Recent posts by pugzy on Kongregate

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Topic: Game Programming / Which languages does Kong accept?

Originally posted by SeerOfShadow:

For the sake of being thorough, it supports (in theory) any coding language that supports the .exe extension. As you could imagine, it encompasses many “side languages” such as Lua, Python, Pascal, Perl, et cetera. All you’ll need to do is export as .exe and convert it to .swf (if not already a supported export option), which isn’t very difficult.

And of course, a way around this (as was mentioned above) is to just Iframe your .exe on another website.

It’s not a safe way of creating Flash games. If you have the option to export as .swf, html5, or .unity, then do so. If not, don’t attempt to convert it to one of those formats, because chances are you’re not going to get full support when you convert.

 
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Topic: Game Programming / Which languages does Kong accept?

Originally posted by EndlessSporadic:

If you can host a Java Applet (or other web format) externally, then you can use an iFrame to submit it to Kongregate.

I always thought you couldn’t do that. Runescape was the exception. Would be nice if I was wrong.

Gotta host it on an entirely different site and IFrame it. But yeah.

 
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Topic: Game Programming / News: Firefox Blocking Flash Plugins

Originally posted by FlashGrenade:

We can still make games with as3 and haxe.

No shit.

 
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Topic: Game Programming / Unity - save game approach

It won’t work because Unity doesn’t allow you modify files on the client’s computer. I recommend using PlayerPrefs.

 
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Topic: Game Programming / No Program Game Development

I pretty sure a lot of people knew that already, but what was the point of putting this in Game Programming?

 
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Topic: Game Programming / Creating a clicker?

You don’t really need a game engine for this,

 
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Topic: Game Programming / Best Java-based Free Game Engine

Originally posted by EndlessSporadic:
Many mainstream game engines take C# bytecode and change it into C++ or JavaScript allowing it to run on most platforms.

Java can do that too.

 
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Topic: Game Programming / question about dragging.

dragMascot would be the worse way to do it. Think of it this way, do you need to drag every frame? No? Then stick to the mouse listeners instead.

 
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Topic: Game Programming / Framerate Optimization?

You also shouldn’t worry much about frame rates higher than 60 FPS, because most monitors have a refresh rate of 60 Hz, and having a frame rate higher than 60 FPS with 60 Hz refresh causes screen tearing.

 
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Topic: Game Programming / Best Java-based Free Game Engine

Originally posted by EndlessSporadic:

Ugh. It’s people like you who just push Java under the bus.

I do it for a reason. Java is an atrocious language that sacrifices everything for the sake of portability. There are countless bugs that they refuse to fix for the sake of compatibility. It is missing a lot of powerful features. Its garbage collection is ridiculously slow. Java is a great programming language for business applications, and I’ll flat out admit that nothing beats it in that field, but it simply doesn’t have what is required for making decent games. There is no miracle language, and people need to accept the fact that Java is a shitty language for making games. If it were a good language for making video games more people would be using it, but clearly they aren’t. Looking at the real world there is absolutely nothing to support its usage outside of Minecraft which is notorious for its sloppy code in order to get stuff to work.

You’re so ignorant. Clearly you’ve never seen Wurm Online, or various games on Java-gaming.org. Runescape? Minecraft? various games made with LibGDX? Garbage collection is different based on which JVM you use. You have nothing to back up your shitty claims, and spreading the bullshit propaganda that’s been spreading for the last 15 years.

You can hate a language because of its verbosity, or other various syntax, or even what it provides (or doesn’t provide) but if you hate a language, because you hear bad things about said language, you’re just an asshat spreading misinformation.

 
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Topic: Game Programming / Best Java-based Free Game Engine

Originally posted by darkjonas8:
Originally posted by Chrisis500:

As3 is the easiest language, and is the most supported one in Kongregate.

As3 is not very easy compared to other languages, an easy language would be python, which can be converted to flash in some way i dont remember.

I would recommend that you continue with java so you know the basics and a tad bit more, only then move on to another language, such as c++ for desktop games(steam greenlight) or as3 for flash(kongregate).

You can also put Java or almost any other form of game on Steam, they’re not all C/C++ based games on Steam.

 
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Topic: Game Programming / Best Java-based Free Game Engine

Originally posted by EndlessSporadic:

No such thing. That’s one of the reasons Java games are so hard to make and are so rare. There are a bunch of libraries you can use, but no legitimate game engine.

Ugh. It’s people like you who just push Java under the bus. Java games aren’t really that hard to make, and don’t really require a game engine (from someone else) to make a game. Not to mention, that there has been a few game engines that are quite decent, such as LibGDX.

Originally posted by Chrisis500:

As3 is the easiest language, and is the most supported one in Kongregate.

Everyone has their own opinions on what the easiest language is. I’ve heard people say C++ is easiest, or Lua, hell I wouldn’t be surprised if someone said that some form of ASM was the easiest to them. There is no easy/best language. They are all tools that are capable of doing different, yet similar tasks. Make the program in any language you want and if it doesn’t work, use a different one. AS3 is dying, regardless how anyone feels towards AS3 and Flash.

Now back to the original topic, if you want a game engine (in Java) that you can also use to put a game onto Kongregate, I recommend LibGDX. It supports 2D, 3D, and you can port from desktop to HTML5, Android and iOS.

 
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Topic: Game Programming / Can You Guys Check Out My Game? Not a Spam Just Read The Description

Also Typing Like This Is Annoying And You Shouldn’t Really Do It Even If You Like To Do It. It doesn’t show you that you’re educated in English.

