Recent posts by Ariusz on Kongregate

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Topic: AdVenture Capitalist / Sneak peek and speak!

It seems nice to stick to classics, but for now it seems kinda a little to similar to adCap 1. It could be cool to try something different maybe? Change the types of investments maybe? Also it could be cool to have graphics progressing along with game progress. Like maybe a lemonda stand be a single booth with single investment, and then changing icon to a parlour shop or some crazy flying thing when you upgrade it? to give the game a little more dynamics.

 
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Topic: Game Programming / Developing for Kongregate under Java

So I simply make everything into a JavaApplet? Great! And here I actually expected a mountain of trouble…

 
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Topic: Game Programming / Developing for Kongregate under Java

Hello, I read that Kongregate does indeed support applications written in Java, yet despite eager searching I’m still not quite able to find the actual API.

Thus the question – Is there some sort of library I should link and use? What is it where to find it, and is there a documentation?

Does displaying graphical content need to be done via specific library? I would rather not use Unity if I can afford not to. More specifically can I just use Java Swing and be done with it?

 
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Topic: Kongregate Labs / Other technologies?

I read somewhere that it is possible to develop games for kongregate in technologies other than flash (java specifically).
My question is simple – how. More to the point, is there some sort of library that should be used in order to display graphical content, or any API for java, used for that purpose?
I tried searching but failed to find any details. If anyone could point me in the right direction, or send to a place where the topic is discussed I would be grateful.

 
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Topic: GemCraft Labyrinth / Traps verse Towers

I find the 50% Y, 50% lime the strongest combination. Its simply becouse the maximum of function x*y (when x+y = const) is when x=y. Ok, x+y is not exactly constance here, but the maximum is still in the middle.
Lime has a certain advantage over yellow in traps (when there is orange component), as mana is added for each hit the lime component performs. Yellow has the advantage of speed which becomes a serious issue as lime number of hits is reaching ridiculous values. That’s why as games progresses I tend to change the balance to around 90%yellow, 5% lime, 5% orange.
With 9 gems of about 24-25 grade, i give up on traps entirely, and just place hem in tower surrounded with amplifiers, stop angering monsters and just hold ‘n’ until the end of the game. With killing gem in tower the mos you can hit is a couple of monsters in immediate vicinity, so there are not enough hits to lag the game, which significantly shortens the length of average endurance battle.

 
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Topic: General Gaming / [GemCraft chapter 0] Endurance Fix incoming

Not sure, never saw the source code for gemcraft, but I’m preatty sure it has something to do with how the endurance is implemented. I thiink that fixed the hp cap may not be a bad idea. I mean its hardly an endurance with monsters’ hp limited. Rising armor level is preatty much useless. With a gem one-shoting a monster with 3 billions health, even w few millions of armor would hardly make a difference.
What I would do though, to improve endurance is to implement some kind of estimation algorithm (instead of precise calculations) and animation-off mode to help the game cope with the burden of late endurance. That would take quite a bit of work, I’m sure, but we (ie. endurance-fans) are a contrubuting group of fans, now, ain’t we? :D

 
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Topic: General Gaming / [GemCraft chapter 0] 228 waves in Gemcraft (labyrinth!)

I meant that my trick starts to backfire at some point. Which depends on how long you play.

Anyway I made some calculations prusuing Xcecils observations and how he created grade 30 gem. I gathered some experimental data and did some calculations, on how far one could go with maxing a gem grade. at around wave 172 (so with 1167 waves to go) i had a lvl 28 gem, and 30 mln of max mana witch allowed me to duplicate lvl 19 gems. I with wavesangered to about 500-600 monsters i could duplicate a gem about 356 times during a wave, and extend my mana pool 426 times.
the difference beetween the two comes from lags, and that proves just how much of a theoretical model that is – the lags would probably just keep increasing and thus both values qould decreas in result, and the whole theory crumbles under the burdens of practice…
But supposing i would be able to continue with those stats unchanged: The maximum that one can obtain becomes quite something. The strategy that would bear the best result (ie. the ultimate gem) would be extending ones mana pool for the next 486 waves (to achieve the max mana pool of over 450 mln and thus be able to duplicate grade 23 gems) and duplicate them for the rest of the game (yeah, this alone is impossible as it would require about 200 hours of constant gameplay XD, unless one could use a computer good enough to be able to handle the game without lags). You would then gather about 241,6k grade 23 gems, which gives roughly 250k grade 23 gems if you count all the gems you gathered beforehand, which gives about 1,9 of a grade 40 gem (so a grade 40 gem in trap surrounded by amplifiers with gems of grade 37-38).
Thats the theoretical limit anyway. My guess is that in practice with a computer good enough, and 2-3 days of gameplay one could aquire a gem of grade 34-35.

 
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Topic: General Gaming / [GemCraft chapter 0] 228 waves in Gemcraft (labyrinth!)

Wait, this is actually not always working… dunno why. Works only until some point. Really weird. I have no idea how it was coded. It makes no sense whatsoever…

 
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Topic: General Gaming / [GemCraft chapter 0] 228 waves in Gemcraft (labyrinth!)

Advice in other aspect. The game can be REALLY laggy when there are few hundreds monsters on the map at the same time (since on some maps with multiple entering paths its impossible to put the gem right next to the entrance). The solution to that is turn off the “transparent info panel” (tune down other options as well), and then when the game is running hover the mouse pointer on gem bomb button (the description panel is the largest, and hopefully it can cover some monsters, if not try to place an amplifier in a spot where the panel will hide as many monsters as possible) this takes a lot of the burden off the graphics engine and enable the game to run preatty smoothly even with few hundred monsters on board.