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  <post>
    <body>&lt;blockquote&gt;&lt;cite&gt;Originally posted by &lt;b&gt;&lt;a href='/forums/4/topics/65572?page=1#posts-1478814'&gt;Draco18s&lt;/a&gt;:&lt;/b&gt;&lt;/cite&gt;&lt;br&gt;&lt;p&gt;Include a cut-off value, such that the enemy timer never falls below a certain value, and when it does you start giving your enemies more health, have them move faster, shoot more, etc.&lt;/p&gt;&lt;/blockquote&gt;

Thanks, that's a good idea.</body>
    <body-html>&lt;blockquote&gt;&lt;cite&gt;Originally posted by &lt;b&gt;&lt;a href=&quot;/forums/4/topics/65572?page=1#posts-1478814&quot;&gt;Draco18s&lt;/a&gt;:&lt;/b&gt;&lt;/cite&gt;&lt;br&gt;&lt;p&gt;Include a cut-off value, such that the enemy timer never falls below a certain value, and when it does you start giving your enemies more health, have them move faster, shoot more, etc.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;Thanks, that&amp;#8217;s a good idea.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-20T11:15:18-08:00</created-at>
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    <id type="integer">1479435</id>
    <post-number type="integer">5</post-number>
    <topic-id type="integer">65572</topic-id>
    <updated-at type="datetime">2009-11-20T11:15:18-08:00</updated-at>
    <user-id type="integer">41675</user-id>
  </post>
  <post>
    <body>Thanks!

I'm also looking for a system that can be relatively easily compressed for testing.  In your system, if you wanted to accelerate it for testing, would you decrease &lt;code&gt;targetnumber&lt;/code&gt;?

What I have currently is:

&lt;code&gt;enemyTimer&lt;/code&gt;: just counts up all the time, and resets when an enemy is spawned
&lt;code&gt;enemyTimerGoal&lt;/code&gt;: the goal for &lt;code&gt;enemytimer&lt;/code&gt; to reach, so spawning an enemy happens any time &lt;code&gt;enemytimer&lt;/code&gt; &gt; &lt;code&gt;enemyTimerGoal&lt;/code&gt;
&lt;code&gt;enemyTimerGoalAdvance&lt;/code&gt;: a second timer that counts up to a static goal and then resets.  Whenever it reaches its goal, it multiplies &lt;code&gt;enemyTimerGoal&lt;/code&gt; by 0.9

The result I seem to be getting is a curve that starts out relatively steep, and then flattens (which is what I was hoping for).  I can also compress/accelerate the advancement by reducing the target that &lt;code&gt;enemyTimerGoalAdvance&lt;/code&gt; is marching towards.  On the flatter part of the curve I'm going to increase difficulty by adding new enemy types.</body>
    <body-html>&lt;p&gt;Thanks!&lt;/p&gt;
&lt;p&gt;I&amp;#8217;m also looking for a system that can be relatively easily compressed for testing.  In your system, if you wanted to accelerate it for testing, would you decrease &lt;code&gt;targetnumber&lt;/code&gt;?&lt;/p&gt;
&lt;p&gt;What I have currently is:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;enemyTimer&lt;/code&gt;: just counts up all the time, and resets when an enemy is spawned&lt;br /&gt;
&lt;code&gt;enemyTimerGoal&lt;/code&gt;: the goal for &lt;code&gt;enemytimer&lt;/code&gt; to reach, so spawning an enemy happens any time &lt;code&gt;enemytimer&lt;/code&gt; &amp;gt; &lt;code&gt;enemyTimerGoal&lt;/code&gt;&lt;br /&gt;
&lt;code&gt;enemyTimerGoalAdvance&lt;/code&gt;: a second timer that counts up to a static goal and then resets.  Whenever it reaches its goal, it multiplies &lt;code&gt;enemyTimerGoal&lt;/code&gt; by 0.9&lt;/p&gt;
&lt;p&gt;The result I seem to be getting is a curve that starts out relatively steep, and then flattens (which is what I was hoping for).  I can also compress/accelerate the advancement by reducing the target that &lt;code&gt;enemyTimerGoalAdvance&lt;/code&gt; is marching towards.  On the flatter part of the curve I&amp;#8217;m going to increase difficulty by adding new enemy types.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-19T23:12:27-08:00</created-at>
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    <id type="integer">1478678</id>
    <post-number type="integer">3</post-number>
    <topic-id type="integer">65572</topic-id>
    <updated-at type="datetime">2009-11-19T23:13:14-08:00</updated-at>
    <user-id type="integer">41675</user-id>
  </post>
  <post>
    <body>I'm working on my Shootorial clone, and want to increase difficulty over time.  Since the difficult is mainly managed by the timer that releases new ships, I thought I'd just have it reduce the timer by 1 every time it released a new enemy.  I didn't realize that this was a geometric progression until the infinitely thick wave of enemies brought my computer to its knees...

