Recent posts by MCOBigBen on Kongregate

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Topic: Tyrant Unleashed: General / 50 card limit

That’s the point; you quickly get to the point where salvaging everything but your silvers, golds, and commanders only nets you 15 SP, because your wee little 50 card inventory is full of card you don’t want to lose.

 
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Topic: Tyrant Unleashed: General / 50 card limit

This is my single biggest frustration. I don’t feel like I can properly build a 2nd deck to experiment with. I frequently have to salvage everything but silvers and golds to do any kind of upgrade. Big upgrades, I end up salvaging silvers as well. I don’t like it.

 
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Topic: Tyrant Unleashed: General / Bugs costing me money for the....

I’ve seen a display bug like this in both purchasing and salvaging. I’ve salvaged the same card 4 times, when I only own one copy of it. Occasionally I’ll see the message “You don’t own this card” once the system has caught up.

 
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Topic: Tyrant Unleashed: General / Battles are not loading

It’s working now.

 
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Topic: Tyrant Unleashed: General / Tyrant Unleashed feedback?

Yeah, the 50 card inventory is horrid.

 
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Topic: Tyrant Unleashed: General / Battles are not loading

Same here. Tested on my iPhone 4S and iPad 2. No battles load.

 
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Topic: Tyrant Unleashed: General / Tyrant Unleashed is released in Kongregate

TheTherion;

I got up to 950 rank/arena points/whatever it’s called with an all Imp deck that only had 4 silvers and no golds.

I just switched over to a Bloodthirsty deck because I have 1 gold and and 5 silvers. Now my rank is plummeting because the cards aren’t upgraded. I can’t earn much in the way of salvage points because I’m losing. Only alternative I can think of is to go back to my Imp deck, use it to farm salvage, and then just try to remember which cards were in my Bloodthirsty deck and upgrade them. Kinda lame.

As far as I’ve seen, commander cards only come from fusing.

 
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Topic: Tyrant Unleashed: General / Tyrant Unleashed is released in Kongregate

On the 50 card limit:

My main deck is 10 cards (max, don’t remember if that’s the same for the flash version) plus 1 commander.

That leaves 39 cards for inventory. Out of those I have 20 silvers that I’m loath to get rid of, and 1 spare commander.

That leaves room for 18 “normal” cards.

Since there’s no way to buy specific cards, if I get a gold card, and want to build a deck for it, I have a whopping 18 card bench to build from. Randomly getting cards to fill out the deck takes so long that you’re likely to get a new rare that justifies a strategy change before you’re able to execute your original strategy.

I can see evidence this in the arena. I frequently see low level decks with high level or rare cards, because the transition from their old deck to a new one has resulted in a crappy deck in the mean time (a deck with multiple silver and gold Raider cards with a “Heal Imperial” commander card, for example).

 
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Topic: Tyrant Unleashed: General / Tyrant Unleashed is released in Kongregate

Originally posted by masterluke:

Short “Guide” on the Salvage Points System of Tyrant Unleashed:

Once you start making a lot of progress in your upgrades, they will soon start to reach absurd levels of Salvage Points to upgrade. Just to get an Epic card to level 5 it requires 50. The problem is you cannot leave large amount of Salvage Points unattended. People will attack you in the arena and steal your Salvage Points from you. The more Points you have, the more Points they steal. Because of this, when you plan on making a large upgrade, do not try to slowly save up Points. Rather, save up gold, so you can buy a large quantity of cards and have a salvaging spree to get you up to the required number of points.

Actually, to the best of my understanding, the first time someone steals Salvage Points from you, you get an automatic shield blocking further attacks that lasts half a day. You have to disable the shield to keep attacking yourself.

I’ve had about 20 salvage points saved up. The most anyone has been able to steal from me is 1 (although I’ve stolen 2 at a time, so I know more is possible).

Salvage points only build up slow when your inventory isn’t full. Once you have 50 cards (which feels WAY TOO SMALL), you have to salvage an old card every time you buy a new one. Since you get enough gold to buy a new card with every 4 wins in the arena (and you don’t lose gold if you lose), it’s very easy to gain more salvage points than you could lose.

My biggest complaint so far is the 50 card inventory limit. It’s nearly impossible to build a 2nd deck without ripping apart your first deck. Also, getting new commander cards is frustratingly difficult. I’m at level/rank/whatever 793 in arena, and I only have 2 commanders. My only gold card is in a set for which I have no commander, so I’m kinda hobbled.

