Recent posts by delve on Kongregate

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Topic: NovaLode / Suggestions

I haven’t read through the entire thread. If any of this has already been said just ignore it.

Originally posted by Quizer:Dear devs, you can see that this issue is coming up again and again. Maybe you should look into the possibilities here despite the non-triviality of changes in this area that you claim.

I don’t know what your code looks like but using a modifier key like Shift or CTRL seems to make sense here.
In sort of plain English the algorithm could be something like:
If direction + Shift ( If diggable block then dig that tile else walk that direction using already existing logic)
else
If direction – Shift then walk that direction using already existing logic

The only trouble I can think of then is ignoring digging directives from the mouse while Shift is held. It has the beneficial side effect of letting you fiddle with your inventory while still doing useful work.

Originally posted by Quizer:


I’d also like to suggest an Escape Drone item, which can be manufactured like all the other drones, which will spawn an exit for you when used in the mines. These might well be worth manufacturing and carrying.

Give it a corresponding certificate track allowing escape from certain depths. Something along the same lines as the Mine Level License track. You could even put it in that same category and call it Escape Pod Driver License since that certificate category is pretty empty.

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Possible Solution to to many boxes, not enough keys?

Originally posted by rphb:

Here is another idea. You could add an option of “force box open”, this would result in a 95% chance of the items in the box being destroyed, so you would only get a few measly resources out of it. This would also mean that every time we “force open a box” we have a 5% change of actually getting what is inside, but if we have a key, we have 100% change of getting the rare rewards.

For wooden boxes the odds should be better and the rewards should be smaller.

I have 745 ornate boxes and 1340 wooden ones right now. At a 5% chance of getting a drop that’d be 37 ornate drops and 67 from wooden boxes. Yes, I like this idea. I very much do.

I doubt Nexon agrees.

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] ☆☆☆ Guild System ☆☆☆

There is a huge difference in magnitude between adjusting drop tables and what the OP suggests.

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] ☆☆☆ Guild System ☆☆☆

Guilds invariably turn into big happy “Hey join my club it’s cool!” parties. But the ideas raised here are a: not entirely novel and b: perfectly capable of being done without turning into a Facebook debacle.

That said, don’t forget that this is a FaceBook game. They can’t just shoehorn stuff in for Kong without making it fit their FB paradigm too.

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Scripts in Grinns Tale

Soara: You’ve now seen the ‘duplicate hotkey’ error message. By inference because AHK can detect it any time you don’t see that message you don’t have duplicate keys (in a single script file). In short, the windows+q and just q hotkeys do not interfere with each other.

To the posted issue though, if the tooltips are appearing in the right place, if you’re only running one AHK script at a time (there’s only one [H] icon beside the time at the bottom), and the top left corner of the tooltip in the script I posted appear on the item you want to drag… then I’m out of ideas. I haven’t personally used that code in a few days, it’s possible the recent updates broke something. As you say, trial and error. Try adjusting the items X coordinate variable higher by maybe 5 points.

Originally posted by Solsund:

Lechat, what I was trying to autodetect is to use the screen dimensions, which I can get, to determine where the players will end up being placed.

I’m sure I’ve got all the information I need to put it together I just haven’t taken the time to actually work it out. I think the main thing that bugs me is that the formula should work when not in full screen as well but doesn’t and that bothers me greatly.

It’s odd, but I’ve noticed that some things which used to work don’t now and that the flash screen isn’t consistently measuring 1000 pixel across according to AHK (regardless what a screencap measures, dropping a tooltip at OriginX+1000 ends up squarely in the chat window instead of right at the edge).

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Scripts in Grinns Tale

I don’t see anything wrong with your syntax. Probably the item offsets are wrong.
Use this script http://pastebin.com/wwpnRBx2
Watch the screen after you hit the hotkey and you should see 2 tooltips appear. They mark the start and end of the drag operation. If they aren’t in the right place, they don’t appear, or they appear on top of each other (typically at the mouse position) then there’s something else going on.
If the start tooltip isn’t over the item you want to drag then that’s the problem. You can try adjusting the Item0X variable in the script to move the tooltip left and right (reload the script each time of course) until it’s in the right place. Similarly for ItemsY for vertical position.

Once you have the position correct just set the DEBUG variable to false for normal use.

