topic: Game Programming / Mochi Shutting Down

I seem to recall someone here saying that CPMStar was going downhill too, but I don’t really like to rely on hearsay, so take it as you will. I guess FGLAds is going to be the way to go?

 
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Topic: Game Programming / Duck Chat

gooby pls

 
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Topic: Game Programming / Duck Chat

Here, use these instead:



 
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Topic: Game Programming / Duck Chat

Originally posted by Boomibom:
Originally posted by Drakim:

Depends on how much money you are offering.

Not going to offer money or anything

Then nobody is going to make a game for you.

 
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Topic: Game Programming / GiTD #39 - *Lost*

I think you mean “the second to last one.” That’s awesome.

 
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Topic: Game Programming / GiTD #38 - Congratulations Aesica!

Oh wow, I won something? Yaay! Make checks payable to…oh right, “satisfaction of a job well done.” :D

@vesperbot: Funny you’d mention mud-style text input for movement, because originally, that was the plan. I just figured that “go north” or “north” or just “n” over and over would be too repetitious and cumbersome to the average player, especially in this day and age.

@overactor: Unfortunately, I probably won’t do any additional development on the game. The type of game it is just doesn’t have a big enough appeal to make it sponsor-worthy or even all that popular, no matter how much polish I slap onto it. The minimal-light-exploration mechanic could be worked into an RPG though. Now that I think about it, the original Dragon Warrior had something like that, although I remember it being pretty annoying.

@DannyDaNinja: LOL it probably was me, although my games are more like 3.5/5 right now. Yeah, back then I was fumbling around with AS2 and trying to figure out things that are pretty easy right now. This place and google have both been pretty damned good teachers though.

 
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Topic: Game Programming / Blitting with alpha

Seconding the pre-render method, because you’re only forcing it to calculate the alpha once instead of every time. I’m curious though, why would you bother drawing something with 0 alpha? I imagine it’d be faster to just skip the draw/copyPixels function call entirely since 0 is 100% transparency.

 
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Topic: Game Programming / 2014 One Game a Month

My February game is pretty last minute, but here: http://www.kongregate.com/games/Aesica/deep-dark-spooky-icky-dungeon

It’s weak, but it’s better than nothing. :)

 
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Topic: Game Programming / Games for girls needed every month!

Remember kids, girls need special games because they are special creatures.

 
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Topic: Game Programming / GiTD #38 - Congratulations Aesica!

alecz127 - 3D game: So much ammo that I can't pick up, all while what I have slowly runs out. The controls are kind of tricky, but that's understandable with key-based movement. Seems fairly incomplete though, since I can't seem to die, can't pick up ammo, and don't seem to have a clear objective--even if that objective is just "score kills until you die." Since reloading is clip-based rather than ammo-count-based, it might be better to show the number of clips in parentheses rather than the total remaining ammo. It's kind of silly that my last clip only has 2 bullets in it. I will say, I do like the 3D feel, although you should simplify the controls a bit. Although mouse-based works best, I'm not sure flash is able to lock the mouse into the window without using full-screen, you could get by with just keyboard if you trimmed things a bit. Looking up and down seems pretty useless in your game, so instead, you could try a controls scheme like this: w: forward, a: turn left, s: backward, d: turn right, q: strafe left, e: strafe right. To eliminate keyboard clunkiness with aiming, you could use the mouse for aiming/shooting.

archipel1 - CharaFind: Like the others, I was a bit puzzled at first when my memorization period ended and things were still visible, but it didn't take long before I realized what you were doing. It's still challenging to find things in a timely fashion and the scoring seems to be based on finding things as quickly as possible. I also find myself wanting to beat my previous score, so it has replay value. Simple (minimalistic) concept, good execution.

overactor - Masks: I was a bit confused at first regarding where to go or what to do, and still kind of am. Do I only blow up the blue ones, or any that get colorful and hairy-looking? Also, movement really needs to happen continuously as I hold the mouse down. Being able to control the distance of my hop based on distance and direction is a cool concept, but having to click repeatly to do so makes the novelty seem a bit cumbersome. Also, I'd consider making the playfield bigger. I could actually see this working with a sort of metroidvania approach though--find various items to enable higher jumping, farther jumping, scanning blobs for corruption, shooting, etc. Throw in some obvious enemies that try to hurt you. Something like that, but definitely allow repeated jumping by holding down the mouse. Some sort of energy beam or lightning bolt into the target from your blob would be good, too. (Hold down for constant fire though, rather than keyboard mashing)

Shalmezad - Bullet Rain: Some stay dry and others feel the pain Bullet Raaaaain. No? Not quite chocolate, but yeah. No score API? Bummer. :( Well I've always been a sucker for bullet hell games, so I of course like this one, and despite the fancy blur effect, I think it still stays pretty true to minimalism. There's one problem though, as the difficulty picks up, the game starts to lag--not the "yaay slowdown, this is going to become easier" lag, but the choppy kind that leads to early demises. I'm curious though, how come you're using arrays instead of vectors?

Zoib - Minimize Meteors!: First let me say it's a bummer you didn't want to stick with M, because I liked it. It actually did a perfect job at illustrating just how important polish and graphics are for games these days because mechanics-wise, it's arguably better than "that other game with a bouncily-moving bird that dies when it hits something." Anyway, onto the game you're using: Catchy tune. If you choose to pursue this game, I feel like the actual gameplay would need a bit more to keep things interesting. 1) Definitely need a break between waves instead of one endless wave. 2) Weapon upgrades and different weapons to choose from, perhaps with a means of switching between them. 3) In line with #2, different (and gradually stronger) meteors/enemies. Some enemies could even require multiple weapon types to defeat. Go nuts! 4) I can't die. Meteors are raining down on the world as I type this. 5) I question the value of the energy bar, since it seems to bottom out fairly quickly, and from there, regulates the player's shot rate. Why not just regulate the player's shot rate from the start and replace that bar with a health bar? 6) As with others, holding down the mouse to auto-fire is preferable in this day and age to spam-clicking to fire.

So, my picks:

#1: Shalmezad - Bullet Rain: Again, I'm a sucker for bullet hell games
#2: CharaFind - archipel1: Complete game, and if it entices me to replay, it's doing its job well

Honorable Mention: M - Zoib: This would've had my #1 vote, but you didn't want it as an entry. :/ Bummer.

Good job everyone. :)

Edit: Cleaning up tag failures.
 
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Topic: Game Programming / GiTD #38 - *Minimalism*

Oh well, 3 levels it is. I went ahead and uploaded it here anyway in case anyone cares to mess around with the high scores and such. I know you’re not supposed to submit anything after the deadline, so go ahead and use the aesica.net version for judgement and such. They’re both the same version anyway, with the only difference being the addition of kongregate.com to the sitelock list.