So now I'm kicking around other ideas:

I have a series of timers now that slowly bring the spawn timer down by 1.  

I could reduce the spawn timer by a percentage of itself.  

Or, I could create an array of different length spawn timers and just call the next one each time I want to increase the difficulty.

Is there a preferred way to handle this?</body>
    <body-html>&lt;p&gt;I&amp;#8217;m working on my Shootorial clone, and want to increase difficulty over time.  Since the difficult is mainly managed by the timer that releases new ships, I thought I&amp;#8217;d just have it reduce the timer by 1 every time it released a new enemy.  I didn&amp;#8217;t realize that this was a geometric progression until the infinitely thick wave of enemies brought my computer to its knees&amp;#8230;&lt;/p&gt;
&lt;p&gt;So now I&amp;#8217;m kicking around other ideas:&lt;/p&gt;
&lt;p&gt;I have a series of timers now that slowly bring the spawn timer down by 1.&lt;/p&gt;
&lt;p&gt;I could reduce the spawn timer by a percentage of itself.&lt;/p&gt;
&lt;p&gt;Or, I could create an array of different length spawn timers and just call the next one each time I want to increase the difficulty.&lt;/p&gt;
&lt;p&gt;Is there a preferred way to handle this?&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-19T22:41:28-08:00</created-at>
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    <updated-at type="datetime">2009-11-19T22:41:28-08:00</updated-at>
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  </post>
  <post>
    <body>That did it!  Awesome, thank you so much!</body>
    <body-html>&lt;p&gt;That did it!  Awesome, thank you so much!&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-18T07:22:10-08:00</created-at>
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    <id type="integer">1473602</id>
    <post-number type="integer">15</post-number>
    <topic-id type="integer">65208</topic-id>
    <updated-at type="datetime">2009-11-18T07:22:10-08:00</updated-at>
    <user-id type="integer">41675</user-id>
  </post>
  <post>
    <body>If you use tags &lt; pre &gt; and &lt;/ pre &gt; before and after your code, it will be easier for folks to read and identify the problem.

I'm afraid I don't know AS3 enough to be able to help.

{edit} looks like you figured it out while I was typing.  You can edit your original post if you don't want to double post.</body>
    <body-html>&lt;p&gt;If you use tags &amp;lt; pre &amp;gt; and &amp;lt;/ pre &amp;gt; before and after your code, it will be easier for folks to read and identify the problem.&lt;/p&gt;
&lt;p&gt;I&amp;#8217;m afraid I don&amp;#8217;t know AS3 enough to be able to help.&lt;/p&gt;
&lt;p&gt;{edit} looks like you figured it out while I was typing.  You can edit your original post if you don&amp;#8217;t want to double post.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-18T07:19:34-08:00</created-at>
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    <id type="integer">1473599</id>
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    <topic-id type="integer">65327</topic-id>
    <updated-at type="datetime">2009-11-18T08:51:38-08:00</updated-at>
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  </post>
  <post>
    <body>Scene 1 is the name of the scene which contains the game.

[edit]
OK, I've created a frame label for the first (and only) frame of the scene the game is in.  I'm now calling the label when the load amount reaches 100%

The result is that now the game thrashes between the preloader and the game again, flickering back and forth.

Previously, Darty recommended adding  stop(); &quot;before&quot; the preloader class.  I'm a little shaky on how the before and after thing works, and what controls the order. I added the  stop(); to the Actions pane of the first (and only) frame of the preloader scene.  Is this appropriate, or is this what's messing me up?</body>
    <body-html>&lt;p&gt;Scene 1 is the name of the scene which contains the game.&lt;/p&gt;
&lt;p&gt;[edit]&lt;br /&gt;
OK, I&amp;#8217;ve created a frame label for the first (and only) frame of the scene the game is in.  I&amp;#8217;m now calling the label when the load amount reaches 100%&lt;/p&gt;
&lt;p&gt;The result is that now the game thrashes between the preloader and the game again, flickering back and forth.&lt;/p&gt;
&lt;p&gt;Previously, Darty recommended adding  stop(); &amp;#8220;before&amp;#8221; the preloader class.  I&amp;#8217;m a little shaky on how the before and after thing works, and what controls the order. I added the  stop(); to the Actions pane of the first (and only) frame of the preloader scene.  Is this appropriate, or is this what&amp;#8217;s messing me up?&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-18T06:33:14-08:00</created-at>
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    <topic-id type="integer">65208</topic-id>
    <updated-at type="datetime">2009-11-18T06:49:09-08:00</updated-at>
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  </post>
  <post>
    <body>You're right, I didn't define it.  I was actually throwing the text up as a troublshooting step, but I found Flash's debug list of variables, so I can see that &quot;amount&quot; is indeed 100.

