SevereFlame
4207 posts
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Topic: Kongregate /
Official Kong Plus Thread
This is stupid but there’s no harm in it but nobody’s going to buy it anyway but nobody cares so there’s no reason for you to waste your time arguing.
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SevereFlame
4207 posts
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Topic: Off-topic /
Add only 3 words
conductor who failed
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SevereFlame
4207 posts
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SevereFlame
4207 posts
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Topic: Kongregate /
Nerdook Games
The only solution is to rate my games a 5.
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SevereFlame
4207 posts
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Topic: Off-topic /
Notable quotes by you:
Wow somebody used Google and MSPaint to make an image mocking you very impressive
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SevereFlame
4207 posts
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Topic: Off-topic /
What's your personality type?
Your Type is
ENTP
Extraverted Intuitive Thinking Perceiving
Strength of the preferences %
1 12 1 56
Haha wrong.
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SevereFlame
4207 posts
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Topic: Off-topic /
Room mate got his cat declawed. Yay!
Originally posted by SSPBOURNE:
Originally posted by JoeySkywalker:
Originally posted by SSPBOURNE:
I see you like starting flame wars.
How did you know I just read that…
You’re not the only person out of dozens of thousands of people on Kongregate to go to an extremely popular humor site.
HOW DARE PEOPLE GO TO AN EXTREMELY POPULAR HUMOR SITE THAT I ALSO FREQUENT!?
Honestly this type of thread is pretty boring. If you’re going to try starting flame wars, by the way, you can’t be this subtle.
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SevereFlame
4207 posts
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Topic: Kongregate /
Nerdook Games
The real problem is Kongregate seems to give badges to appease fans rather than critics. An example of this would be that dreadful game Battalion. Almost every game got 2 or more badges. Great for the fans of the game, but it’s irritating when you despise the series. What about Reincarnation? Even the Pizzeria series to some extent. Repetition is awful when you’re bored to tears by it and badges churn out every day.
This is why some of the anger is taken out on Nerdook. Let’s get something straight: Nerdook is repetitive. I never paid attention to the gameplay but from what I saw, the games were actually different in gameplay. The art style, however…
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SevereFlame
4207 posts
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SevereFlame
4207 posts
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SevereFlame
4207 posts
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Topic: General Gaming /
Frantic Frigates And Its Secret "Features" (i.e glitches)
Frantic Frigates is the newest game to be badged, and it is one of the best games on Kongregate! After all, it features mechanics such as poor steering mechanism (I’ve noticed mouse proximity does nothing to affect the speed of the ship like most other games) and way too much money on the screen (which is really important to pick up, and thus you will be terrible at dodging bullets in this game)
But Frantic Frigates gets even better! There are secret “features” in the game which allow you to change the difficulty of the game without breaking it! Wow, isn’t that amazing?
Secret Multiple Flags!
Difficulty: EASIER
http://i.imgur.com/pKCjR.png
As you can see in this screenshot, I have easily maxed out my entire ship, thus making the endgame much much easier (I sat there and did basically nothing for everything that wasn’t a boss and I still got $70k. And I died only half a second before I could have picked up another anchor if I wanted to. And that was WITH the pause glitch I MEAN FEATURE that I will explain)
Basically, the developer programmed the buy shop so when you buy an item, it will automatically select the next item, regardless of whether it is unlocked, locked (I beat the second boss for the first time with a level 3 cannon upgrade), available, or UNAVAILABLE. If you have the money and at least two empty slots, you can buy the level 4 loot upgrade, and it will immediately select the level 4 flag upgrade, even if you already bought it. Now you have 2 flags! Return the level 4 loot upgrade, rinse, repeat, until you have 4 flags. Then buy the cannon upgrade. Boom! Full ship! Wow! This is totally not a glitch! Not an oversight! THIS IS A FEATURE!
Secret Pause Menu Magic!
DIFFICULTY: HARDER
http://i.imgur.com/vARM1.png
Look at this! If you beat the third boss (first stage of the final boss) and pause the game, and wait until the final boss goes into his second stage, you’ll be stuck on the pause menu! But no worries! If you press space, you can bring up the ship menu and now you’ll be stuck with the pause menu blocking your gameplay! Shoot ships! Get hit by bullets you can’t see because some of the pause options are blocking it! Isn’t that amazing!?
Truly Frantic Frigates is a wonderful game!
