Recent posts by FlashGrenade on Kongregate

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Topic: Game Programming / Any FREE game making programs

I’m not defending anything. I firmly believed flash and as3 was the way of the future, and the future along with mobile tech has proven me wrong and laughed in my face. I do agree with you on which tool and script is the best: nobody can agree that any are the best therefore we should all agree that NONE are the best. Except the code and the tools that you are comfortable using and which help you understand how to code and how to make games with perfect clarity.

 
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Topic: Game Programming / Any FREE game making programs

Of course as3 can’t do what c++ can in the world of business. That’s because as3 never was designed to do any of that in the first place. Oh and here’s a surprise for you: it never was designed for the purpose of making games either. And yet people managed to code good games in as3. And they got better at it.

Its not profitable to make games for the flash platform anymore. That’s a hard truth. But like Powster said, with haxeflixel and how similar it is to as3, you can still make games (or other programs) in flash then port it to whatever device. So it can still be used, and applied in different ways.

 
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Topic: Game Programming / Any FREE game making programs

The reality is C++ has been around a lot longer than as3, which is why its in everything but the kitchen sink. and yes AS3 is derived from c++ and java which is probably why AS3 is easier to understand than c++. And yes its true that as3 is no longer a popular language with android and icrap on the scene. But to dismiss it as a dying and useless language, especially given adobe’s move to work with open fl and HaXe(which is an open source as3) is pure ignorance and bias on your part.

I don’t like Unity, I hate xCode, and I don’t believe Stencyl or Game Maker to be the step in the right direction. But I understand that each of those programs and scripts MATTER in the big picture of game development, and are just as important as as3.

You no like as3? That fine. Don’t want to use it? Its a free web. But don’t be quick to dismiss it or those who use it as worthless and lame.

That’s just fanboyism completely inverted.

 
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Topic: Game Programming / Any FREE game making programs

Originally posted by DannyDaNinja:

Yeah sure just borrow Flash CS4 from the pirate bay.

If you are going to do THAT, then the wise move on your end is to use it for LEARNING AND STUDYING PURPOSES ONLY!!

Do not EVER publish a game for commercial consumption on pirated software no matter how old it is. They will punish you severely for it.

 
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Topic: Game Programming / Any FREE game making programs

Originally posted by CaptianKirk:

Learn C++.
ActionScript is a dying language. It’s also really annoying to work with and the documentation stinks. The biggest downside is the cost involved with adobe products.

I recommend code::blocks and SFML

These are both great tools for making games. SFML is just one of the many options out there. Learning C++ opens up so many opportunities out there. More than flash or HTML5 or whatever popular these days.

I look forward to the the day they invent an app or prog that will allow me to reach thru this computer screen and give you such a bitchslap.

 
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Topic: Game Programming / Haxe 3 book?

haxe unfortunately is still fresh in the programming world. so its pretty much every man for himself. but if youve learned as3 or have an understanding of it, then you are able to understand haxe because the languages are very similar.

hopefully now that adobe has decided to work with it, there will be more breakthroughs and tuts available.

 
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Topic: Game Programming / Any FREE game making programs

vectorian giotto as well. thats a free type of flash but you will have to learn how to use it on your own.

 
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Topic: Game Programming / On debugging.

This post is intended for those that are new to the art of programming and want to learn how to make games, but are having difficulty getting their programs to work properly, and have problems solving their problems.

Anyone reading this feel free to make any edits or amendments to this post
if there is anything important below that is missing. I also request that this be stickied so that it will be readily available to those that need it.

It is not strange or unusual to run into problems when you start to activate or compile your code into a game or program.
Everyone makes mistakes. I understand from personal experience that it can be very hard and very discouraging to see nothing but errors and not feel like any progress is made. But unfortunately in order to truly succeed, you must be prepared to fail 1000 times over first.