But _root.gotoAndPlay(&quot;Scene 1&quot;); still isn't advancing to my actual game, I just get the pre-loader screen forever.

Anybody have an idea of what I'm doing wrong?</body>
    <body-html>&lt;p&gt;You&amp;#8217;re right, I didn&amp;#8217;t define it.  I was actually throwing the text up as a troublshooting step, but I found Flash&amp;#8217;s debug list of variables, so I can see that &amp;#8220;amount&amp;#8221; is indeed 100.&lt;/p&gt;
&lt;p&gt;But _root.gotoAndPlay(&amp;#8220;Scene 1&amp;#8221;); still isn&amp;#8217;t advancing to my actual game, I just get the pre-loader screen forever.&lt;/p&gt;
&lt;p&gt;Anybody have an idea of what I&amp;#8217;m doing wrong?&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-17T18:17:04-08:00</created-at>
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    <updated-at type="datetime">2009-11-17T18:36:01-08:00</updated-at>
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  </post>
  <post>
    <body>Baby steps, baby steps....

I added a multiplication by 100 to the calculation of the loading, and now my bar jumps to a bright full green.....and nothing else happens. I tried having the load amount displayed as a dynamic text firled to see if it's not going all the way to 100, and I'm getting &quot;The class or interface 'preloaderNumber' could not be loaded.&quot;  I thought I set it up the same way I set up the score dynamic text, but something's obviously not right.

Can anyone see what I'm doing wrong?

&lt;pre&gt;
class preloader extends MovieClip
{
	

	var amount;
	
	function onEnterFrame()
	{
		amount = ((this.getBytesLoaded() / this.getBytesTotal()) * 100);
		
		this._xscale = amount;
		
		_root.preloaderNumber.text = amount;
		
		if (amount == 100)
		{
			_root.gotoAndPlay(&quot;Scene 1&quot;);
		}
		
	}
}
&lt;/pre&gt;</body>
    <body-html>&lt;p&gt;Baby steps, baby steps&amp;#8230;.&lt;/p&gt;
&lt;p&gt;I added a multiplication by 100 to the calculation of the loading, and now my bar jumps to a bright full green&amp;#8230;..and nothing else happens. I tried having the load amount displayed as a dynamic text firled to see if it&amp;#8217;s not going all the way to 100, and I&amp;#8217;m getting &amp;#8220;The class or interface &amp;#8216;preloaderNumber&amp;#8217; could not be loaded.&amp;#8221;  I thought I set it up the same way I set up the score dynamic text, but something&amp;#8217;s obviously not right.&lt;/p&gt;
&lt;p&gt;Can anyone see what I&amp;#8217;m doing wrong?&lt;/p&gt;
&lt;pre&gt;
class preloader extends MovieClip
{
	

	var amount;
	
	function onEnterFrame()
	{
		amount = ((this.getBytesLoaded() / this.getBytesTotal()) * 100);
		
		this._xscale = amount;
		
		_root.preloaderNumber.text = amount;
		
		if (amount == 100)
		{
			_root.gotoAndPlay(&quot;Scene 1&quot;);
		}
		
	}
}
&lt;/pre&gt;</body-html>
    <created-at type="datetime">2009-11-17T18:08:10-08:00</created-at>
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  <post>
    <body>&lt;blockquote&gt;&lt;cite&gt;Originally posted by &lt;b&gt;&lt;a href='/forums/1/topics/65206?page=2#posts-1471221'&gt;ParalysisTerror&lt;/a&gt;:&lt;/b&gt;&lt;/cite&gt;&lt;br&gt;&lt;blockquote&gt;
&lt;p&gt;Unless of course you guys want them to take the server down mid-day and cause countless un-achieved badges during the downtime just to turn off the features&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;You do realize that there are people who live in different time zones?&lt;/p&gt;&lt;/blockquote&gt;

The odds of him not knowing when peak usage is.....is slim.</body>
    <body-html>&lt;blockquote&gt;&lt;cite&gt;Originally posted by &lt;b&gt;&lt;a href=&quot;/forums/1/topics/65206?page=2#posts-1471221&quot;&gt;ParalysisTerror&lt;/a&gt;:&lt;/b&gt;&lt;/cite&gt;&lt;br&gt;&lt;blockquote&gt;&lt;br /&gt;
&lt;p&gt;Unless of course you guys want them to take the server down mid-day and cause countless un-achieved badges during the downtime just to turn off the features&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;You do realize that there are people who live in different time zones?&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;The odds of him not knowing when peak usage is&amp;#8230;..is slim.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-17T14:52:00-08:00</created-at>
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  </post>
  <post>
    <body>Ahhh, it's a percentage in 0-100 form.  I was expecting 0-1.0.  Thanks, I'll try that when I get home.

