Recent posts by FlashGrenade on Kongregate

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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?

 
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Topic: Game Programming / Happy Programmers Day!

trace(“NO CAKE?”);

 
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Topic: Game Programming / 2 Royalty Free Video Game Music Libraries

Ill give it a download.

 
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Topic: Game Programming / The future of flash

you can still make a good game in flash and as3, you just need to make sure you can be able to port it out to multiple platforms. Developing games just for the flash platform alone is and will no longer be a viable way to generate revenue.

 
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Topic: Game Programming / GameMaker Problems

Originally posted by CaptMilkshake:
Originally posted by saybox:
Originally posted by CaptMilkshake:

So a long time ago I made a cool little shooter game with game maker but, once it was done i couldn’t upload it to kong because f the file it was saved as something other than SWF. Is there ANYWAY at all that i can save it as an SWF or even upload it to another site and post it as an iFrame code? Would the iframe thing work. That seams like a lot of hastle just to get it onto kong.

Thanks in advance.

It’s possible but you need the version of GameMaker that costs 60 bucks. Then you can export to HTML5, which Kong supports.

Dumb…. it isnt really worth it i would rather spend that 60$ on RPG Maker

Even if you did pay for rpg maker you’d be in the same boat: RPG maker only makes games designed for windows. Those that used this product still had to convert the code in order to port it to ipad or android.

 
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Topic: Game Programming / [Special Event] Kongregate Live! Join us for our first event, featuring jmtb02--Today!

Will you guys be be posting the results afterwards? If I cant make it I would like to see how it goes down.

 
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Topic: Game Programming / Flash->Consoles, who's interested?

Trust me if I had one game under my belt I would apply to something like this.
I’ve taken your post to heart and I’m starting to take a look into HaXe.
But unless I can get some HaXers to proof my code and weigh in their opinion, I may have to go back to as3.

 
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Topic: Game Programming / What was that game engine called?

RPG maker ONLY IF you know how to convert code. Games made from RPG maker only port over to windows. Still its an option

 
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Topic: Game Programming / Suggestion: Shootorials in HaXe

Anyone wanna sign up for this?

Can someone sticky this so it doesn’t disappear?

 
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Topic: Game Programming / Suggestion: Shootorials in HaXe

Originally posted by qwerber:

Curiously, what do people use Haxe for? Other than a slightly improved AS3?

Because of the fact its open source and a software company doesn’t have its fingerprints all over it, programs in Haxe can be ported over to android and ios and linux. As3 can not. Steve jobs hated it, and wouldn’t let it on his products. It can still be used to make good games, but the target medium it was designed for is slowly becoming irrevelent. I see more solid games like tyrant and freeway solitaire become available on the ipad and android.

 
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Topic: Game Programming / Suggestion: Shootorials in HaXe

I’m trying to recreate my ecs pattern to haxe anyway. You want to compare notes for this then by all means. But I think we should stick to Inheritance first and then mod it with ecs. That way we should be able to show the difference between Inheritance and Composition based programming. Its not difficult at all to perform the former first; the nuke class is ridiculously short that I just finished flipping it to haxe before typing out the rest of this sentence.

In any case a deep analysis of the existing file is needed first to identify and fix the flaws.

anyone want to sign up for this?