Recent posts by Amibtious on Kongregate

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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.

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

Geeze does drakim.net make my firefox spazz out. And CPU spike when scrolling. Check your stuff if you see this Drakim.

EDIT: Okay, it’s the code examples that’re doing it. Switching to tab where ya can see orange text on black background…..CPU spike. Scroll up a bit so code box off screen….then switching back to that tab won’t CPU spike.

 
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Topic: Game Programming / AS3 Image Embed Error

Your brackets look all messed up. For starters, I only see 5 curly braces.

Also check
http://www.kongregate.com/forums/4-game-programming/topics/39889-proper-forum-code-formatting-guide

 
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Topic: Game Programming / makeing a game

If you can’t find where it says ‘upload a game’, mebe ya shouldn’t.

 
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Topic: Game Programming / [AS2] Main Loop

You’re doing something differently, worse. If the code is the same, having it in one enterframe rather than 20 IS faster…..though if you’re lagging, it’s probably not 20 enterframes causing it, but other stuff you’re doing……

 
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Topic: Game Programming / FlashDevelop error: "firstGame.as:45: 1180: Call to a possibly undefined method aMissileArray" how to fix this? read please

Step 2, read
http://www.kongregate.com/forums/4-game-programming/topics/39889-proper-forum-code-formatting-guide

edit: Also, FD gives ya the specific line that’s throwing the error. What is it?

 
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Topic: Game Programming / Making flash games... need help

Its up to you when you do the art, and ya can draw it in flashpro if you really want, but it boils down to coding.

Problem is, FlashDevelop is generally held to be best for that, and almost all beginner tutorials use flashpro.

“I’d like to know the steps of making a flash game using flash and FlashDevelop in numerical order…”

0- Decide what sort of game to make.
1- Plan your game.
2- Think about game architecture.
3- Make it.
4- Fix all the bugs.
5- Get it play tested and change everything.
6- Fix more bugs.
7- Get it playtested some more.
8- Fix the new bugs found in testing.
9- Release game.
10-Fix bugs you missed.

Common beginner problems:
The 0 you think of is too much for a beginner.
You plan too many & too complex features in 1.
You aren’t entirely sure what 2 is.
You skip steps 5-8.

So. Step 0.

edit: also, more useful than any tutorial in the long run http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/index.html

 
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Topic: Game Programming / Awful Code [You've Written!]

EDIT: Ignore me, saying the same thing, just misunderstood other comments X)

 
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Topic: Game Programming / Awful Code [You've Written!]

Am I mad, or does that actually just pick a tile at random & mark it, then stop….wrapped in a loop for no apparent reason?

 
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Topic: Game Programming / Migrating to AS3 after 7 years of AS2

Originally posted by GameBuilder15:
Originally posted by Tukkun:

Also, it seems AS3 has that “frame skip” thing that can’t be done in AS2. That’s going to be helpful.

What is that? Never heard of it before.

Very simple frameskipping, pseudocode: Main.as of game intended to run at 60FPS


enterframe function{
f+=1
if(f==2) f=0;
thegame.logicupdate();
if(averageframerateoverlastminute>56) rendereveryframe=true;
if(averageframerateoverlastminute<50) rendereveryframe=false;
if(rendereveryframe) {
    thedisplay.renderupdate();
}else{
   if(f==1) thedisplay.renderupdate();
}

}

If the frame rate drops, only update the display every other frame, to try to keep the gameplay speed stable.

 
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Topic: Game Programming / Angular movement physics (no libraries)

During a jump, when falling, you are causing (via air movement) an upward force to the rest of the world in general equal to the force with which you fall (possibly spread over a longer timeframe via compression, though this is negligible). While this is never spread over everyone else jumping in the world evenly, nor concentrated under two feet, a high enough concentration of people jumping simultaneously in a closed system (ie, the earth…or more realistically, a lift) could, defacto, cancel gravity.

I may have reached a boring stage of coding in my current game.

 
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Topic: Game Programming / Migrating to AS3 after 7 years of AS2

It’s not storing the information. Storing information takes RAM, not CPU/GPU. It’ll be the way you organise the tiles, how you check which are on screen/not, how they’re redrawn….something like that, dunno what though. Mebe ya have all 10,000 added to stage and’re moving them all individually to ‘scroll’. Maybe each tile constantly checks ‘am I on screen?’ for itself every frame. Mebe each tile is a moviecip(!)

If nothing else, like has been said….yeah, doing the same thing in AS3 will be faster, mebe fast enough to solve your lag on a machine with your specs….but I reckon it’s your coding design that’s the problem there.

 
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Topic: Game Programming / Migrating to AS3 after 7 years of AS2

@performance/FPS.

Generally there’ll be a specific bottleneck that’s slowing your game down….ya might not need to change very much at all, even if most of it is badly coded, just to get it to not-lag.

The ‘complicated stuff’ isn’t so complicated when ya get your head around it, but for OP project, or anything you might have made in AS2….ya won’t actually need ‘complicated’.

I wouldn’t worry about blitting just yet, though if you really did want 8000 monsters on screen at once, that would be the way to go….