Recent posts by Amibtious on Kongregate

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Topic: Collaborations / Free Music Resource for All

Originally posted by starfiregold:

There is some really good music in there. Very kind of you to share this. Thank you.

This bears repeating.

 
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Topic: Game Design / Constructive crit please

Pretty difficult to give feedback at such an early stage, suspect most of lackingness is just unfinishedness. The controls for crafting definitely need improving, crafting/equipping seems to conflict.
I’d suggest you could get more out of those art rocks/bushes by generating multiple rotated versions of each at game launch.

I saw no sign of any fps drop when opening character, or at all, but checking FPS is easier if you actually have a counter, I use this

package {
	/** @author Amibtious	 */
	import flash.events.Event;
	import flash.display.Sprite;
	import flash.text.TextField;
	import flash.text.TextFormat;
	public class FramerateTracker extends Sprite	{
		private var fps_txt:TextField;
		private var fpsformat:TextFormat = new TextFormat();
		private var tim:Number;
		private var f:int;
		public function FramerateTracker()	{
			fpsformat.bold = true;
			fpsformat.size = 16;
			fps_txt = new TextField();
			fps_txt.x = 700;
			fps_txt.width = 100;
			fps_txt.height = 20;
			fps_txt.mouseEnabled = false;
			fps_txt.textColor = 0xFF0000;
			addEventListener(Event.ENTER_FRAME, countFps);  
			fps_txt.defaultTextFormat = fpsformat;
			addChild(fps_txt);
		}
		private function countFps(e:Event):void	{
			f += 1;
			if (f == 30) {
				f = 0;
				fps_txt.text = "fps: " + 30000 / (new Date().time - tim);
				tim = new Date().time;
			}
		} 
	}
}
 
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Topic: Game Programming / [Solved I think] How to _copy_ semi-transparent pixels?

IIRC you actually only need to use matrix to offset cliprects pasting position. So the potential complexities of matrixes are left as potential, it’s just matrix.translate(x, y);

 
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Topic: Game Design / Tower of London Feedback

“The art is minimalist and sketchy, I am aware of this. I’m not a talented or experienced artist and worked on this game solo. If the art lets down a portion of the players, that’s just a hit it will have to take.”

Oh I understand, I’ve been there myself :)

“There are specific legends and mythologies surrounding the actual Tower of London that the game draws on”

I didn’t get very far into the game at all, all I saw was something about excalibur, which has nothing to do with anything…and then magic & monsters. Also odd.

“If the game was called “Battle for New York””….

Nah, imagine the game is called “Battle for Empire State Building”, and there’s a crudely drawn MSPaint thing which may or may not be intended to look like the empire state building, but doesn’t….and you’re invading the empire state building to take part in the battle of the Alamo. Or to find area 51. Or something. But instead of mexicans, there’s Elves & skeletons. I think if you’re going to do fantasy, you should use a fantasy setting…and if you’re going to use a RL setting you’ve either gotta be accurate to what it’s like or use something larger. A game set in London/New York with generic streets/blocks which may or may not happen to match anything that really exists is fine, a game set in a specific famous building yet not matching or having anything to do with that building is strange…

I guess I’m disapointed because the Tower of London (or the whole fortress, especially the previous extended version) is an awesome setting for a game, but in this it’s just a generic square building with no difference to any other dungeon…with yellow floor.

Ya I figured it was targetting mobile, but it shouldn’t be much work to put in keyboard controls for desktop version surely?

The lack of instructions really is a pain, I was doing somethign in alchemy, but not sure what…and I levelled up to 5, but….did I? I don’t know if there’s stat/skill points to assign or something I’m supposed to do, don’t seem to have any more hp…no idea what any of the icons in combat mean, no idea how to find out…

 
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Topic: Game Design / Tower of London Feedback

Unplayably awful art, and shouldn’t have used the name of a real location, it’s just weird.

EDIT: also terrible controls (doesn’t take keyboard input that I can work out), and general lack of instructions, everythings unclear (significantly because of art). Think you should have tried to get someone to test this for you before release….though possibly you wouldn’t have liked what they’d have to say.

 
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Topic: Game Programming / [Solved I think] How to _copy_ semi-transparent pixels?

Possibly something to do with the corners being calculated in twips rather than whole pixels.

You could just draw the rect with 0×094509 in the first place?

 
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Topic: Game Programming / Sprite Sheet Animation Demo 1.1

Monster class just extends object as it only holds data.

 
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Topic: Game Programming / Sprite Sheet Animation Demo 1.1

What I’d considered with that was having themonster.width & themonster.height, which’s what it’d be if it was part of an actual game with variable monsters, but thought to keep it simpler. Should definitely lose the magic numbers if I extend it though…

 
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Topic: Game Programming / Sprite Sheet Animation Demo 1.1

I made this
http://www.fastswf.com/WtfDhJQ
As a simple demonstration of how sprite sheets are used by code.

Does anyone have any criticism, or suggestions for an expanded tutorial version? (I’m thinking tile sheets, blitting, varying speed of animation, composition, applying filters, etc)

UPDATE: I dunno if I’ll actually end up doing any kind of tutorial, so I just put up a slightly changed/improved version based on replies here, that link is it. Might be helpful to link noobs to.

 
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Topic: Game Programming / best way to draw an array of moving overlapping objects?