I really appreciate the help Moonkey and Darty!</body>
    <body-html>&lt;p&gt;Ahhh, it&amp;#8217;s a percentage in 0-100 form.  I was expecting 0-1.0.  Thanks, I&amp;#8217;ll try that when I get home.&lt;/p&gt;
&lt;p&gt;I really appreciate the help Moonkey and Darty!&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-17T09:35:31-08:00</created-at>
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  </post>
  <post>
    <body>Drat, I think I've mucked things up. gotoAndStop takes me to a frame (right?), when I've actually put the game in a different scene, and not a different frame.

Adding stop(); to the preloader class throws an error.  I added stop(); to the Actions panel in the frame, and it doesn't thrash back and forth, it now starts at the preloader, but the load bar never advances.</body>
    <body-html>&lt;p&gt;Drat, I think I&amp;#8217;ve mucked things up. gotoAndStop takes me to a frame (right?), when I&amp;#8217;ve actually put the game in a different scene, and not a different frame.&lt;/p&gt;
&lt;p&gt;Adding stop(); to the preloader class throws an error.  I added stop(); to the Actions panel in the frame, and it doesn&amp;#8217;t thrash back and forth, it now starts at the preloader, but the load bar never advances.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-17T07:43:37-08:00</created-at>
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  </post>
  <post>
    <body>Thanks!  Fixing that (and declaring var amount) gets it to run without any errror messages,  but the resulting animation just thrashes back and forth between my preloader scene and the game scene. How do I make it stay on the preloader scene until it's loaded, and then switch?</body>
    <body-html>&lt;p&gt;Thanks!  Fixing that (and declaring var amount) gets it to run without any errror messages,  but the resulting animation just thrashes back and forth between my preloader scene and the game scene. How do I make it stay on the preloader scene until it&amp;#8217;s loaded, and then switch?&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-17T06:39:46-08:00</created-at>
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  </post>
  <post>
    <body>Sorry if my mistake is a basic one, they usually are...

I'm trying to make a preloader in a separate scene from my game.  I've drawn a loading bar, assigned it as &quot;preloader&quot;, and then created this preloader.as:

&lt;pre&gt;
class preloader extends MovieClip
{

	function onEnterFrame()
	{
		amount = this.getBytesLoaded() / this.getBytesTotal();
		preloader._xscale = amount;
		
		if (amount == 1)
		{
			this.gotoAndStop(2);
		}
		
	}
}
&lt;/pre&gt;

The end result is the loading scene and the game flipping back and forth rapidly, and the debug error &quot;The property being referenced does not have the static attribute.&quot;

What am I doing wrong here?</body>
    <body-html>&lt;p&gt;Sorry if my mistake is a basic one, they usually are&amp;#8230;&lt;/p&gt;
&lt;p&gt;I&amp;#8217;m trying to make a preloader in a separate scene from my game.  I&amp;#8217;ve drawn a loading bar, assigned it as &amp;#8220;preloader&amp;#8221;, and then created this preloader.as:&lt;/p&gt;
&lt;pre&gt;
class preloader extends MovieClip
{

	function onEnterFrame()
	{
		amount = this.getBytesLoaded() / this.getBytesTotal();
		preloader._xscale = amount;
		
		if (amount == 1)
		{
			this.gotoAndStop(2);
		}
		
	}
}
&lt;/pre&gt;
&lt;p&gt;The end result is the loading scene and the game flipping back and forth rapidly, and the debug error &amp;#8220;The property being referenced does not have the static attribute.&amp;#8221;&lt;/p&gt;
&lt;p&gt;What am I doing wrong here?&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-17T01:00:57-08:00</created-at>
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  <post>
    <body>Gotcha.  Thanks!  I'm hearing from others that it works fine for them too.  Funny.</body>
    <body-html>&lt;p&gt;Gotcha.  Thanks!  I&amp;#8217;m hearing from others that it works fine for them too.  Funny.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-15T18:48:53-08:00</created-at>
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    <updated-at type="datetime">2009-11-15T18:48:53-08:00</updated-at>
    <user-id type="integer">41675</user-id>
  </post>
  <post>
    <body>I tried searching, but didn't come up with anything.

