Recent posts by ArcStudios on Kongregate

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Topic: Game Programming / genetic algorithm

can you tell me if I understand genetic algorithms alright? I would like help.

I’d love to get into making some of these interesting programs with creatures that have developed a sort of unique AI

I’m thinking something much simpler, just 2d boxes as an example:

Have a box that represents a creature, can go forward, rotate left or right, eats food it finds when touching it. The likelihood of a creature moving forward, left, or right is in its “genetics”. We find the “best” creatures depending on some variable (fitness), in this case which ones ate the most, and we make a new creature with new “genetics” based off its parents “genetics”. Which can be a percent of each parent instead of 50/50 equally. Is that basically it?

And then from there, different equations to use to alter it, different logic bugs commonly encountered, ect…

obligatory xkcd

 
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Topic: Game Programming / GiTD #45 Theme Selection

Adj.: Golden
Noun: Dragons
Verb: Flying
Game Mechanic: pull and release projectile firing

because why not

 
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Topic: Game Design / Video Games MK-ULTRA Brain Reprogramming Tool

“This “detgen154” would appear to be spamming for Clouverse.com, a spoof news website aimed at conspiracy theorists apparently wishing to become a modern Weekly World News. All his posts are starting threads linking to Clouverse articles."

quoted from one of the many websites spammed by this user/website.

Please ban this user.

 
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Topic: Game Design / Some ideas for crafting/weapons

Originally posted by dragon_of_celts:

Well, unless the player is going to need excessive amounts of materials, or the materials are hard to get, I’m not sure that this won’t be detrimental to having a crafting system. Having materials drop all over the place but only be useful on rare occasions actually feels worse than scrounging for materials (to me, anyway). Keep in mind you’re only talking about 5 different weapons (six if you include some kind of dagger, and 8 if you include ammo) — though all of them could have different versions, as you say. Others can weigh in on this, hopefully, and tell you if they feel the same.

Thats a good point. I’ll leave it out.

 
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Topic: Game Design / Some ideas for crafting/weapons

Sorry for editing the post : p

Perhaps an opinion? I think I’m going to have spear, sling, bow, tomahawks, blowgun and have the melee weapons be throwable. Each weapon would have a limited amount you could carry of them. I’m thinking 1 spear, 30? sling, 20? bow, few tomahawks like 5, and few blowdarts of different kinds of effects. I imagine it being fun to chuck your only weapon (spear) in the start of the game and have to get past some predator to pick it back up, or it getting stuck in the animal and having to go in with your fists! hilarity and potential game over ensues.

You would find a new weapon in each area, I think by solving a puzzle you would unlock it. Would have to craft more ammo from resources you find. Each area would require you to solve some puzzle or fulfill some parameter to keep player from immediately leaving off for end game. Just rocks and sticks in beggining which will let you recraft a spear if you lose yours, and it would go from there.

Reeds? for blowdarts, feathers from prey, sinew? for sling and rocks as ammo. You gain feathers, sinew, other prey resources from skinning them automatically. You have a max carry limit for these resources. 1 sinew is plenty if just the sling uses it, but perhaps its required to combine rocks and sticks for spears and tomahawks, ect?

And I might funnel the player into being increasingly more powerful and only concentrating on gathering resources for newer weapons by providing player with a “spirit” version of each weapon that cannot be lost or destroyed or run out of ammo as they play the game.

Obsidian sounds like a great resource too, especially for the volcano area I have. Maybe the tomahawk requires this, or all weapons made with stones have stronger versions made with obsidian.

Not sure what to do with bone, I could have bone versions?

I think this feels like a nice manifesto to go by and start adding it to the game this way/change it as I playtest. But I really want an opinion, especially to pick out specific details/flaws. I’m an intermediate programmer but I feel I’ve greatly neglected teaching myself actual game design.

 
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Topic: Game Design / Shooterlands (Game demo)

you’ve got a great thing going, I’m actually going through the first borderlands for the first time with my sister, sniper and soldier. Its a great game system to draw inspiration from. May I suggest adding elements to the game, and resistances to said elements, would help out with providing challenge, perhaps having to switch weapons to take on specific foes.

 
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Topic: Game Design / Some ideas for crafting/weapons

Any crafting and weapon systems that work well together you guys could suggest, or maybe a website thats already listed a bunch of different systems?

 
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Topic: Game Programming / Squeezing as much audio into a game

@Endless I won’t be using Mp3, I tried exporting to ogg to test it out but I’m able to get a smaller size with AAC still.