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Food update

Originally posted by Genoside:

Normally wouldn’t even respond to this, but you’re using numbers wrong, so I CANNOT ABIDE. I’m not even sure what argument you’re having here, I don’t think anyone is complaining about the efficiency of croissants to pies. They’re complaining about decreased playtime, or the inability to correctly farm food for their grinns if they need to. It’s also funny you ran your doc on a level 30 structure, not that it would be hard to adjust it, when this hits people who are 36 and above the hardest considering they’re the ones that go deepest in the ID.

Your values of 1 and 6 are cute, wood has become valueless, the game is entirely dependent on metal. If you look at the difference in rate gain through mines and mills, Wood is higher, and if you look at the difference between farming, Wood is at least ten fold, if not higher (i’ve never really pushed the limits of efficient wood farming since it is such a joke to begin with.)

If you wanted to make a relevant show of data (and I plan on doing this later) you would show the hunger to metal relation and the metal gain to time relation, as this would help show how much each action really costs in battle, both in terms of metal and time.

I’m not at all saying croissant spamming was right, and I didn’t think it was fun at all, but this is more of a core issue of not being able to play the game how you want because of limitation. Axolotl/Seiz keeps bringing up the concept of “sneaky energy” which is retarded, because energy games don’t work, they haven’t worked outside of phone apps since the stone ages. People don’t like to be limited in how much or how often they can play, especially if they like a game, and it doesn’t increase the chance they’ll spend money on it, if you doubt that google Zynga and see whats going on with the former Ville giant.

Define ‘wrong.’ Maybe I started my post sidewise deliberately. I based my calculation on 30 because that’s what I have; I could only hypothesize about the hunger mitigation of various foods at higher levels when I whipped up that sheet. I normalized the resource cost of wood and iron because you can’t simply ignore one. But we aren’t really here to discuss the merits of one argument or calculation.

To the core of your last paragraph I’d like to point out one last time that this game is nothing more than an engine to make money for Nexon. A pleasant (maybe) way to waste time but still just a money printer. Further I fail to see how food limits you to start off with. If you need more then you make more. If you’ve run out of resources as well then you wait for your production buildings to magic more into the world. If that’s longer than you want to wait then… cha-ching Nexon gets a couple cents. The fact that some people don’t want to pay for it (neither do I, but that’s immaterial) just means that those people need to balance their time and resources between hunting for drops, building things, and farming more resources. Put simply, games are about limitations. You pick any game and I’ll show you a set of limitations. Apparently you don’t like the limitations imposed by the system set up by the developer. Given that situation I suggest finding a different game and indeed a different style of game since every game of this general format has similar limitations. This one actually has the most elastic limits I’ve seen given that you can farm more resources than are required to generate the food you need to… farm more resources. So effectively, it isn’t a limit on progression. More of a speedbump.

To come back to your third paragraph as far as time is concerned this style of game is designed to suck time out of you. Lots of time, or money. Figuring up how much each combat action costs in time is merely stripping bare the mechanic by which Nexon proposes to convince you to give them money. One mechanic anyway.

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Scripts in Grinns Tale

If you want me to try to troubleshoot your script dump it into pastebin.com

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Food update

Originally posted by Interestlost:

My main issue with the food update is how bad the berserker got now that you can’t feed him croissants to keep him just above starving, unless that’s all you do. Weakens an already weak class.

… really? Then feed him muffins.

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Scripts in Grinns Tale

If you want to try to change the hotkeys they take the form of
q::
(some stuff)
send q
return

In this example, the hotkey is q. To change it you need to change “q::” to “(the key you want)::” and “send q” to “send (the key you want)”.
q:: tells AHK to watch for the q key and do the next code when it sees it. send q tells AHK to pass a q keypress on to the system, otherwise it would effectively ‘eat’ the keypress and you wouldn’t be able to type in chat.

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Food update

No argument is complete without data. Here, have some numbers.
https://docs.google.com/spreadsheet/ccc?key=0AlJXgUrsVsyVdG15YWlpNUdMOWxPSXlrTGZXZUJvWEE

First off the two numbers at the top. Wood is valued at a single ‘unit’ (call it a unit of time if you like, since that’s the only resource you’ll never get back with this game). Iron I’ve set to 6 to make a point. Down at the bottom you can see the cost per point of hunger for each of the food sources at level 30. Notice the trend?

If you value iron at 6 times the value of wood (which is inflated imo) the red berry pie is still more efficient than croissants. Even at a value of 7 the efficiency barely edges over at 26.81. This is as Nexon intends. Adjust to it, they won’t be changing it back.