The sounds in my game play fine testing in Flash, but when I play it on Kongregate, the sounds are all delayed by a significant amount.

Is there something I did/was supposed to do that fixes this?

http://www.kongregate.com/games/MCOBigBen/ship-blasters</body>
    <body-html>&lt;p&gt;I tried searching, but didn&amp;#8217;t come up with anything.&lt;/p&gt;
&lt;p&gt;The sounds in my game play fine testing in Flash, but when I play it on Kongregate, the sounds are all delayed by a significant amount.&lt;/p&gt;
&lt;p&gt;Is there something I did/was supposed to do that fixes this?&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.kongregate.com/games/MCOBigBen/ship-blasters&quot;&gt;http://www.kongregate.com/games/MCOBigBen/ship-blasters&lt;/a&gt;&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-15T17:07:45-08:00</created-at>
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    <id type="integer">1466332</id>
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    <updated-at type="datetime">2009-11-15T17:07:45-08:00</updated-at>
    <user-id type="integer">41675</user-id>
  </post>
  <post>
    <body>This game fascinates me.  Just about everything listed as a &quot;minus&quot; in most critiques is something that makes me love the game.

I love that every time I start the game, it's a completely different experience.

I love that the skill required is the skill of adaptability, you have to respond to what you get in this game, and no walkthrough will help you.

I love that the abilities come more or less randomly.  Your character evolves much more organically in this game because of it, and it pretty much eliminates the &quot;here is the character build for you to copy/paste!&quot; tendency I see in a lot of skill tree games.

I love that the game rewards your determination by providing slight advantages on your next game based on what you won in this game.

It's a refreshing change for me, and I'm really enthralled by it.  I've played little else since it was released.  I don't expect to change anyone's mind about the game, but I don't really need to.  It's highly rated, and attracting a lot of plays.  it's pretty obvious that a lot of folks like it.

I should note: I kinda suck at the game.  My record is day 45.  Casual.  The impossible badge is still a long way off.

I should also note: I have a history of liking &quot;grind&quot; games.  I still play Balloon invasion from time to time.  Maybe old people (by Kong standards, I ain't nobody's grandpa) have longer attention spans, and more experience tolerating failure and frustration, who knows.</body>
    <body-html>&lt;p&gt;This game fascinates me.  Just about everything listed as a &amp;#8220;minus&amp;#8221; in most critiques is something that makes me love the game.&lt;/p&gt;
&lt;p&gt;I love that every time I start the game, it&amp;#8217;s a completely different experience.&lt;/p&gt;
&lt;p&gt;I love that the skill required is the skill of adaptability, you have to respond to what you get in this game, and no walkthrough will help you.&lt;/p&gt;
&lt;p&gt;I love that the abilities come more or less randomly.  Your character evolves much more organically in this game because of it, and it pretty much eliminates the &amp;#8220;here is the character build for you to copy/paste!&amp;#8221; tendency I see in a lot of skill tree games.&lt;/p&gt;
&lt;p&gt;I love that the game rewards your determination by providing slight advantages on your next game based on what you won in this game.&lt;/p&gt;
&lt;p&gt;It&amp;#8217;s a refreshing change for me, and I&amp;#8217;m really enthralled by it.  I&amp;#8217;ve played little else since it was released.  I don&amp;#8217;t expect to change anyone&amp;#8217;s mind about the game, but I don&amp;#8217;t really need to.  It&amp;#8217;s highly rated, and attracting a lot of plays.  it&amp;#8217;s pretty obvious that a lot of folks like it.&lt;/p&gt;
&lt;p&gt;I should note: I kinda suck at the game.  My record is day 45.  Casual.  The impossible badge is still a long way off.&lt;/p&gt;
&lt;p&gt;I should also note: I have a history of liking &amp;#8220;grind&amp;#8221; games.  I still play Balloon invasion from time to time.  Maybe old people (by Kong standards, I ain&amp;#8217;t nobody&amp;#8217;s grandpa) have longer attention spans, and more experience tolerating failure and frustration, who knows.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-12T16:46:14-08:00</created-at>
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    <topic-id type="integer">64441</topic-id>
    <updated-at type="datetime">2009-11-12T16:46:14-08:00</updated-at>
    <user-id type="integer">41675</user-id>
  </post>
  <post>
    <body>&lt;blockquote&gt;&lt;cite&gt;Originally posted by &lt;b&gt;&lt;a href='/forums/3/topics/62847?page=9#posts-1430562'&gt;Magickage&lt;/a&gt;:&lt;/b&gt;&lt;/cite&gt;&lt;br&gt;&lt;p&gt;My main problem with the game is deciding when to go for which upgrades. For instance, when is the best time to get your house to lvl 2 for a 4th character?&lt;br /&gt;
And something else, exactly what does reforging do? It says it&amp;#8217;ll upgrade a weapon, but what does &amp;#8216;upgrading&amp;#8217; mean here, will it apply a mod or something?&lt;/p&gt;&lt;/blockquote&gt;