 
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Topic: Tyrant Unleashed: General / Tyrant Unleashed is released in Kongregate

The small targets for clicking is annoying for sure, as is the miniature card art.

Also: I was in a battle while transitioning from my house wifi to regular mobile signal, and got a “lost connection” message. When the game reconnected, it had lost about an hour of progress (missions I had 3 starred now were 1 star, and my current deck lost a good many of its cards.

And: This is the most battery destroyingest app I’ve ever seen. It chews threw the batter faster than Real Racing 3.

I’m having fun re-discovering the game in a format I can play everywhere, but I can see fans of the Flash version getting annoyed.

 
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Topic: Collaborations / GameSyde Productions Development Team

There certainly are flash dev teams that big. They’re the ones who aren’t depending on ad revenue, and pay their people a salary while they working.

If you’re asking for folks to work for 5% of some “wishing really hard” future revenue, then what you’re really asking for are volunteers, not employees.

 
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Topic: Collaborations / Music offered

Hey all,

I’ve recently gotten back into writting and recording music after discovering a fabulous iOS based digital audio workstation (Nanostudio may be the best $15 I’ve ever spent).

Feel free to check out my SoundCloud page for examples of stuff I’m working on.

http://soundcloud.com/mcobigben

If something strikes you, and you’d like to use it in your game, let me know. (I may politely decline if your game stinks or you can’t communicate like a grownup, just to make sure we set expectations ahead of time).

If you have a specific style request, let me know as well. Trying something new is a great incentive for me to be creative.

Here’s the track that made me think of game collaboration to begin with. I wrote it, sat back and listened, and thought “what on earth could I do with soemthing this light and goofy?”.

Menu music was the only thing that came to mind. :D

http://soundcloud.com/mcobigben/swank1

 
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Topic: Game Programming / AS2 Collision Detection shootorial clone help

I I didn’t figure out what caused this, but I found a workaround. I took a previous version of the game, and simply copied the clips from the broken version, and pasted them into the old version, and they work fine.

Same clips, same code, just a different flash file.

Oh well, the only difference between versions were the new enemy ships, and now that I’ve re-added them, I’m just about done!

 
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Topic: Game Programming / AS2 Collision Detection shootorial clone help

Is there some Flash setting I could have toggled that make movie clips ‘transparent’, or immune to hit tests?

 
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Topic: Game Programming / AS2 Collision Detection shootorial clone help

It’s tough to remember, as it was half a year ago… :P

If I recall I was trying to get a menu screen to appear, and was then messing about with the Arrange= Move forward/Move back function.

Collision detection isn’t commented out. Here’s where the enemy is put into the array


				if(enemyTimer > enemyTimerGoal)
				{
					enemyTimer = 0;
					var enemy = _root.attachMovie("EnemyShip", "EnemyShip" + _root.getNextHighestDepth(), _root.getNextHighestDepth());
					enemies.push(enemy);
					
				}

and here’s it’s hit test:


		if(this.hitTest(_root.ship) )
		{
			explode();
			_root.ship.updateHealth(-20);
			_root.soundFX.attachSound("ouch.mp3");
			if (_global.sounds == "on")
			{
				_root.soundFX.start();	
			}
		}

 
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Topic: Game Programming / AS2 Collision Detection shootorial clone help

I was working on a shootorial clone with multiple enemy types that was working great about 6 months ago. Sadly, I did something that borked collision detection, and walked away from it.

My kids have been bugging me about it (it’s made exclusively from kid art), and so I’d really like to get it working again before I move on to learning AS3.

The strange thing is that all collision detection stopped at the same time: player bullets vs enemy ships, enemy bullets vs player ship, and enemy ship vs player ship collisions. I’m using hitTest.

Can someone point to where I should start looking to troubleshoot this? It’s not throwing any errors.

 
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Topic: Kongregate / Free to play games with "an optional advantage for Real Money." Do We Want This?

If you checked my profile and played my one game, you’d know I wasn’t a flash developer. :P

I think there’s a basic tenant of capitalism that you simply don’t have faith in: An added cost (especially added to a base line of “free”) must add value before anyone will pay it. If a person paid it, it’s safe to assume that person saw value in it.