I was rather perturbed at first as well since I had just converted all my wood to croissants which are now effectively useless to me. However the game has a tiered food mechanism because it’s intended to be a progressive resource sink. It’s marginally onerous (come on, 460 iron at level 30? seriously, not the end of the world) because the entire purpose of the game is to drive you to spend money on it. The only reason we were able to abuse croissants in the first place is because Nexon didn’t think of it before we did. They’ve rebalanced to eliminate that loophole and I think (from the numbers) that they’ve got the balance pretty close to ‘right.’

Nexon is good at this business model whether you like it or not. If you don’t like it please allow me to suggest you follow the lead of the OP and find something else to do. I can personally recommend Dishonored as an excellent game that won’t attempt to slowly bleed your wallet (it does it in a lump sum up front).

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Scripts in Grinns Tale

Originally posted by SoaraSengri:

I think it’s because Solsund’s script requires Windows+Q to be started while Delve’s scrip has different coding for the Q key so maybe that throws it off. I took out the codes for keys 4, Q, A, and S …I just wish we could arrange the inventory to our liking so I could have the food I use most on W instead of Q.

The doubled-up Q key isn’t a problem. One hotkey function requires the Windows key as a modifier and the other function does not. I suspect your difficulties lie mostly in the way you’re combining various files with a lot of overlapping functionality. It might also be something in the way AHK interracts with the drivers for your tablet.

Originally posted by lechat:

the game code has changed slightly with either a bug or an intentional change to game design
now every time you go to tower, the tower (and hence everything else) with be offset by a certain amount each time you enter the screen gradually climbing higher and higher

i can’t really speak for other scripts out there since they may use different methods however for my script the solution is:

MouseClickDrag, Left, OriginX + 629, OriginY + 417, OriginX + 612, OriginY + 310, 10

what that does is drag the view of the tower back to where it should be and that needs to be placed upon arrival at the tower screen
the code itself should be solid for other scripts however depending on how they are getting their coordinates the numbers may vary

Really? I haven’t noticed any problems. Yet. I’m still recovering from having all my wood turned into croissants that are now rendered useless. Typically Nexon.

Edit: Oh no, you mean when you’re selecting a floor? Yeh, I don’t have that scripted so that would explain it. :)

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Scripts in Grinns Tale

I might be convinced to isolate and publish my generic croissant making and in-combat feeding scripts. They’re bound up in some other scripts I’m using and to be honest it’s a lot of trouble to pull things out and adequately document them. And then you have to offer some minimum level of support for people that are having problems with imagesearch among other things. :/ I’m not entirely sure I want to bother.

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Scripts in Grinns Tale

I can drag arbitrary items from the bar to my mouse position. Or croissants. It’s good enough for my purposes without additional code. :)

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Scripts in Grinns Tale

It’s not that hard. The coordinates you get from the window spy are from the top left of the window, not the flash app. That’s why Solsund searched for the pramin image and subtracted back to the top left of the flash app. So getting to anywhere in the flash app means you have to get the offset from the Origin variables in the script. Unless you want to do it from first principles every time which defeats the purpose of using a computer.

Personally I use a Chrome addon called Measure It! to get offsets within the flash window then in code I just add the relevant Origin variable to each offset. It’s a tad cumbersome but it works out alright. I’ll have to look at your feeding code. Right now I’m trying to figure out why ImageSearch refuses to find this particular image file. I have to say, this scripting language is quite obtuse and cumbersome.

Edit: Clever use of the Y coordinate. I’ll stay with what I’m doing since it lets me keep my mouse within the vertical space of the heroes and mobs.

Looks like you’re searching for the pramin image a lot though. You could move that out to a function that checks OriginX for a sane value and does the search only if needed. You can set the hotkey toggle function to invalidate the origin value prior to running the origin search (I see you do this already at the head of the script, OriginX|Y = -1).

And no, that blasted image is still not working. I’ve decided to give up on it for the night :/

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Scripts in Grinns Tale

Not personally. I prefer to write my own solutions. It’s more fun that way, even in a language as awkward as this one.

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Getting pramins

Pramins = their paycheck.
Good luck convincing them to shrink their bottom line. :)

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Scripts in Grinns Tale

Originally posted by lechat:

now i think ill actually go play the game

Aww, where’s the fun in that? :)

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Scripts in Grinns Tale

Right then.
Dessert for the lazy people.
GrinnKeys3.ahk adds a Win+Z shortcut that toggles automatic room progression and floor replay. While it’s active AutoAdvance will automatically click on the Next Room or Replay Floor buttons whenever they appear until you deactivate it. Yes, it does both. No I don’t plan on separating them into distinct functions. You can activate this function without activating the other hotkeys if you wish. You’ll need the following two images as well in order to make things work.
– GTReplay.png
– GTNextRoom.png

This file also contains all the functionality of GrinnKeys2 from above.