I'm with you.  Most of my failures are in the 8-12 day range, and I'm utterly confused if it's because I wait too long to get my 4th party member, or because I got them too soon.

Lots of folks say to invest in chickens, but how many and when?  I've tried doing nothing bug chickens for the first few levels, but it didn't work out so well for me.</body>
    <body-html>&lt;blockquote&gt;&lt;cite&gt;Originally posted by &lt;b&gt;&lt;a href=&quot;/forums/3/topics/62847?page=9#posts-1430562&quot;&gt;Magickage&lt;/a&gt;:&lt;/b&gt;&lt;/cite&gt;&lt;br&gt;&lt;p&gt;My main problem with the game is deciding when to go for which upgrades. For instance, when is the best time to get your house to lvl 2 for a 4th character?&lt;br /&gt;&lt;br /&gt;
And something else, exactly what does reforging do? It says it&amp;#8217;ll upgrade a weapon, but what does &amp;#8216;upgrading&amp;#8217; mean here, will it apply a mod or something?&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;I&amp;#8217;m with you.  Most of my failures are in the 8-12 day range, and I&amp;#8217;m utterly confused if it&amp;#8217;s because I wait too long to get my 4th party member, or because I got them too soon.&lt;/p&gt;
&lt;p&gt;Lots of folks say to invest in chickens, but how many and when?  I&amp;#8217;ve tried doing nothing bug chickens for the first few levels, but it didn&amp;#8217;t work out so well for me.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-04T11:57:21-08:00</created-at>
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    <topic-id type="integer">62847</topic-id>
    <updated-at type="datetime">2009-11-04T11:57:21-08:00</updated-at>
    <user-id type="integer">41675</user-id>
  </post>
  <post>
    <body>This is very, very cool.  I'm liking it.</body>
    <body-html>&lt;p&gt;This is very, very cool.  I&amp;#8217;m liking it.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-03T01:22:37-08:00</created-at>
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    <post-number type="integer">47</post-number>
    <topic-id type="integer">63276</topic-id>
    <updated-at type="datetime">2009-11-17T13:12:45-08:00</updated-at>
    <user-id type="integer">41675</user-id>
  </post>
  <post>
    <body>I've heard scuttlebutt about the statues serving a purpose.  Anyone find anything out about them?  I heard in chat that statues reduce the amount of spawn of that creature type if it's in you're inventory Viva Pinata style (so if you're holding a sheep statue, you get less sheep each level).

I did some quick testing and didn't notice anything different, I've just been selling them since.</body>
    <body-html>&lt;p&gt;I&amp;#8217;ve heard scuttlebutt about the statues serving a purpose.  Anyone find anything out about them?  I heard in chat that statues reduce the amount of spawn of that creature type if it&amp;#8217;s in you&amp;#8217;re inventory Viva Pinata style (so if you&amp;#8217;re holding a sheep statue, you get less sheep each level).&lt;/p&gt;
&lt;p&gt;I did some quick testing and didn&amp;#8217;t notice anything different, I&amp;#8217;ve just been selling them since.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-10-30T10:08:38-07:00</created-at>
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  </post>
  <post>
    <body>Creed, you're just not getting it.  Don't blame this on anything other than you not liking a game that other people like.  I'm &quot;old Kongregate&quot;, I've put more time into this game than any in the past 2-3 months, and I still like it.  There is no vast conspiracy, there's no corruption of the community, and there's no 'so hot right now' meme exploitation.