 
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Topic: Game Programming / Squeezing as much audio into a game

@Amibtious thats an interesting idea, especially since my voice actors are mainly youtube guys, but would my game be taken down if it became popular? I of course also have to depend on youtube not being down, and loading the video may include waiting on buffering. But thats an interesting idea I’ll take into consideration. Thank you, I didnt think of that.

@Aesica I knew about changing the bitrate but I didn’t know using mono made that big of a difference! Thank you.

 
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Topic: Game Programming / Squeezing as much audio into a game

I want to put as much audio dialogue as I can into a game, first thing I came across is using AAC audio type is one option I could take. I recorded a minute of audio using audacity and exported to AAC and Mp3.

AAC: 576 KB
Mp3: 938 KB

I believe Kong allows 10 MB, was it raised to 15?
If 10 MB is the limit that allows about 17 minutes of dialogue. (less because it won’t entirely consist of audio)
Although I have little experience working with audio but I expect I could perhaps get better results using a different program to compile the audio, perhaps a different file type, and of course lowering the quality of the audio.

Can you suggest the best way to do this?

Lowering the project rate (Hz) from 44100 to 22050 doubles the minutes I am able to use. 34 minutes.
Thats pretty good, but I’d rather increase that number further. I don’t know what I’m doing with this audio, I’ll just experiment for now.

 
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Topic: Game Programming / [?]Multiplayer, Anti-Cheating, and True random numbers

Yeah that sounds more solid. Thanks Solanix!

 
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Topic: Game Programming / [?]Multiplayer, Anti-Cheating, and True random numbers

Amazing. Any host recommendations? I think I was orginally going with player.io but now its on yahoo, Have to relearn the pricing system.

 
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Topic: Game Programming / [?]Multiplayer, Anti-Cheating, and True random numbers

Cool I made a generator. If it has the same seed it generates the same identical array of integers.

Originally posted by vesperbot:
Originally posted by saybox:

A RNG and a seed, like Draco suggested, might work better but it depends on the gameplay I guess.

A PRNG you probably want to say, aka “pseudo-random”. And yes, this way you record the starting seed (try making it more than 32 bits long, though) and pass it into replay routine so it’ll generate the very same “random” numbers and check for interference from what’s given in score submission.

32 bits.. so -2147483648 through 2147483647 ?
So this will be my first time setting up a multiplayer capable flash game, I’m a little confused about what I need the server and the application to say back and forth to eachother.
I’m guessing I have the application set a seed for itself on startup. When I send the score to the server I should send the seed as well? And the server then takes the score and the seed number, checks the seed number by replaying the seed and seeing if it matches the score, if it does it posts ? And the reason why this works is because someone would have to know the seed number capable of their wanted results versus the results they had.

Also is it important that the seed be unique to every play session, I could see how forcing it to be unique would prevent someone from saving a seed from a session and trying to repeatedly upload it.

 
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Topic: Game Programming / [?]Multiplayer, Anti-Cheating, and True random numbers

Still reading and planning, just wanted to jump in and say this was an extremely helpful post. I won’t be calling this number very often during gameplay but long term it was important to note the reseed as well. Going localized sounds more secure then I thought multiplayer could be, ultimately I thought I had to accept some form of cheating here or there that would potentially ruin the social experiment if it was prevalent enough but this sounds great. I’ll update later.

 
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Topic: Game Programming / what about a good Flash Chess?

Thank you for that little gem Draco, I didn’t know about it. Omg when the knight gets his arm lopped off and falls over.

 
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Topic: Game Programming / [?]Multiplayer, Anti-Cheating, and True random numbers

Using actionscript 3.0

I need a second opinion about a project I want to do.
The plan is to make this multiplayer, and use Random.org to generate random numbers for the game.

The integrity of the game and minimizing cheating is important to me because the game is more of a social experiment then a game. I know preventing cheating outright is not feasible. The scores for people playing will be displayed in a leader board. I have not considered what host to use, I won’t be able to afford anything but a free host with my 0 dollars of income, but I have high hopes and think I may have enough traffic to later change to something paid.

The only way that they could cheat, that I’ve considered is by grabbing the url request for random.org and find out what data was received. Which honestly doesn’t sound difficult to me.

I don’t think there would be a way for me to remove impossible results, as all results will be possible. Although I could remove results that were continuously perfect, but I’d feel gross doing it, as its possible they really could have done it legit. I wish I could go into detail about the project, but that’s all I want to say.

Is generating this random number whats going to give me the loop?
It’s pretty important for it to be as random as possible, and generating a number from atmospheric noise sounds like the best way to go.