The important thing is to learn from every error you make. The traditional approach to this end is debugging. Now while flash has the debug tool available, that does not mean anyone who starts to code will will know how to use it , or how to problem solve in their head. What’s more, you may not be able to have access to a teacher to help you solve your problem. And there may be a chance that you won’t get the answers you need from your teacher if that was the case.

So written below is a simple Practicum to teach you about testing and experimenting, and researching, and self reliance while hopefully at the same time sparing you an undue amount of stress in the process. 

Debugging Practicum:

Part A: The Problem

I compiled my code and got the following compile error on line # ______ in my ______ class file:

OR

I compiled my code and got no compile errors, but my game program crashed on line # ______ in my ______ class file:

OR

I compiled my code and got no compile errors, but my game program is doing something strange/ unwanted/ wrong etc.:

Part B: The Procedure

I ran a check on the internet and did a google search and this is what I found out:

I did ______ to solve my problem and I got the following result:
(This step will be repeated several times.)

I ran a trace on __________ and this is what the trace results told me:

Part C: The Solution

I solved my problem by doing this:

I ensured my solution was valid and effective by doing this:
(This step is very important. Always check your work.)

The reason I was having this problem in the first place was this:

Above all else the most important thing in all of this is: DO NOT GIVE UP HOPE!
As long as you keep trying and failing and
learning what not to do, eventually you will find the correct answer on your own. And once you do, your abilities will only get better.

 
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Topic: Game Programming / Learn How To Create Your First Game Without Any Programming Experience

Nice speech.
I think I’ll steal it.

 
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Topic: Game Programming / Any FREE game making programs

rpg maker
no wait their code output is in ruby.

stencyl perhaps or game maker.

but I don’t understand why you would want to avoid flash. I studied java and c and visual basic and python in college and later I learned as3 on my own. Guess what? I found flash and as3 a lot easier to wrap my head around.

 
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Topic: Game Programming / New to Game Development

Endless speaks the complete and total truth. I know this firsthand because i followed did exactly what he wrote down.
Not only did I learn more about as3, I also learned a fundamental truth; everyone has their own way of making games.
No 2 games of Tetris are built exactly alike. But they are not wrong, unless they are buggy as hell.

That’s the most difficult part about this. Learning how to dev games on your own and creating them in your own personal fashion. But I’ve been there so I’ll give you a tip or two to get started.

Your best bet is to start from the basics. Pong;Asteroids;Concentration, MJWs avoider; Tetris; Bejewelled etc..
These games are relatively easy to make and can springboard you into programming concepts.

When you do your research, do not stop at one example and study that. You should study at least 6 examples of asteroids before you make it. Study them, find out what each of the versions of asteroids have in common, how do each of these games operate, and most important of all, can you understand it and put it to good use? If you cannot understand what the author is doing when you look at the code, or if its way out there for you, put it aside and look at something else. The purpose is to learn not to fry your brain.

And dont just learn about games, try to figure out what your errors mean when you compile and it blows up. Identifying your mistakes is just as important as learning how to code.

 
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Topic: Game Programming / How can you get Developer

wut butun iz fly up?

 
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Topic: Game Programming / Suggest a game!

Funny story.

I have a hot project Im working on I will refer to as SOSUMI. SOSUMI is not finished by a longshot; however when I was trying to debug it and figure out what was going wrong, I had to go back to the drawing board and hit the books. In the process of doing THAT, I accidentally invented ANOTHER game I call BLIPS.

Can anyone point out the moral of the story here? I would do it but I’m just too busy right now trying to develop games.

 
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Topic: Game Programming / GiTD Timing

Nvm I thought we were talking about the theme for gitd.

Perhaps it would be a good idea to temporary suspend gitd for the winter until you have an active lineup of ppl able and willing to do a gitd run.

 
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Topic: Game Programming / Help for Complete Beginner in game development

Rule number one always is: Do NOT make an MMORPG your first game, or an FPS. Hell don’t make a mistake i made and try to make a beat em up your first game.