It's just a game that appeals to a lot of people, but not you.</body>
    <body-html>&lt;p&gt;Creed, you&amp;#8217;re just not getting it.  Don&amp;#8217;t blame this on anything other than you not liking a game that other people like.  I&amp;#8217;m &amp;#8220;old Kongregate&amp;#8221;, I&amp;#8217;ve put more time into this game than any in the past 2-3 months, and I still like it.  There is no vast conspiracy, there&amp;#8217;s no corruption of the community, and there&amp;#8217;s no &amp;#8216;so hot right now&amp;#8217; meme exploitation.&lt;/p&gt;
&lt;p&gt;It&amp;#8217;s just a game that appeals to a lot of people, but not you.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-10-29T21:17:58-07:00</created-at>
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    <id type="integer">1417464</id>
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    <updated-at type="datetime">2009-10-29T21:17:58-07:00</updated-at>
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  </post>
  <post>
    <body>&lt;blockquote&gt;&lt;cite&gt;Originally posted by &lt;b&gt;&lt;a href='/forums/3/topics/62532?page=2#posts-1415498'&gt;AlienAdvisor&lt;/a&gt;:&lt;/b&gt;&lt;/cite&gt;&lt;br&gt;&lt;blockquote&gt;&lt;cite&gt;Originally posted by &lt;b&gt;&lt;a href=&quot;/forums/3/topics/62532?page=2#posts-1415018&quot;&gt;Fireseal&lt;/a&gt;:&lt;/b&gt;&lt;/cite&gt;&lt;br&gt;&lt;p&gt;Right. And yet you don&amp;#8217;t seem to be complaining about spending money on console games.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;i dont buy console game i dl and burn to disc, then use xbox360 hacked firmware&lt;/p&gt;&lt;/blockquote&gt;

Suddenly it all becomes clear.  You want all game developers to give you everything they do for free.  Oh well, it's good to want things.  

Well, I hope you end up getting a job in an industry you don't like.  Because, by your reasoning, if you do something you love, you shouldn't expect to get paid for it.</body>
    <body-html>&lt;blockquote&gt;&lt;cite&gt;Originally posted by &lt;b&gt;&lt;a href=&quot;/forums/3/topics/62532?page=2#posts-1415498&quot;&gt;AlienAdvisor&lt;/a&gt;:&lt;/b&gt;&lt;/cite&gt;&lt;br&gt;&lt;blockquote&gt;&lt;cite&gt;Originally posted by &lt;b&gt;&lt;a href=&quot;/forums/3/topics/62532?page=2#posts-1415018&quot;&gt;Fireseal&lt;/a&gt;:&lt;/b&gt;&lt;/cite&gt;&lt;br&gt;&lt;p&gt;Right. And yet you don&amp;#8217;t seem to be complaining about spending money on console games.&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;i dont buy console game i dl and burn to disc, then use xbox360 hacked firmware&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;Suddenly it all becomes clear.  You want all game developers to give you everything they do for free.  Oh well, it&amp;#8217;s good to want things.&lt;/p&gt;
&lt;p&gt;Well, I hope you end up getting a job in an industry you don&amp;#8217;t like.  Because, by your reasoning, if you do something you love, you shouldn&amp;#8217;t expect to get paid for it.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-10-29T16:16:19-07:00</created-at>
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  </post>
  <post>
    <body>I'll add to the comments that you are just underestimating how many people actually like the game.  I agree that it's hard and unbalanced, but I'm also having a ton of fun with it, and most of the chatter in Mostly Harmless has been about different strategies folks are using in game.

I'm guessing this is a bit like Mud &amp; Blood 2, where the folks who don't like it just can't imagine why anyone else would, and the folks who like it, like it a lot.</body>
    <body-html>&lt;p&gt;I&amp;#8217;ll add to the comments that you are just underestimating how many people actually like the game.  I agree that it&amp;#8217;s hard and unbalanced, but I&amp;#8217;m also having a ton of fun with it, and most of the chatter in Mostly Harmless has been about different strategies folks are using in game.&lt;/p&gt;
&lt;p&gt;I&amp;#8217;m guessing this is a bit like Mud &amp;amp; Blood 2, where the folks who don&amp;#8217;t like it just can&amp;#8217;t imagine why anyone else would, and the folks who like it, like it a lot.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-10-29T10:58:38-07:00</created-at>
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  </post>
  <post>
    <body>&lt;blockquote&gt;&lt;cite&gt;Originally posted by &lt;b&gt;&lt;a href='/forums/1/topics/59933?page=1#posts-1355162'&gt;squadass99&lt;/a&gt;:&lt;/b&gt;&lt;/cite&gt;&lt;br&gt;&lt;p&gt;he said EA Nucleus, but  cant find it anywhere! anyone know where i can find it?&lt;/p&gt;&lt;/blockquote&gt;