I think I explained myself badly. Or misunderstood what OP is intending. Probably both :)

 
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Topic: Game Programming / best way to draw an array of moving overlapping objects?

Just have one BMD, & only redraw (fillrect to clear, then copypixels to draw) the squares that’ve changed since last frame…I assume that your play area is essentially 14*7 squares/rectangles, and moving tiles sometimes overlap two of these rectangles at the same time. If this is wrong, we need more details…like a screenshot mebe.

 
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Topic: Game Programming / Sprites stacking on top of each other

I encountered the same thing years ago. Never solved it as I realised putting that many sprites on top of each other is a bad way of doing things anyway. Look into Blitting.

 
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Topic: War of Omens / Pay 2 Win

Re: replies, my number has a huge margin of error, but to clarify:

- As I’m talking about non-paying players this means oak packs, not silver.

- The coins in oak packs ratio was taken from stats in the war of omens official forum….it’s certainly not the ‘real’ number, but it’s as close as I could get without 5th column releasing the actual numbers. If you have any different source for oak packs per coin, feel free to give it. Or do your own calculation: oak packs per coin * 10 *7.5 minutes.

 
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Topic: War of Omens / Pay 2 Win

Originally posted by GregarFalzar:

You are look forgetting three big factors in your statements

1.) The game is pretty small, being only little more than a month old, the playerbase is small, so the chances of finding someone of your skill level as a new player is incredibly low
2.) The game’s campaign is still in progress, which means that the single player focus of the game is rather obfuscated, it might seem a little counter-intuitive to Skirmish when Multiplayer is right there, but Skirmish is the way to go to manage a collection and get yourself to a stable enough position to even consider PvPing. This is a fault of the game, but something that everyone recommends; to focus on Skirmishing to get around with the rules of the game and wait for campaign content
3.) You are PvPing as a newbie in a CCG, this is an enormous sinkhole in ANY card game. Go make a new account on Kingdoms, Tyrant or Bloodrealm. Sure, PvP rating will save you the first few matches, but after that, you are own your own against players who have been there for years.

Which brings me to my next point, those players have been there for years and have those grandiose collections, while this game is a Month old and people ALREADY have grandiose collections, which speaks volumes of the velocity at which you can earn cards if you try instead of wildly tossing everything around to find everything in the room. And if your position still stands, then that’s OK, feel fine to not spend money in this game, you can succeed anyhow with no problems whatsoever

To unlock the coins without paying takes ~7,000,000 silver (this is based upon stats from users of the official forums, the exact chances appear to be secret), which is 70,000 average skirmish victories. Officially an ‘average game’ is 7.5 minutes. That’s a year of playing (~364.6 days). No breaks taken into account, 8750 solid hours of playing (and this doesn’t count the time taken to open all those packs) to get on even footing with paying players.

This game is definitely pay to win.

 
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Topic: Kongregate / Split test: New navigation!

God dammit not again. Do paying members of Kong have a ‘leave the UI alone’ option?

EDIT: and of course your “testing” will show increased usage because of this, it’s people trying to figure out how to get to stuff.

 
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Topic: Game Programming / A Little Help Over Here.

FlashDevelop is a code editor specialising in ActionScript (specifically AS3, there are still some people/tutorials around using AS2, these should be avoided, it’s way out of date). Nothing listed in this thread is really an ‘engine’ apart from Unity.

 
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Topic: Game Design / How to (not)make a Pay2Win game?

“And again, “pay2win” is just “free2play game with microtransactions I happen to dislike”.”

Repeating a false statement doesn’t make it true.

 
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Topic: Game Design / How to (not)make a Pay2Win game?

@Ace, nonsense IMO….there is a definite difference between microtransactions and pay2win. Your rant doesn’t even vaguely apply to this thread.

 
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Topic: Game Programming / Custom video game maps.

Ya, why not.

 
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Topic: Serious Discussion / how Australia is seen by the rest of the world

Giant freakish bouncing mice.

http://www.youtube.com/watch?v=0wu6_oXpRHY

 
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Topic: Game Design / Flash game business

2 million plays, 2k? More like 5k. But what do I know…

 
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Topic: Game Programming / Map movement slows game down =/

Very simple improvement: switch from movieclips to bitmaps/shapes. Could easily be enough for your purposes.

Best way to do it: Blitting.

 
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Topic: Game Programming / Gross Earnings Drop

You mean the amount Kong has made has fallen? And therefore your cut comes to less….?
I guess it was an update for fraudulent clicks by the ad provider then. You’ve not had that many views, the network decides a few clicks were a bot or some guy just clicking everything mebe, 30% of not much ain’t much.

 
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Topic: Game Programming / Issue with 'MyArray.splice'

I think I’m right in saying that splice returns an array of the items spliced out, not the actual item spliced out. So your code doesn’t do
hitsPerTarget[int] += 1;
but
hitsPerTarget[Array] += 1;

Which could lead to weirdness?

What was wrong with

hitsPerTarget[tempArrayB[int(Math.random()*tempArrayB.length]] += 1;

?

It’s gone 5am where I am so I could be misunderstanding what you’re trying to do ofc :)

 
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Topic: Game Programming / Deeper Topic (Part 0): Class Discussion and Review

I’ve also ended up reading about Entity Systems. Specifically Ash.

http://www.ashframework.org/

I’m thinking of trying it for my next project, if anyone more experienced than I has any comments, it’d be appreciated.