Now about the game, as tommyboy2828 said, “if your game didn’t suck, you wouldn’t have to spam about it”. You don’t appear to have any goals. Why am I jumping? Why the Hell am I a pill? Why is a pill on drugs? How do I win? Do I even win? Where’s the main menu? Pause menu? Why’d you take the basic character Unity has and some rectangles with shitty hitboxes? How’d you even mess that up (lol bug?) ? To make a decent/well done game you need to put more time… And thought into the game. Your game is neither hard nor challenging, it’s boring. As it stands, it’s a 1/5, not because you’re a terrible programmer (you might not be), but because you released a shitty game.

 
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Topic: Game Programming / Can not delete SharedObject.. Game wont stop using old save files!

Could it be possible, you’re only ever saving once?

 
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Topic: Game Programming / JavaScript Good OR Not Good

Originally posted by Drakim:

Yes. JavaScript works on any device that has an internet browser.

Technically, doesn’t even need an internet browser.

 
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Topic: Game Programming / JAVA GAMES

Originally posted by JackTea:

So later on my javascript game would work?Or the interaction capabillity sucks so much kongregate wouldn’t approve

What do you mean? GWT or LibGDX (still using GWT) will take Java code and turn it into JavaScript. JavaScript is used in Unity (sort of) and various other places.

 
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Topic: Game Programming / JAVA GAMES

You could use GWT and translate your code to JavaScript and upload as HTML5 game.

 
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Topic: Game Programming / My game

Make it so no matter what you do you die. Pull trigger to launcher? Blows up inside launcher.

 
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Topic: Game Programming / Squares game - android/web - looking for feedback

The game needs a tad bit more responsiveness, and I’m assuming the wait is like a turn thing. You need to point that out. Or explain why you’re waiting, because I have no clue.

 
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Topic: Game Programming / Closed Browser Idle Timer

Without using a server a simple way is to get the last time they they were playing/updated, and then when they start the game, calculate the difference in time and then calculate the values of whatever with the difference of time.

 
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Topic: Game Programming / Tips on code organization

Originally posted by archipel1:

Depending on what the functions and possibly variables/constants are, yes. If you’re holding the player as a static variable, no, don’t do that.

Why do you think that ? I find it very convenient to have access to the player anywhere in the code via a static reference

Might be more convenient, but if you decide you want to add multiplayer, then you will have to rewrite. If anything, it makes more sense to make a class called and do a style like,
Game.getGame().getWorld().getPlayer(); Or even World.getWorld().getPlayer(); imo.

Originally posted by GraveyardTech:

Thanks for the replies, I’ll take a look at your suggestions.

I’ve created one file with static “support” functions much like how Jquery is in a single file and its functions can then be used while using Javascript. But I’m guessing you guys think its better to extend existing classes?

The other static file holds several values but it’s mostly for keeping the arraylists that hold every single thing in the game so I can access them freely, which is something I really need. Again a Javascript habbit I guess, as I’m used to being able to access anything everywhere. What are the downsides to having so much variables static by the way? I guess it has something to do with being too vulnerable to bugs and interdependencies?

The problem with using static variables is that they’re ‘shared’ with every instance of that class. Which is good if you are using them as constants, because you only need it once if it’s constant as it will only be one value. However, if you make health static for all Goblins, every goblin will have the same amount of health, because they are all referring to the same variable, not THEIR own variable.

 
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Topic: Game Programming / Tips on code organization

Originally posted by GraveyardTech:

So the reason I’m posting this is because I want to learn how I could improve my organisation, not because something is going wrong at the moment. Is it normal to have two files with just static variables and functions?

Depending on what the functions and possibly variables/constants are, yes. If you’re holding the player as a static variable, no, don’t do that.

Take a look at the Math class in AS3. All it has is static functions and constants (aside from properties and methods inherited from Object). This class makes sense though, because none of the functions matter about state. The constants are static, because it doesn’t make sense for every Math object (if you were to make a Math object, lol) to have it’s own PI variable as they never change.

 
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Topic: Game Programming / Unity WebPlayer Data Persistence

From what I’ve seen, it’s good. If I recall correctly, it used to have performance problems, but they fixed that. So unless you’re using a lot of data, or want to load/save any where, you’ll be fine with this.

 
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Topic: Game Programming / Unity WebPlayer Data Persistence

Originally posted by Furjoza:

There is no way to use kongregates API or something?

No, because Kongregate doesn’t store save files. There are some free webhosts you can look into if you can’t/don’t want to host your own server. Though I don’t know how well they are.

 
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Topic: Game Programming / Unity WebPlayer Data Persistence

Originally posted by EndlessSporadic:
Originally posted by pugzy:

Use Unity’s PlayerPrefs if you don’t want to write your own save/load system.

It’s not possible to write your own save/load system in WebPlayer due to security concerns. Most IO operations are not allowed. You can read, but often times you are not allowed to write. The exception to this, as you mentioned, is PlayerPrefs. You can find the documentation here. Should you need to save anything more complicated than a string, float, or bool you can serialize the data into a string then save the string. Be careful though, as the last time I checked you can only save up to 15MB with PlayerPrefs.

I didn’t say that you had to write it within the WebPlayer, you can still write your own load/save system, however. You can use WWW to GET/POST data on a website, for example.

Originally posted by Furjoza:

Thanks Endless. 15MB is quite a lot. My players data is one class with maybe 15 values, so I guess it shouldnt be a problem. Storing data in PlayerPrefabs will make the saves avaible only from computer it was saved? Is there possibility to connect that file with kongregate account?

If you want to connect files you’ll have to use your own system such as using WWW + website.