https://profile.ea.com/login.do</body>
    <body-html>&lt;blockquote&gt;&lt;cite&gt;Originally posted by &lt;b&gt;&lt;a href=&quot;/forums/1/topics/59933?page=1#posts-1355162&quot;&gt;squadass99&lt;/a&gt;:&lt;/b&gt;&lt;/cite&gt;&lt;br&gt;&lt;p&gt;he said EA Nucleus, but  cant find it anywhere! anyone know where i can find it?&lt;/p&gt;&lt;/blockquote&gt;
&lt;p&gt;&lt;a href=&quot;https://profile.ea.com/login.do&quot;&gt;https://profile.ea.com/login.do&lt;/a&gt;&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-10-09T14:47:32-07:00</created-at>
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  </post>
  <post>
    <body>&lt;blockquote&gt;&lt;cite&gt;Originally posted by &lt;b&gt;&lt;a href='/forums/1/topics/57630?page=1#posts-1311619'&gt;GhostlyGamer&lt;/a&gt;:&lt;/b&gt;&lt;/cite&gt;&lt;br&gt;&lt;p&gt;
I also think that it would be cool for this stat to be added to you profile *along with what number person you were to join kong*.&lt;/p&gt;&lt;/blockquote&gt;</body>
    <body-html>&lt;blockquote&gt;&lt;cite&gt;Originally posted by &lt;b&gt;&lt;a href=&quot;/forums/1/topics/57630?page=1#posts-1311619&quot;&gt;GhostlyGamer&lt;/a&gt;:&lt;/b&gt;&lt;/cite&gt;&lt;br&gt;&lt;p&gt;&lt;br /&gt;
I also think that it would be cool for this stat to be added to you profile &lt;strong&gt;along with what number person you were to join kong&lt;/strong&gt;.&lt;/p&gt;&lt;/blockquote&gt;</body-html>
    <created-at type="datetime">2009-09-19T18:30:51-07:00</created-at>
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    <id type="integer">1311776</id>
    <post-number type="integer">4</post-number>
    <topic-id type="integer">57630</topic-id>
    <updated-at type="datetime">2009-09-19T18:30:51-07:00</updated-at>
    <user-id type="integer">41675</user-id>
  </post>
  <post>
    <body>Not thinking that you'll ever use Kreds is fine, and it's not a symptom that Kreds won't work.  In successful MTX (microtransaction) games and systems, it's still a minority of players actually buy things.  There are plenty of games where if 10% of the players bought something, it would be considered a great success.

In one of the big Korean &quot;free to play, pay to pimp&quot; games, only 2% of the players pay, but they spend enough money that it supports the free playing of the other 98%.

Another great thing about MTX is it doesn't place an artificial cap on how much a player can spend if they want to.  I had a supernatural amount of love for the MechCommander series, but all I could spend was the same $49.99 as everyone else.  I have a friend who really loved Travian, and he spent well over $200 on it, way more than my $0. :P

You may think someone spending $200 on a free-to-play game is nuts, but just remember, it's their cash that builds content for the rest of us.

I'm a huge fan of MTX, and except for Rock Band songs, I have never spent a dime on any MTX game.</body>
    <body-html>&lt;p&gt;Not thinking that you&amp;#8217;ll ever use Kreds is fine, and it&amp;#8217;s not a symptom that Kreds won&amp;#8217;t work.  In successful &lt;span class=&quot;caps&quot;&gt;MTX&lt;/span&gt; (microtransaction) games and systems, it&amp;#8217;s still a minority of players actually buy things.  There are plenty of games where if 10% of the players bought something, it would be considered a great success.&lt;/p&gt;
&lt;p&gt;In one of the big Korean &amp;#8220;free to play, pay to pimp&amp;#8221; games, only 2% of the players pay, but they spend enough money that it supports the free playing of the other 98%.&lt;/p&gt;
&lt;p&gt;Another great thing about &lt;span class=&quot;caps&quot;&gt;MTX&lt;/span&gt; is it doesn&amp;#8217;t place an artificial cap on how much a player can spend if they want to.  I had a supernatural amount of love for the MechCommander series, but all I could spend was the same $49.99 as everyone else.  I have a friend who really loved Travian, and he spent well over $200 on it, way more than my $0. :P&lt;/p&gt;
&lt;p&gt;You may think someone spending $200 on a free-to-play game is nuts, but just remember, it&amp;#8217;s their cash that builds content for the rest of us.&lt;/p&gt;
&lt;p&gt;I&amp;#8217;m a huge fan of &lt;span class=&quot;caps&quot;&gt;MTX&lt;/span&gt;, and except for Rock Band songs, I have never spent a dime on any &lt;span class=&quot;caps&quot;&gt;MTX&lt;/span&gt; game.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-09-19T17:56:33-07:00</created-at>
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  </post>
</posts>