Edit: Updated the pastebin to constrain the hotkey-sensitive portion of the window. The previous version overlapped the chat screen by about 50 pixels and was too tall as well. Now as long as your mouse position is off the play area of the window you should be fine chatting.

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Scripts in Grinns Tale

Originally posted by Genoside:

Awesome update Delve. Could you write hotkeys into your script for replay/go to next room? It would be nice to have the Tilde be a hotkey for replay and 4 or 5 for next room.

I’ll see what I can whip up a bit later today.

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Scripts in Grinns Tale

That’s pretty much the inverse of the original functionality. Drag mouse to hero instead of drag hero to mouse.

The item slot script above nearly does that. Mouse over a hero and hit the hotkey for the item you want.

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Scripts in Grinns Tale

To get the image to search for you need to take a screenshot, cut just the upper third or so of the pretzel image out, and black out the entire background. Don’t worry if you black out some of the edge of the pretzel, you’re going to tell AHK that the black is transparent.

In the script you can either replace the reference to GTCroissant.png with your image filename (which will trade croissant feeding for pretzel feeding) or you can replicate all the code that handles CroissantX|Y and HasCroissant using pretzel variable names.

With the two helper functions (ClickTheMouse and DragToMouse) you shouldn’t need to actually call the MouseClick function directly. Just feed one of the two functions the coordinates you want to click or drag from.

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Scripts in Grinns Tale

For the insanely lazy here is a script that drags anything on your item bar by slot.
Hotkeys q-u get the corresponding item from your item bar and drag it to your mouse position. Q gets the first item, W gets the second, and so on. As an added bonus the A and S keys will scroll your item bar left and right, respectively.

This will also still identify your croissants use them on hotkey 4, but is still limited by the croissant position. So if you hit A and your bar now has an uber-potion where your croissants used to be then you’re going to have problems. I did make the search faster (by paying attention to the function parameters >.> ) so the ‘slow search’ warning has been removed.

The image above is still necessary for the croissant functionality, and the pramin image from Solsund’s original post is still required. And the link above still works if you prefer not to have the full item bar functionality, because I believe in a la carte programming.

 
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Topic: Kongregate Multiplayer Games / [The Grinns Tale] Scripts in Grinns Tale

I took Solsund’s original script and added some logic to allow easy croissant stuffing. This script adds hotkey 4 which will drag the croissant from your item bar up to your mouse (presumably hovering over one of your heros).
You’ll need this image called GTCroissant.png in the same place as the script (just like the pramin image above, which you will also still need).

The croissant search can take a few seconds to complete (which is why there’s a warning box) but will only occur when you turn the hotkeys on with Windows+Q. ::Important:: If your croissants move (for example you made some muffins so the croissant icon shifts to the right) you must turn off the hotkeys (Windows+Q) and turn them back on. Otherwise the script will not drag the correct item. The script stores the location of the croissant icon on the screen, so if the icon moves you won’t drag the croissants. In fact if you you hit the ‘Heal’ tab on the item bar you might find yourself wasting precious potions instead! So be careful, and pay attention.

Edit: I updated the image. Seems like the numbers indicating the item count get taller as the count goes up, which botched up my image search. The new image is shorter and should eliminate the problem. If it doesn’t work for you, try making your own icon by cutting the croissant out of a screenshot and turning the background black.

 
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Topic: Kongregate / Important News: Caesary Takedown

Originally posted by greg:
Originally posted by masterlilo:

Kongregate’s first “Feats of Strength”.

Greg’s fascination with WoW is limitless. He had it all planned from the beginning.

I actually do like WoW’s Feat of Strength system a lot. Having a graceful way to retire and segregate no-longer-earnable badges is something that I’ve been mulling over since the introduction of the whole system, and I’m pretty amazed that we made it this long without having to do it.

But a big problem here is that it would be kind of weird to create a whole new section for just a few badges in one game… Maybe the Caesary badges could just get a tiny little tombstone graphic on them, and mention something about them being “retired” when moused-over. I don’t know. I would like some way to conceptually separate them from the rest of the badges, though — it really bothers me in an OCD sort of way.

Convert them to ‘awards’ so they show up in that section and don’t contribute to %age badge counts. Let people keep their points, of course.