Recent posts by qwerberberber on Kongregate

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Topic: Game Programming / GiTD #44 Theme Suggestions

sup

 
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Topic: Game Programming / Settlers of Catan flash indev for Kong

Well it is an excellent board game.

 
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Topic: Game Programming / New to programming - any suggestions?

Java is not a gaming language. It is too slow in the areas that really matter for games.

I think this requires citation, java is pretty powerful and many popular games were built with it.

 
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Topic: Game Programming / GiTD #37 - *Pressure*

I vote genetic algorithms.

 
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Topic: Game Programming / Asset sheets help

Originally posted by huss45:

thanks @qwerberberber but what I meant was how to make animations slower without it looking ugly.

Add motion blur!

 
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Topic: Game Programming / Asset sheets help

Originally posted by huss45:

Probably regular display objects for the main character and enemies. I’m willing to try blitting or other ways if its more convenient though.

Pass in a multiplier to update functions, multiply multiplier by movement vector, and when you want slo-mo, pass a globally smaller multiplier.

 
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Topic: Game Programming / Asset sheets help

Originally posted by huss45:

Well one thing I really wanted for my game was a slowmotion effect. I already know how to make everything move in slowmo. Now I just need to know how to make the animation in slowmotion. Do you happen to know a tutorial on that matter?

what kind of rendering are you using?

 
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Topic: Game Programming / Asset sheets help

Blitting needs more RAM, not as dynamic, and doesn’t allow “transitions”, but it’s fast, requires less de-serialization work, and is more portable. Also for high resolution vector graphics like that, it’s not surprising that bltting would take up more RAM. The same might not be true for low resolution graphics, which is often desirable. Different rendering methods have their own purpose, the article you linked has a lot of sensationalism.

 
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Topic: Game Programming / .gmx to html5

Originally posted by JohnSchmidl:

qwerberberber, how am I not believing in myself?

EndlessSporadic, why would I regret it?

You can do it, just learn a new language I recently started erlang and I think I got it.

 
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Topic: Game Design / Steath Games: What are they?

What makes a stealth game fun is knowing that you have outsmarted your opponent.

I want to quote this because I agree a lot with this, they psychology behind a successful game is know what the players you are targeting desire.

 
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Topic: Game Programming / .gmx to html5

Originally posted by JohnSchmidl:

BadSector, thank you for those, I will read them :D

EndlessSporadic, thank you for the feedback, I will do a lot of the stuff you said, but I probably will upgrade to gamemaker $150 version in the end :P

That’s just being lazy and not believing in yourself…

 
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Topic: Game Programming / Tilesheet w/ Blitting

Originally posted by RTL_Shadow:

@Lucidius
Thanks! I’ll be sure to take all that into mind when finishing the engine. Although, I do have a question. Doesn’t flash render at the end of each frame loop (i.e. 60/30/24 times a second)? I’m not entirely sure if it renders it after each copyPixels call- that wouldn’t make sense.

@qwerber
Could you elaborate on the “rate determining step” portion? Thanks.

Hi, what I meant was that you can spend a lot of time and resources decreasing render time from 10ms to 8ms by caching and reducing function call overhead, but it’s even better to decrease rendering time from 10ms to1ms by other techniques that are possibly affecting performance, here is a few just to list some examples:

  1. loading map data takes a long time and affects framerate, and is done too often
  2. you could switch to hardware rendering
  3. you aren’t drawing only what is on screen
  4. you are redrawing things that didn’t move

Maybe rendering isn’t the problem with the game’s speed! maybe AI is taking a lot of frames and that needs to be optimized. In otherwords, you should determine the bottleneck of performance because even if you optimize one thing, the real bottleneck is still going to drop the fps.

Consider this, if your tiles are 32*32 in size, you are still only copying pixels 300~~ times on a 800×400 screen. That number stays FINITE and doesn’t grow any bigger, and is already (probably) done is less than 1ms. However, as your map grows bigger, and as more enemies are in the map, dynamically loading new areas, pathfinding, collision etc are all going to grow at rates up to n^2.

 
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Topic: Game Programming / .gmx to html5

Originally posted by JohnSchmidl:

Oh, I only have the $50 version :( only being 13 (soon 14) I don’t think I can convince my parents to buy me that :(

Alternatives are to use multiplatform free software, such as visual studio and c++. I always use free stuff cus I’m chinese lol.

 
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Topic: Game Programming / Ash framework

Yay entity system frame are the best! TBH it’s pretty fun to try to write one yourself, I promise you you will learn a lot from the process.

 
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Topic: Game Programming / Tilesheet w/ Blitting

cache repeating chunks of patterns, but performance gain would be minimal. You should be optimizing the “rate determining step” in your game.

 
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Topic: Game Programming / Rpg Maker vx ace file convert

I believe it is impossible; not entirely sure.

 
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Topic: Game Programming / Essential AS3 help again -- random "b"

Originally posted by NineFiveThree:
Originally posted by GameBuilder15:

Could someone please explain to me why it’s there? Thanks.

UG explained it already.
To call a method, you need an object reference of the class that defines that method.

That’s nothing new. You are doing this since As1.

Ye but the drama and human interaction though.

 
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Topic: Game Programming / Platformers, x, y, and stuff like that

Originally posted by GameBuilder15:

No offense taken. Say I wanted to make a platform engine like the one in Raze. Wouldn’t that take math?

If you want to make raze, make raze. Learning along the way is more fun and beneficial IMO.

 
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Topic: Game Programming / Flash vs. HTML

Air can basically play flash files as apps. Additionally,

Originally posted by qwerberberber:

I havn’t even played any iOS games runnning on the browser yet.

 
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Topic: Game Programming / Flash vs. HTML

I havn’t even played any iOS games runnning on the browser yet.

 
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Topic: Forum Games / Last 3 Letters into 3 New Words

like eating rice.

 
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Topic: Forum Games / Forced Nexus Establishment

is this a thread about league of legends?

 
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Topic: Game Programming / as2:rotation inside a movieclip

Originally posted by Draco18s:

Because xmouse and ymouse are relative to the parent.

You need _root.xmouse and _root.ymouse

And how to properly post code.

I think you are wrong, he need to use man._xmouse and man._ymouse.

 
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Topic: Game Programming / What's a good modern as3 IDE on Linux?

Originally posted by Feffers:

Thanks a ton for that information. The problem with sublime text 2 is that there’s no auto complete for as3 and I can’t figure how to make a build command when you press F5 or something, otherwise it’d be good. I’d love to know how you actually setup your FlashDevelop though, because I tried for a long time to get it working with no success. I’d definitely use it over ST2 because I love the program to death.

Those commands are really good ideas. Right now I made a short bash script that compiles, shows any errors and then runs the swf, but these will be very helpful to add-on. thanks.

I think with haxe there is a one-key build addon though.

 
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Topic: Game Programming / Show us a screenshot of what you're working on!

Originally posted by truefire:

Check it out:

Holy shit dude, nice. The gradients look kinda wierd though, did you do this on hardware?