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  <post>
    <body>No error reported, it just never progressed. I'd tried several times, sometimes leaving it a _significant_ amount of time (half an hour or so).

But I tried again later, and it worked. Must have been some sort of temporary glitch with the Kong. servers I guess.

Thanks for the suggestions though Phoenix - I appreciate the diagnostic approach.

I'm waiting for &quot;my game&quot;:http://www.kongregate.com/games/Lysis/distortion-factor to get panned as we speak.</body>
    <body-html>&lt;p&gt;No error reported, it just never progressed. I&amp;#8217;d tried several times, sometimes leaving it a &lt;em&gt;significant&lt;/em&gt; amount of time (half an hour or so).&lt;/p&gt;
&lt;p&gt;But I tried again later, and it worked. Must have been some sort of temporary glitch with the Kong. servers I guess.&lt;/p&gt;
&lt;p&gt;Thanks for the suggestions though Phoenix &amp;#8211; I appreciate the diagnostic approach.&lt;/p&gt;
&lt;p&gt;I&amp;#8217;m waiting for &lt;a href=&quot;http://www.kongregate.com/games/Lysis/distortion-factor&quot;&gt;my game&lt;/a&gt; to get panned as we speak.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-09T17:22:16-08:00</created-at>
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    <updated-at type="datetime">2009-11-09T17:22:16-08:00</updated-at>
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  </post>
  <post>
    <body>I've been trying to upload a game I made.

After entering the information on the 'step 1' page I click the continue button. It starts to animate but never progresses to the next page.
The icon filepath I entered also disappears.

I see there are games uploaded today so either this broke recently or it's just me. I'm using IE8 on windows XP. My internet connection seems fine.</body>
    <body-html>&lt;p&gt;I&amp;#8217;ve been trying to upload a game I made.&lt;/p&gt;
&lt;p&gt;After entering the information on the &amp;#8216;step 1&amp;#8217; page I click the continue button. It starts to animate but never progresses to the next page.&lt;br /&gt;
The icon filepath I entered also disappears.&lt;/p&gt;
&lt;p&gt;I see there are games uploaded today so either this broke recently or it&amp;#8217;s just me. I&amp;#8217;m using IE8 on windows XP. My internet connection seems fine.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-09T14:32:57-08:00</created-at>
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  </post>
  <post>
    <body>I got this shout in my profile:

bq. I noticed you had some beta testers on a game recently&#8230;I also need some beta testers, but I don&#8217;t know how to let them test the game w/o actually releasing it. Please tell me how it works by whisper or at this forum:
http://www.kongregate.com/forums/3/topics/43837

There isn't (as far as I know) a Kongregate beta-testing facility for general use. Some developers used to post their games on Kong. describing it as a beta, and hope for useful feedback, but that's not something I'd recommend any more, and particularly not if you want to get your game sponsored.

As you've now got a nice list of people willing to test, you've got a couple of possibilities. One is to email them all a copy of the game swf (and a wrapper html file so they can play it in their browser) - or something I've just thought of, and build an executable version.
The alternative (which is what I do now) is to sitelock the game and load it up to a hidden page on my website. If you don't have a website, use a hosting service which lets you a)upload swf files, and b) delete files. IMGboot.com does this at the moment. It seems that hosting sites go through a phase of letting you do it, then disallow flash when they get popular.