Your concern seems to be that money will prompt developers to make games of no value. The will of the people punishes that pretty severely. No amount of editorializing will have anywhere near the punitive effect of “everybody who played your game got bored and went to the next big thing instead of giving you money”.

Your other concern (That if paid games become the norm you won’t have as many free alternatives) also has some powerful motivating factors at play. The desire to build something fun that other folks will enjoy isn’t going away anytime soon that I can see. Personally, I think that the increased availability of tutorials and helpful communities is accelerating the growth of free flash games. it’s easier to learn how to make and distribute a free flash game now than it ever has been. I’d bet lunch that if you saw a graph showing the # of free flash games created per quarter, it would still be going up to this day. Revenue games aren’t suppressing free games any more than the White Stripes suppress garage bands.

 
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Topic: Kongregate / Free to play games with "an optional advantage for Real Money." Do We Want This?

While I understand some of what you’re saying Frog, I’m afraid it’s all a moot point. Games that demonstrate your dreaded “just pump crap out to make money” mentality will fall to the side and not be successful, simply because there are so many great free alternatives.

Games that succeed in making money even with the competition of so many high quality free alternatives must be doing something to differentiate themselves, as hundreds/thousands of people independently decide to pay for them.

I view it as a self-fixing problem.

PS. I used to have a day job that I hated, and I immersed myself in the gaming industry at night. I decided it would be better to do the thing I liked during the day, too, and made the changes I needed (at no slight risk) to land a paying gig doing something I enjoy. Did I really make a morally reprehensible choice in your eyes?

 
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Topic: Kongregate / Met With Kong Staff / FGS / T-shirt / Pics

Thanks for giving me a freakin’ heart attack. I read the first post and thought I missed the summit.

 
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Topic: Kongregate / The new "Games Spotlight" under "Recommended Games"

Originally posted by ElBandito81:

don’t take away from the people who work hard on these games.

I get a chuckle out of dividing this between those who work hard on games and those who (the implication is) don’t.

Don’t sponsored games give indie developers the very opportunity and reimbursement that you think they deserve?

 
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Topic: Kongregate / Ethical boundries

I’m late to the party, but this subject is near and dear to my heart, so Imma let me finish.

The purpose of a filter is not (typically) to make swearing impossible. As several folks have said, they’re not effective at preventing profane speech.

A filter sets a guideline as to the behavior desired. It is very good at that job. If a player types a word and finds that the word is filtered, they immediately know something about the behavior expected of them. If they bypass the filter, the site owner immediately knows something about the user too, as defeating a filter shows intent.

I think this:

Originally posted by thegorillaman:

Censors are enemies of mankind and should be burned alive. That’s real ethics for grownups.

Is a bit on the silly side too. If your grandmother doesn’t want you to swear in her house, and shushes you when you try, is she being evil? No, it’s her house, and her standards are her business. If your grandmother has a web site, she does not lose the right to set a behavior standard.

 
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Topic: Kongregate / Developer Suggestions

Here’s a list of all the developers with the skills and time to make games, but no ideas about what to make:

.
.
.
.

:P

(Sorry to be flippant, the entire gaming industry is overstuffed with ideas, and starved for resources to put those ideas into action. There’s no shortage of good ideas, just people and resources)

 
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Topic: Game Programming / AS2 All my menus are visible at once?

Is it possible to “missalign” clips on a single layer? My ship no longer interacts with anything else on the page. I had been removing the ship and adding it to different layers to troubleshoot the ‘all menus showing’ problem. I think I tried re-adding the ship to the four different layers that I currently have, but it’s still not interacting/colliding.

Any suggestions for how I should troubleshoot this?

 
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Topic: Game Programming / AS2 All my menus are visible at once?

I’m really confused. I found a line I’d forgot to comment out:


var kongregate = _global.kongregate;

Removing it makes the game play fine. Where am I supposed to declare the kongregate variable? I don’t understand why that pooched the game.

But now in my attempt at trying different solutions, I think I’ve moved the ship to a different layer or some such. There’s no collision detection across the board now.

 
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Topic: Game Programming / AS2 All my menus are visible at once?

I hadn’t been messing with instance names. I checked them all to be sure, and they’re correct. The ship loads with the frame, and I can see it on the screen

This is driving me nuts, I was playing it 20 minutes ago. I was trying to add the Kong API, and make the gameOverMenu be in front of everything else. I’ve tried commenting out all the Kong API related code, but no dice.