Start with something small. like tetris, or breakout, or asteroids. That way you get to make a program and learn the intricacies of game development.

 
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Topic: Game Programming / Flash IDE will soon integrate with Haxe+OpenFL

Well when the winds of change is blowing up your skirt you have to adjust your position to avoid embarrassment.

Nobody wants to pay 699 for a program, they’d rather pirate and sometimes do. What does adobe do? make their stuff monthly subscriptions now. However Flash is going out the door, thanks to ios and android and mobile tech. When it does, the open source group will scoop it all up and and continue to make games with openfl and Haxe, and Adobe will not have any piece of that. How do you think adobe’s monthly subscription revenue will hold up, when ppl no longer need to use flash to make flash games?

Adobe made the right call. They made the SANE call. They understand that they cannot stop the inevitable, so they decide to bend over and let open source have its way in order to save themselves.

As well they should. $699 for software is just abhorrant.

 
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Topic: Game Programming / Feedback for my project - Online Game-Maker

Best of luck to you on this project. Online anything is no easy task, so I hope this one turns out great.

 
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Topic: Game Programming / Flash IDE will soon integrate with Haxe+OpenFL

This is good news indeed. But I don’t see this as a “milestone” by adobe’s part. This to me looks more like a crucial survival tactic. They HAD to do this or their product will go tits up.

 
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Topic: Game Programming / How early in development should I upload my game?

Whatever game you are making. Do NOT upload it until you are 100% sure that it runs effectively bug free, and until you personally are satisfied with it. This process will take weeks, but you make sure this is done first before you get feedback and make improvements and updates.

In other words you have to make sure your car runs smoothly before you pimp your ride.

 
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Topic: Game Programming / Port Flash animations to mobile

Okay. You make some very good points, which indicates that you put some serious thought into this.
So I’ll download now and play with it when i have free time.

 
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Topic: Game Programming / What do you think of CodinGame's online IDE?

I’m looking at it so far, and I do believe this is what ppl need to be able to learn programming more effectively.
If you make the programming experience a game in itself, the users will have fun completing the challenges, and therefore retain the coding knowledge required to “win” a lot better.

Ill be sure to recommend this to some ppl I know. Kids will eat this up with a spoon.

 
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Topic: Game Programming / Port Flash animations to mobile

Wait. Cant you export your flash assets to an swc file and access your animations from there using embed?
I know you can do it if you are coding in haXe.

 
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Topic: Game Programming / questions about moving objects with delta time.

okay i didnt know youd get 0 the 2nd time. So I stored getDeltaTime in a var called temporal, and now it works. the balls can move vertical and horizontal and diagonal.
thanks.

 
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Topic: Game Programming / questions about moving objects with delta time.

Okay heres what I got

package
{
	import flash.display.*;
	import flash.events.*;
	import flash.utils.getTimer;
	
	public class AnimatedObject extends MovieClip
	{
		public var speedX, speedY, speedR:Number; // current speed, pixels per second
		public var _root:GameEngine;
		public var R:IDCode;
		public var itWraps:Boolean;
		public var itBounces:Boolean;
		public var isKilled:Boolean;
		public var tankMovement:Boolean;
		public var lastTime:Number = 0;
		public function AnimatedObject(ge:GameEngine, _x:int, _y:int)
		{
			this._root = ge;
			this.x = _x;
			this.y = _y;
			this.isKilled = false;
			this.addListeners();
		}
		
		public function checkBoundary():void
		{
			trace("blank");
			if (this.itBounces)
			{
				if (this.x < 25)
				{
					this.x = 25;
					this.speedX *= -1;
				}
				if (this.x > 615)
				{
					this.x = 615;
					this.speedX *= -1;
				}
				if (this.y < 25)
				{
					this.y = 25;
					this.speedY *= -1;
				}
				if (this.y > 455)
				{
					this.y = 455;
					this.speedY *= -1;
				}
			}
			if (this.itWraps)
			{
				if (this.x < -25)
				{
					this.x = 665;
					