HTH. Good luck.</body>
    <body-html>&lt;p&gt;I got this shout in my profile:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;I noticed you had some beta testers on a game recently&#8230;I also need some beta testers, but I don&#8217;t know how to let them test the game w/o actually releasing it. Please tell me how it works by whisper or at this forum:&lt;br /&gt;
&lt;a href=&quot;http://www.kongregate.com/forums/3/topics/43837&quot;&gt;http://www.kongregate.com/forums/3/topics/43837&lt;/a&gt;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;There isn&amp;#8217;t (as far as I know) a Kongregate beta-testing facility for general use. Some developers used to post their games on Kong. describing it as a beta, and hope for useful feedback, but that&amp;#8217;s not something I&amp;#8217;d recommend any more, and particularly not if you want to get your game sponsored.&lt;/p&gt;
&lt;p&gt;As you&amp;#8217;ve now got a nice list of people willing to test, you&amp;#8217;ve got a couple of possibilities. One is to email them all a copy of the game swf (and a wrapper html file so they can play it in their browser) &amp;#8211; or something I&amp;#8217;ve just thought of, and build an executable version.&lt;br /&gt;
The alternative (which is what I do now) is to sitelock the game and load it up to a hidden page on my website. If you don&amp;#8217;t have a website, use a hosting service which lets you a)upload swf files, and b) delete files. IMGboot.com does this at the moment. It seems that hosting sites go through a phase of letting you do it, then disallow flash when they get popular.&lt;/p&gt;
&lt;p&gt;HTH. Good luck.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-05-26T04:13:52-07:00</created-at>
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  <post>
    <body>Okay, thanks guys. I'm just waiting on some graphics to get the thing a bit closer to completion, then I'll email you a link. Hopefully that won't be very long.</body>
    <body-html>&lt;p&gt;Okay, thanks guys. I&amp;#8217;m just waiting on some graphics to get the thing a bit closer to completion, then I&amp;#8217;ll email you a link. Hopefully that won&amp;#8217;t be very long.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-05-25T01:55:31-07:00</created-at>
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  <post>
    <body>Beta testers required

So this project has grown a little. However, the game is now mostly complete (the menu interface still needs some work). As such the game is not on Kongregate yet.

This is a screenshot which has been resized slightly:
!http://img33.imageshack.us/img33/2244/ddscreenshotc.jpg!

So I'm looking for some beta testers. You don't have to be hardcore - if you're a casual gamer that's great. You will need to be able to play the game and tell me how you feel about the game after 1 minute of play, and again after at least 10 minutes. I'm looking for constructive criticism, not just to know that it sucks - so if you habitually rate games 1/5 please don't bother.

Please email me at lysisgames&amp;googlemail.com (replace the &amp; with the curly-a &#8216;at&#8217; symbol to get a valid email address), and tell me how you'd self-rate your gaming skills.</body>
    <body-html>&lt;p&gt;Beta testers required&lt;/p&gt;
&lt;p&gt;So this project has grown a little. However, the game is now mostly complete (the menu interface still needs some work). As such the game is not on Kongregate yet.&lt;/p&gt;
&lt;p&gt;This is a screenshot which has been resized slightly:&lt;br /&gt;
&lt;img src=&quot;http://img33.imageshack.us/img33/2244/ddscreenshotc.jpg&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;
&lt;p&gt;So I&amp;#8217;m looking for some beta testers. You don&amp;#8217;t have to be hardcore &amp;#8211; if you&amp;#8217;re a casual gamer that&amp;#8217;s great. You will need to be able to play the game and tell me how you feel about the game after 1 minute of play, and again after at least 10 minutes. I&amp;#8217;m looking for constructive criticism, not just to know that it sucks &amp;#8211; so if you habitually rate games 1/5 please don&amp;#8217;t bother.&lt;/p&gt;
&lt;p&gt;Please email me at lysisgames&amp;amp;googlemail.com (replace the &amp;amp; with the curly-a &#8216;at&#8217; symbol to get a valid email address), and tell me how you&amp;#8217;d self-rate your gaming skills.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-05-16T11:06:19-07:00</created-at>
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  <post>
    <body>Not necessarily just the one variable...
&lt;pre&gt;switch(true) {
  case (myvar1= =1 &amp;&amp; myvar2= =5):
    //stuff
  break;//don't forget this fella!
  case (myvar3==myvar4):
    //and so on...
  break;
  default:
    // more stuff
  break;
};
&lt;/pre&gt;
Cool eigh?