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SevereFlame
4207 posts
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Topic: Kongregate /
Retroactive PowerUp Rewards Points
Originally posted by 123aaa789:
They can’t just go back and look at all of the points that you could have gotten if you have a PowerUp account

If you don’t get it by now, they could just run a script to check all the Badge della Days that were acquired before the two accounts were linked. It wouldn’t be hard to code. I’m sure about 1 out of 200 people on Kongregate could code that if given access.
Originally posted by 123aaa789:
it would be like saying that when you get a job somewhere they should go back and see how much money they should give back to you from what you could have saved on an employees discount every time you bought something before you worked there.
Incorrect analogy. A better one would be to say: You can’t just go back and demand money for all the work you did for free, since I did the work but I didn’t get the points for it.
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SevereFlame
4207 posts
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Topic: Kongregate /
Retroactive PowerUp Rewards Points
Hi.
Do you guys give retroactive PowerUp Rewards points (i.e points earned in Badge of the Day before the PowerUp Rewards account and Kongregate account are linked)
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SevereFlame
4207 posts
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Topic: Kongregate /
Banned accounts should all be forced to have this as their avatar.
Nobody has yet made an argument that gives a reason in favor for switching avatars at all. It’s fun to think about, and I’m not saying the avatar you guys are propositioning is bad, but it seems like an unnecessary step that would just waste the Kongregate’s staff’s time.
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SevereFlame
4207 posts
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SevereFlame
4207 posts
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Topic: Technical Support /
Can't play my own games.
This has got to be the saddest technical support post you will ever see, but I can’t play my own games. When I click any one of my games from the “My games” menu on my profile, I get a 400 Bad Request error page. Any one of them. This also happens when I want to edit any of my games. Logging out solves the problem, and I can log out, go to my game page, and then log in.
I still need to be logged in to have the ability to edit a game though, which I need to do so I can publish the game which sigh I already bloody published yesterday. It’s not visible on my profile when I log out, and yet I seem to remember publishing it, and people playing it, and it having highscores and everything.
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SevereFlame
4207 posts
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Topic: Kongregate /
Public non-published game links.
Does Kongregate still have that option where you could upload a game, not publish it, but if you gave people the link they could see it? I remember in the early days of Kongregate (2007ish) you could do that, but Kongregate removed that feature for some bizarre reason. Can we bring this back?
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SevereFlame
4207 posts
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Topic: Game Programming /
AS2 variable/visibility problem (RESOLVED!)
Thanks! That fixed a lot of it. Now both are invisible when DevComVar is off, and the button is visible when DevComVar is on.
Still have a problem though. DevComText1 isn’t becoming visible when I press the button (even though the audio works, even though they’re both tied to the same if statement.. and DevComRun still does not turn on when I press the button.
EDIT: Finisco! Thanks to the help of someone in chat, I’ve figured out the problem, which was just a simple “add :Boolean and remove the semicolon” error. Thanks for your help!
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SevereFlame
4207 posts
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Topic: Game Programming /
AS2 variable/visibility problem (RESOLVED!)
Yeah, so I’m working on a game in AS2 and I’m trying to set up a feature. It works this way:
There’s two variables called DevComVar and DevComRun
DevComVar is off by default. It is turned on when the player gets the best ending in the game.
DevComRun is off by default. It is turned on when somebody clicks the developer commentary button.
Here is how the code is supposed to work:
First run of the game (DevComVar is off, DevComRun is off)
Neither the developer commentary button (DevComButton1) nor the written developer commentary text (DevComText1) is visible.
Best ending is achieved. (DevComVar is on. DevComRun is off)
DevComButton1 is VISIBLE
DevComText1 is INVISIBLE
A player clicks on the DevComButton1. (DevComVar is on. DevComRun is still off)
The audio developer commentary plays. (A sound plays, simply called DevComVoice1)
DevComText1 turns VISIBLE.
DevComRun turns ON.
A play clicks on the DevComButton1 a second time (DevComVar is on. DevComRun is on)
DevComText1 turns INVISIBLE.
DevComVoice1 turns off.
DevComRun turns OFF.