				}
				if (this.x > 665)
				{
					this.x = -25;
					
				}
				if (this.y < -25)
				{
					this.y = 495;
					
				}
				if (this.y > 495)
				{
					this.y = -25;
					
				}
			}
		}
		
		public function onClick(event:MouseEvent):void
		{
			trace("enemy clickd");
		}
		
		public function setNewAngle(nAngle:int):void
		{
			this.tankMovement = true;
			this.rotation = nAngle;
		}
		
		public function setNewXSpeed(nX:int):void
		{
			this.speedX = nX;
			trace("speedX is:"+this.speedX);
		}
		
		public function setNewYSpeed(nY:int):void
		{
			this.speedY = nY;
			trace("speedY is:"+this.speedY);
		}
		
		public function setRotationSpeed(nR:int):void
		{
			this.tankMovement = true;
			this.speedR = nR;
		}
		
		public function addListeners():void
		{
			trace("begin adding listeners");
			//this.addEventListener(Event.ENTER_FRAME, entrfrm);
		}
		
		public function removeListeners():void
		{
			trace("begin removing listeners");
			//this.removeEventListener(Event.ENTER_FRAME, entrfrm);
		}
		
		public function getDeltaTime():Number
		{
			var timePassed:int = getTimer() - lastTime;
			lastTime += timePassed;
			return timePassed;
		}
		
		public function updateLocation():void
		{
			trace(" moving object");
	
		}
		
		public function contactCheck():void
		{
			trace("begin contact check");
		}
		
		public function kill():void
		{
			if (_root.gameObjects.contains(this))
			{
				this.removeEventListener(MouseEvent.CLICK, onClick);
				_root.gameObjects.removeChild(this);
				this.isKilled = true;
			}
		}
	}
}
then i created my ball to extend the animatedobject

package
{
	import flash.display.*;
	import flash.events.*;
	import flash.text.*;
	import flash.utils.*;
	import flash.geom.Point;
	
	public class Ball extends AnimatedObject
	{
		

		
		public function Ball(ge:GameEngine, _x:int, _y:int)
		{
			super(ge, _x, _y);
			this.addListeners();
		}
		override public function addListeners():void 
		{
			super.addListeners();
			this.addEventListener(MouseEvent.CLICK, onClick);
			this.addEventListener(Event.ENTER_FRAME, entrfrm);
			
		}
		override public function removeListeners():void 
		{
			super.removeListeners();
			this.removeEventListener(MouseEvent.CLICK, onClick);
			this.removeEventListener(Event.ENTER_FRAME, entrfrm);
		}
		
				public function entrfrm(e:Event):void {
		this.updateLocation();
		this.contactCheck();
		this.checkBoundary();
		}
		
		override public function updateLocation():void
		{
			super.updateLocation();
			trace(" moving ball");
			this.x += speedX * getDeltaTime() / 1000;
			
			this.y += speedY * getDeltaTime()  / 1000;
		}

		override public function contactCheck():void
		{
			super.contactCheck();
			//if this
		}
		
		override public function onClick(event:MouseEvent):void 
		{
			super.onClick(event);
			this.kill();
		}
		override public function kill():void
		{
			this.removeListeners();
			super.kill();
		}
	
	}
}

im running it and the balls move, and can wrapacross the stage or bounce back but they all move to the right. even though they should not.

am i missing something here?

 
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Topic: Game Programming / questions about moving objects with delta time.

So Im trying to get some objects to move on stage using the standard formula for getting time based movement but im running into some problems getting it to work correctly.

How would other programmers pull this off?

how would you calculate time based movement?

Would you calculate deltatime in the class of a moving object or would you put in your main engine?

If objects controlled by the player and the cpu are superclasses of an animated object, how would movement be regulated?