Edit : God I hate this forum's formatting. hang on while I try to salvage the damn thing.
oh FFS. pre tag doesn't prevent munging, code tag doesn't... figure it out yourself.</body>
    <body-html>&lt;p&gt;Not necessarily just the one variable&amp;#8230;&lt;br /&gt;
&lt;pre&gt;switch(true) {&lt;br /&gt;
  case (myvar1= =1 &amp;amp;&amp;amp; myvar2= =5):&lt;br /&gt;
    //stuff&lt;br /&gt;
  break;//don&amp;#8217;t forget this fella!&lt;br /&gt;
  case (myvar3==myvar4):&lt;br /&gt;
    //and so on&amp;#8230;&lt;br /&gt;
  break;&lt;br /&gt;
  default:&lt;br /&gt;
    // more stuff&lt;br /&gt;
  break;&lt;br /&gt;
};&lt;br /&gt;
&lt;/pre&gt;&lt;br /&gt;
Cool eigh?&lt;/p&gt;
&lt;p&gt;Edit : God I hate this forum&amp;#8217;s formatting. hang on while I try to salvage the damn thing.&lt;br /&gt;
oh &lt;span class=&quot;caps&quot;&gt;FFS&lt;/span&gt;. pre tag doesn&amp;#8217;t prevent munging, code tag doesn&amp;#8217;t&amp;#8230; figure it out yourself.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-05-01T14:07:01-07:00</created-at>
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  <post>
    <body>I've now been contacted by someone - I'll update with how it turns out.</body>
    <body-html>&lt;p&gt;I&amp;#8217;ve now been contacted by someone &amp;#8211; I&amp;#8217;ll update with how it turns out.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-04-16T06:57:24-07:00</created-at>
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  <post>
    <body>(Updated thread - please see my latest post for current details)

Previous title: *Pixel artist required for small project*

So I've made a few games - you can see some of them here on Kongregate.

I've made a start on what I plan to be a short project which is based on a (very) old classic game. It's a strange sort of racing platformer on one screen, and in many ways quite basic. But the catch of gameplay is there.

To maximise this game's potential what I need is a graphic artist who can draw a few (about ten or twenty) 32x32 pixel sprites. To fit with the gameplay they will need to be in a bright and cheerful style. I haven't decided on a theme for it exactly, so you will be able to make suggestions or take it off in your own direction. The obvious theme would be vehicles and stationary obstacles like trees and houses. But alternatives would be most welcome - for example, one thing I'd like would be small creatures like beetles, spiders, snails and bumblebees.

I'm in it for the money (as well as the love) - so you can be too, although I can't pay much since it isn't much work. I could do 10% of *net* sponsorship profits (that is, I'd first take off agent fees and other costs like music) - which obviously depends on the game getting sponsored. Or I could do something like $20 on delivery. Payment by paypal would be easy I think, or I can post a cheque in UK pounds. You'd get a credit in the game somewhere of course.

I'd like to get this done quickly so if you can do all or part of it over the next few days that would be brilliant.

If you think you'd be a help in playtesting that'd be great too.
If you're interested please contact lysisgames&amp;googlemail.com (replace the &amp; with the curly-a 'at' symbol to get a valid email address). Samples of previous work would be helpful.</body>
    <body-html>&lt;p&gt;(Updated thread &amp;#8211; please see my latest post for current details)&lt;/p&gt;
&lt;p&gt;Previous title: &lt;strong&gt;Pixel artist required for small project&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;So I&amp;#8217;ve made a few games &amp;#8211; you can see some of them here on Kongregate.&lt;/p&gt;
&lt;p&gt;I&amp;#8217;ve made a start on what I plan to be a short project which is based on a (very) old classic game. It&amp;#8217;s a strange sort of racing platformer on one screen, and in many ways quite basic. But the catch of gameplay is there.&lt;/p&gt;
&lt;p&gt;To maximise this game&amp;#8217;s potential what I need is a graphic artist who can draw a few (about ten or twenty) 32&amp;#215;32 pixel sprites. To fit with the gameplay they will need to be in a bright and cheerful style. I haven&amp;#8217;t decided on a theme for it exactly, so you will be able to make suggestions or take it off in your own direction. The obvious theme would be vehicles and stationary obstacles like trees and houses. But alternatives would be most welcome &amp;#8211; for example, one thing I&amp;#8217;d like would be small creatures like beetles, spiders, snails and bumblebees.&lt;/p&gt;
&lt;p&gt;I&amp;#8217;m in it for the money (as well as the love) &amp;#8211; so you can be too, although I can&amp;#8217;t pay much since it isn&amp;#8217;t much work. I could do 10% of &lt;strong&gt;net&lt;/strong&gt; sponsorship profits (that is, I&amp;#8217;d first take off agent fees and other costs like music) &amp;#8211; which obviously depends on the game getting sponsored. Or I could do something like $20 on delivery. Payment by paypal would be easy I think, or I can post a cheque in UK pounds. You&amp;#8217;d get a credit in the game somewhere of course.&lt;/p&gt;
&lt;p&gt;I&amp;#8217;d like to get this done quickly so if you can do all or part of it over the next few days that would be brilliant.&lt;/p&gt;
&lt;p&gt;If you think you&amp;#8217;d be a help in playtesting that&amp;#8217;d be great too.&lt;br /&gt;
If you&amp;#8217;re interested please contact lysisgames&amp;amp;googlemail.com (replace the &amp;amp; with the curly-a &amp;#8216;at&amp;#8217; symbol to get a valid email address). Samples of previous work would be helpful.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-04-15T05:08:03-07:00</created-at>
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  <post>
    <body>bq. I&#8217;m not sure I was really prepared to hear about the moment kongbaby popped out of her mom. Couldn&#8217;t you just say &#8220;right after she was born&#8221; so my brain isn&#8217;t branded with the image of her popping out?