Below is what I’ll be using or something similar.

function getRandomNum(min, max) {
    var randTextURLRequest:URLRequest = new URLRequest("http://www.random.org/integers/?num=1&min=" + min + "&max=" + max + "&col=1&base=10&format=plain&rnd=new");
    var randTextLoader:URLLoader = new URLLoader();
    randTextLoader.addEventListener(Event.COMPLETE, randCompleteHandler);
    randTextLoader.load(randTextURLRequest);
}

function randCompleteHandler(e:Event)
{
    var randVal = Number(randTextLoader.data);
    trace("Number " + randVal + " selected");
}
 
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Topic: Game Programming / Questions.

whats your preferred program then Draco?

 
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Topic: Game Programming / Text based rpg

Aesica means buisiness too, you really can easily, so easily skip over something or just completely fail at reading thanks to your brain.

 
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Topic: Game Programming / weird url issue

So I changed my tumblr to use my new domain.
so its username.mywebsite.com instead of username.tumblr.com

when at my website, i click on the link to my tumblr, but the url in the top of my browser doesnt change. So by looking at that, it seems I am at my website url, but I’m not, I’m at my tumblr url.

Just tried it with firefox as well as my default opera, and same thing. If I go to my tumblr, the url in the browser doesnt change to show the new location.

Is this abnormal behavior?

Edit: hmm I think its my html actually, because if I go to kongregate instead, same thing. Sorry I wasted your time, I’ll post the solution once I find it.

E: wow this still seems kind of abnormal, its like I permanently break it. Once you click on one of the links, it never changes the destination url the entire time you are on the website, for example I went to my kong profile and then went back to here in the forums and the destination url is still my website, lol. But I bet its just my html errors.

 
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Topic: Game Programming / flash not sending email

actually I think its because I didn’t setup my php.ini hold on…
E: ok I have a few reasons for why this may not be working.
A) because I use comcast, and because of that my port 25 may be being blocked, which I think I can confirm forwarding my port 25 doesnt allow canyouseeme to reach my port 25.
B) my config files are not set properly
C) xampp alone I dont believe has the capability, so you were right.

my solution is to try to use stmp.gmail.com as a relay potentially, we’ll see how it goes.
Thankfully my code should work in theory and the finished product is for my client whom this code will probably work for.
I’ll post back how my solution went, I’m wary of diving into these config files to set it up but it must be done.
Not sure though, gmail uses port 465 and I think comcast may be blocking that port as well.

 
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Topic: Game Programming / flash not sending email

ah yes, i see that there was now, now I’ve changed it to this but still no email, even with this direct approach.

<?php
    $to = "arcstudios[at]hotmail.com";
    $subject = "subject";
    $message = "Message";
    $from = "testBot";
    $headers = "From: $from";
    mail($to,$subject,$message,$headers);
    echo "Successfully sent";
?>
 
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Topic: Game Programming / flash not sending email

In my website folder is the swf file and php file, the same place my default page is index.html

In my index.html file, in the header i embed flash

<object width="300" height="100">
<param name="movie" value="Untitled-1.swf">
<embed src="Untitled-1.swf" width="300" height="100">
</embed>
</object>

the flash file simply sends an email upon loading.

public function Main()
{
	var variables:URLVariables = new URLVariables();
	variables.to = "whoever";
	variables.message = "text";
	variables.subject = "subject";
	var request:URLRequest = new URLRequest( "yourScript.php" );
	request.method = URLRequestMethod.POST;
	request.data = variables;
	var loader:URLLoader = new URLLoader();
	loader.addEventListener(Event.COMPLETE, onComplete );
	loader.load( request );	
}
private function onComplete( e:Event ) : void
{
	trace( URLLoader( e.target ).data.toString() );
}

But upon going to my website, and then checking my email nothing has sent. I’m using XAMPP to host my website, but php is enabled. So that shouldn’t be an issue. Is there a port that should be open? Is my syntax wrong?

 
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Topic: Game Programming / Haxe/OpenFL primer -- If Flash dies, this is your lifeboat

playerio has moved to yahoo, another sign?

 
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Topic: Game Programming / my website

oh interesting, I thought I could just throw together an html page. Thank you for sharing this sumgato, ill make good use of this testing website to fix these issues.

oh WOW. 49 errors?? lol i am terrible at html
at least it looks pretty from my point of view.. time to knock some of these out.

 
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Topic: Serious Discussion / Plasma projectiles?

I know there isn’t anything known as a “graviton” it was an entirely fictional concept to explain holding together the plasma. lol
Doesn’t large mass cause gravity? And thats why the moon has much lower gravity, because its smaller and doesnt have as much tug. I haven’t read einsteins theory of relativity yet so I assume we don’t know what really “causes” gravity, we only know that mass mathmatically equals a certain amount of gravity? Thank you for the links.