Now for my code:
This is on a frame before the frame with developer commentary.
var DevComVoice1 = new Sound();
DevComVoice1.attachSound("DevComVoice1");
var DevComVar = false
var DevComRun = false
This is the actionscript for DevComButton1
on(release){
if(DevComVar == true){
if(DevComRun == false){
_root.DevComVoice1.start(0,0);
_root.DevComText1._visible = true;
var DevComRun = true;
}
if (DevComRun == true){
_root.DevComVoice1.stop(0,0);
_root.DevComText1._visible = false;
var DevComRun = false;
}
}
}
This is the actionscript on DevComText1
onClipEvent (enterFrame) {
if(DevComVar == true){
_root.DevComButton1._visible = true;
}
else if (DevComVar == false){
_root.DevComButton1._visible = false;
_visible = false;
}
}
Now for how this code works:
First run of the game (DevComVar is off, DevComRun is off)
Both DevComButton1 and DevComText1 are VISIBLE. Both DevComButton1 and DevComText 1 are supposed to be INVISIBLE
Best ending is achieved. (DevComVar is on. DevComRun is off)
Both DevComButton1 and DevComText1 are VISIBLE. DevComText1 is supposed to be INVISIBLE
A player clicks on the DevComButton1. (DevComVar is on. DevComRun is still off)
DevComVoice1 plays. (YAY!)
DevComText1 turns INVISIBLE (no, seriously) DevComText1 is supposed to be INVISIBLE
DevComRun does not turn ON. It is supposed to turn ON.
A player clicks on the DevComButton1 a second time. (DevComVar is on. DevComRun is still off)
DevComVoice1 plays again, overlapping the first sound. It is supposed to TURN OFF
DevComText1 is still INVISIBLE. It is supposed to turn INVISIBLE
DevComRun stays OFF. It is supposed to turn OFF.
What am I doing wrong?
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SevereFlame
4207 posts
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Topic: GemCraft Labyrinth /
B12? WTF SO EASY!!!!
L3 is also a super-great track because of a 111,000 mana shard there :)
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SevereFlame
4207 posts
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Topic: GemCraft Labyrinth /
Field A12
I don’t know. I just did it at non-premium level 32 and it’s not that hard. What I did was I killed the tomb at the last second to make sure there are only very few wave monsters there, then juggled (that thing back from DTD where we closed off one exit and opened another) for a bit until I’ve gotten them down.
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SevereFlame
4207 posts
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Topic: GemCraft Labyrinth /
The Premium Field
I’ve seen some people around here saying that out of all the fields in the game, only one is premium. Can anyone tell me what that field is (the location and such) and what’s in it? Thanks in advance.
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SevereFlame
4207 posts
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Topic: Elements /
New Card in Development: Iridium Warden | Vanadium Warden
I don’t like the card art at all, mainly because of the bizarre outlining (or the fact that there is outlining at all).
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SevereFlame
4207 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
The thing with Dementia:
1. It’s a permanent, so it can be used over and over again.
2. The lower effect of the ability is better, because you might not have noticed this but Delirium gives two turns where permanents cannot be used, so here’s how it goes with Delirium:
(NOTE: Play permanents = not able to use the effect of permanents)
YOU – play Delirium. Pay 10 quanta.
OPPONENT – Cannot play permanents
YOU – Cannot play permanents
OPPONENT – Two turns passed, permanents can be played.
Meanwhile, here’s how Dementia works:
YOU – play Dementia. Pay 12 quanta.
OPPONENT – CAN play permanents this turn.
YOU – Activate ability. Pay 3 quanta. YOU CAN PLAY YOUR PERMANENTS.
OPPONENT – CANNOT play permanents.
YOU – Activate ability. Pay 3 quanta. YOU CAN PLAY YOUR PERMANENTS.
OPPONENT – CANNOT play permanents.
YOU – Activate ability. Pay 3 quanta. YOU CAN PLAY YOUR PERMANENTS.
OPPONENT – CANNOT play permanents.
YOU – Activate ability. Pay 3 quanta. YOU CAN PLAY YOUR PERMANENTS.
So the thing is: ALL permanents cannot be used, meaning neither yours or your opponents. This means if you play delirium, your opponent has one turn of not being able to use permanents, and you have one turn of not being able to use permanents. If you play dementia, it takes a lot more quanta to start out but you can just keep disallowing your opponent to use permanents.
Of course, you would NOT want to use this if you have a shield up, because the turn your opponent attacks your permanents won’t be in use either.
Okay, so this is a complicated idea. Perhaps I could give dementia the ability of “Target player may not use any permanents besides pillars, towers, pendulums, and dementia for one turn” and give them a silence-esque counter.
Delirium is worth more if you’re not planning to keep it around, but Dementia pays off more in the long run.
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SevereFlame
4207 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
Different version of the card that probably sucks in other ways: criticism wanted!

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