You know how Zelda's Link is when he finds something? I bet it was like that:

Jim grabs baby, holds in air.
sfx: Badada Dah!</body>
    <body-html>&lt;blockquote&gt;
&lt;p&gt;I&#8217;m not sure I was really prepared to hear about the moment kongbaby popped out of her mom. Couldn&#8217;t you just say &#8220;right after she was born&#8221; so my brain isn&#8217;t branded with the image of her popping out?&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;You know how Zelda&amp;#8217;s Link is when he finds something? I bet it was like that:&lt;/p&gt;
&lt;p&gt;Jim grabs baby, holds in air.&lt;br /&gt;
sfx: Badada Dah!&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-02-24T15:37:02-08:00</created-at>
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  <post>
    <body>That's awesome work Mark.
I had toyed with the idea of something like your 'random walk' level 8 solution being possible - but would never have worked it out myself. I was similarly amazed by MrRubix's solution to level 9 - although that only wanders around to set up the start position.

The sad thing is that your post is probably effectively the end of this thread.</body>
    <body-html>&lt;p&gt;That&amp;#8217;s awesome work Mark.&lt;br /&gt;
I had toyed with the idea of something like your &amp;#8216;random walk&amp;#8217; level 8 solution being possible &amp;#8211; but would never have worked it out myself. I was similarly amazed by MrRubix&amp;#8217;s solution to level 9 &amp;#8211; although that only wanders around to set up the start position.&lt;/p&gt;
&lt;p&gt;The sad thing is that your post is probably effectively the end of this thread.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-01-12T05:49:23-08:00</created-at>
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  <post>
    <body>Kongregate will scale down your game if it is wider than 700. So don't do that if Kong. is important to you.

I typically use 640x480 now, but a smaller size is better if you don't need the space.</body>
    <body-html>&lt;p&gt;Kongregate will scale down your game if it is wider than 700. So don&amp;#8217;t do that if Kong. is important to you.&lt;/p&gt;
&lt;p&gt;I typically use 640&amp;#215;480 now, but a smaller size is better if you don&amp;#8217;t need the space.&lt;/p&gt;</body-html>
    <created-at type="datetime">2008-12-04T04:41:41-08:00</created-at>
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  <post>
    <body>Jabor you are wrong. I've just tested it - internal swf files still write shared objects to their own location.

For what it's worth, though, I'd just put the sharedobject on the top level - with a long, unique name. You could also add an internal checksum for the variables - which also will help prevent hacking.
If other games accessing your shared object really concerns you, you could keep your main SO in the local directory, and have a second 'data passing' SO which is just for moving information between games. If that gets corrupted, you could arrange for your player to fix it by simply reloading the previous game.</body>
    <body-html>&lt;p&gt;Jabor you are wrong. I&amp;#8217;ve just tested it &amp;#8211; internal swf files still write shared objects to their own location.&lt;/p&gt;
&lt;p&gt;For what it&amp;#8217;s worth, though, I&amp;#8217;d just put the sharedobject on the top level &amp;#8211; with a long, unique name. You could also add an internal checksum for the variables &amp;#8211; which also will help prevent hacking.&lt;br /&gt;
If other games accessing your shared object really concerns you, you could keep your main SO in the local directory, and have a second &amp;#8216;data passing&amp;#8217; SO which is just for moving information between games. If that gets corrupted, you could arrange for your player to fix it by simply reloading the previous game.&lt;/p&gt;</body-html>
    <created-at type="datetime">2008-12-01T17:35:23-08:00</created-at>
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  <post>
    <body>Have you embedded the characters you need in that textbox? Make sure to do that.</body>
    <body-html>&lt;p&gt;Have you embedded the characters you need in that textbox? Make sure to do that.&lt;/p&gt;</body-html>
    <created-at type="datetime">2008-12-01T17:23:21-08:00</created-at>
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  <post>
    <body>&quot;The story of Mel&quot;:http://www.pbm.com/~lindahl/mel.html

I've not played this game yet - this thread has interested me in it so I'm about to. But I'm inclined to side with MrRubix, because I know people's stats abilities are generally very poor, and also that gamers don't appreciate AI.</body>
    <body-html>&lt;p&gt;&lt;a href=&quot;http://www.pbm.com/~lindahl/mel.html&quot;&gt;The story of Mel&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;I&amp;#8217;ve not played this game yet &amp;#8211; this thread has interested me in it so I&amp;#8217;m about to. But I&amp;#8217;m inclined to side with MrRubix, because I know people&amp;#8217;s stats abilities are generally very poor, and also that gamers don&amp;#8217;t appreciate AI.&lt;/p&gt;</body-html>
    <created-at type="datetime">2008-11-23T05:55:57-08:00</created-at>
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    <updated-at type="datetime">2009-09-17T01:28:31-07:00</updated-at>
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  <post>
    <body>Hah! new lowest 99 tower:

!http://img204.imageshack.us/img204/199/low99brickszu2.png!

This tower isn't falling down; I was a bit worried by the overhang to the right though.

I think the reason the score (left bracket) is greater than the height (right bracket) is because one of the topmost bricks started off going in squint or something.</body>
    <body-html>&lt;p&gt;Hah! new lowest 99 tower:&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://img204.imageshack.us/img204/199/low99brickszu2.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;
&lt;p&gt;This tower isn&amp;#8217;t falling down; I was a bit worried by the overhang to the right though.&lt;/p&gt;
&lt;p&gt;I think the reason the score (left bracket) is greater than the height (right bracket) is because one of the topmost bricks started off going in squint or something.&lt;/p&gt;</body-html>
    <created-at type="datetime">2008-11-22T09:48:37-08:00</created-at>
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  <post>
    <body>I finally managed the impossible challenge - and when I did, my tower was rock steady.
I found two overhangs on each side to be optimal - it gives enough width to be able to cope with undesirable bricks most of the time.

!http://img522.imageshack.us/img522/5772/99bricksee3.png!


The only slight issue here is the stack of two red zeds half way up on the right, which was forced by brick order.

If you see a seam developing - a vertical split of 4 or more, my advice is to try and cover it sooner rather than later. If you put it off for the ideal brick it may not arrive until after you've had to extend the seam some more. Furthermore, make sure to block it thoroughly - a single block overhang followed by resuming the split may well not suffice.
The other thing is to try and lay your bricks horizontally. You avoid even beginning more seams that way, so your tower will be that much more stable.

Cobshape I beat your &quot;lowest 99&quot; record by some margin!</body>
    <body-html>&lt;p&gt;I finally managed the impossible challenge &amp;#8211; and when I did, my tower was rock steady.&lt;br /&gt;
I found two overhangs on each side to be optimal &amp;#8211; it gives enough width to be able to cope with undesirable bricks most of the time.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://img522.imageshack.us/img522/5772/99bricksee3.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;
&lt;p&gt;The only slight issue here is the stack of two red zeds half way up on the right, which was forced by brick order.&lt;/p&gt;
&lt;p&gt;If you see a seam developing &amp;#8211; a vertical split of 4 or more, my advice is to try and cover it sooner rather than later. If you put it off for the ideal brick it may not arrive until after you&amp;#8217;ve had to extend the seam some more. Furthermore, make sure to block it thoroughly &amp;#8211; a single block overhang followed by resuming the split may well not suffice.&lt;br /&gt;
The other thing is to try and lay your bricks horizontally. You avoid even beginning more seams that way, so your tower will be that much more stable.&lt;/p&gt;
&lt;p&gt;Cobshape I beat your &amp;#8220;lowest 99&amp;#8221; record by some margin!&lt;/p&gt;</body-html>
    <created-at type="datetime">2008-11-21T19:31:16-08:00</created-at>
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  <post>
    <body>Assuming you've already done what cj10203040 suggests, you should find that your revenue percentage drops as your game gets more plays. Which I think is reasonable - as otherwise they'd be taking some of the money you'd already earned.</body>
    <body-html>&lt;p&gt;Assuming you&amp;#8217;ve already done what cj10203040 suggests, you should find that your revenue percentage drops as your game gets more plays. Which I think is reasonable &amp;#8211; as otherwise they&amp;#8217;d be taking some of the money you&amp;#8217;d already earned.&lt;/p&gt;</body-html>
    <created-at type="datetime">2008-11-14T11:09:53-08:00</created-at>
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  <post>
    <body>I'm not sure what you mean about an accelerate tool. While it's true you can't change the onEnterFrame rate, you can set up an independent framerate using the setInterval callback, with updateAfterEvent.</body>
    <body-html>&lt;p&gt;I&amp;#8217;m not sure what you mean about an accelerate tool. While it&amp;#8217;s true you can&amp;#8217;t change the onEnterFrame rate, you can set up an independent framerate using the setInterval callback, with updateAfterEvent.&lt;/p&gt;</body-html>
    <created-at type="datetime">2008-11-01T04:35:49-07:00</created-at>
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    <updated-at type="datetime">2009-09-17T01:19:13-07:00</updated-at>
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  <post>
    <body>Don't 90% of kids get A* nowadays? ;-)

What cert said about code making things difficult to understand is true. While evangelical programmers may sometimes say things like &quot;the code is the documentation' that's generally bollocks. A simple algorithm may be pretty easy to see, but if it's been heavily optimised or you're not particularly familiar with the language syntax, it's much harder to read code if you didn't write it yourself (ie already know what it does).

So if you do know maths, and can program in actionscript to some degree, then it is understanding how to apply the maths you don't get. I recognise that this is hard - it took me a while to get into the right mind-set. I suggest you _stop looking at the code_ in actionscript-based tutorials. Instead try to find basic tutorials about the topic you're having difficulty with, and write your own code. In my opinion, that's a much better way of learning in any case.

In brief, you need to figure out how you'd describe a problem in a maths or physics lesson, or whatever, then convert that to a function.</body>
    <body-html>&lt;p&gt;Don&amp;#8217;t 90% of kids get A* nowadays? ;-)&lt;/p&gt;
&lt;p&gt;What cert said about code making things difficult to understand is true. While evangelical programmers may sometimes say things like &amp;quot;the code is the documentation&amp;#8217; that&amp;#8217;s generally bollocks. A simple algorithm may be pretty easy to see, but if it&amp;#8217;s been heavily optimised or you&amp;#8217;re not particularly familiar with the language syntax, it&amp;#8217;s much harder to read code if you didn&amp;#8217;t write it yourself (ie already know what it does).&lt;/p&gt;
&lt;p&gt;So if you do know maths, and can program in actionscript to some degree, then it is understanding how to apply the maths you don&amp;#8217;t get. I recognise that this is hard &amp;#8211; it took me a while to get into the right mind-set. I suggest you &lt;em&gt;stop looking at the code&lt;/em&gt; in actionscript-based tutorials. Instead try to find basic tutorials about the topic you&amp;#8217;re having difficulty with, and write your own code. In my opinion, that&amp;#8217;s a much better way of learning in any case.&lt;/p&gt;
&lt;p&gt;In brief, you need to figure out how you&amp;#8217;d describe a problem in a maths or physics lesson, or whatever, then convert that to a function.&lt;/p&gt;</body-html>
    <created-at type="datetime">2008-10-28T04:27:10-07:00</created-at>
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  <post>
    <body>I suggest you study maths for the sort of things you want to do first. The equation you mangled is probably Pythagoras theorem. If you don't know that, you won't get far in working out distances.

Well, you could stick with 'click the button' games I suppose.</body>
    <body-html>&lt;p&gt;I suggest you study maths for the sort of things you want to do first. The equation you mangled is probably Pythagoras theorem. If you don&amp;#8217;t know that, you won&amp;#8217;t get far in working out distances.&lt;/p&gt;
&lt;p&gt;Well, you could stick with &amp;#8216;click the button&amp;#8217; games I suppose.&lt;/p&gt;</body-html>
    <created-at type="datetime">2008-10-27T17:40:34-07:00</created-at>
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  <post>
    <body>So you've got 2 threads on this topic here, and 1 on Mochiads. Wouldn't a single one be sufficient?

I answered you in the Mochiads forums, incidentally. What you can do depends on what your player looks like.</body>
    <body-html>&lt;p&gt;So you&amp;#8217;ve got 2 threads on this topic here, and 1 on Mochiads. Wouldn&amp;#8217;t a single one be sufficient?&lt;/p&gt;
&lt;p&gt;I answered you in the Mochiads forums, incidentally. What you can do depends on what your player looks like.&lt;/p&gt;</body-html>
    <created-at type="datetime">2008-10-27T17:36:42-07:00</created-at>
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    <updated-at type="datetime">2009-09-17T01:17:32-07:00</updated-at>
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  </post>
  <post>
    <body>I suggest &quot;create your own tower defense&quot;:http://www.kongregate.com/games/funflowstudios/create-your-own-tower-defense

You didn't look very hard, did you?

I mean, it's only on the front page.</body>
    <body-html>&lt;p&gt;I suggest &lt;a href=&quot;http://www.kongregate.com/games/funflowstudios/create-your-own-tower-defense&quot;&gt;create your own tower defense&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;You didn&amp;#8217;t look very hard, did you?&lt;/p&gt;
&lt;p&gt;I mean, it&amp;#8217;s only on the front page.&lt;/p&gt;</body-html>
    <created-at type="datetime">2008-09-26T09:24:01-07:00</created-at>
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  </post>
  <post>
    <body>Never mind the booobies, what about the tentacle porn?

!http://img362.imageshack.us/img362/2501/zinacrophb6.png! 

sorry sorry sorry sorry sorry sorry sorry</body>
    <body-html>&lt;p&gt;Never mind the booobies, what about the tentacle porn?&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;http://img362.imageshack.us/img362/2501/zinacrophb6.png&quot; alt=&quot;&quot; /&gt;&lt;/p&gt;
&lt;p&gt;sorry sorry sorry sorry sorry sorry sorry&lt;/p&gt;</body-html>
    <created-at type="datetime">2008-09-25T07:37:59-07:00</created-at>
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  <post>
    <body>In that case Zerris, I should point out that my records for levels 1 &amp; 2 remain unbeaten. ;-)</body>
    <body-html>&lt;p&gt;In that case Zerris, I should point out that my records for levels 1 &amp;amp; 2 remain unbeaten. ;-)&lt;/p&gt;</body-html>
    <created-at type="datetime">2008-09-21T15:30:15-07:00</created-at>
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  <post>
    <body>I'm a programmer - you can see my flash games on my profile.

I have to say, I'm a bit suprised by the badges it's got. Not that it's got badges, but that it's got a hard badge just for completing it. I suppose that if a maximum was given all the walkthroughs would just be modified to fit in under that.

I'm actually rather blown away by many of the level scores here - I can't do any of the later levels anywhere near the current best.

(Edit *yes!* done level 8 in 10)</body>
    <body-html>&lt;p&gt;I&amp;#8217;m a programmer &amp;#8211; you can see my flash games on my profile.&lt;/p&gt;
&lt;p&gt;I have to say, I&amp;#8217;m a bit suprised by the badges it&amp;#8217;s got. Not that it&amp;#8217;s got badges, but that it&amp;#8217;s got a hard badge just for completing it. I suppose that if a maximum was given all the walkthroughs would just be modified to fit in under that.&lt;/p&gt;
&lt;p&gt;I&amp;#8217;m actually rather blown away by many of the level scores here &amp;#8211; I can&amp;#8217;t do any of the later levels anywhere near the current best.&lt;/p&gt;
&lt;p&gt;(Edit &lt;strong&gt;yes!&lt;/strong&gt; done level 8 in 10)&lt;/p&gt;</body-html>
    <created-at type="datetime">2008-09-19T06:11:49-07:00</created-at>
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</posts>
