Recent posts by fucrate on Kongregate

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Topic: General Gaming / Solipskier Discussion

y0ttabyte, you’re epic. i WILL destroy your score when i get off my crappy laptop ;)

 
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Topic: Kongregate Multiplayer Games / Lila Dreams

Originally posted by meltedbutter:
Originally posted by creatrix_games:

Hi everyone! Thanks for checking out my game. :)

Lila Dreams is on hold for a while, but I am going to continue to work on it in my spare time and eventually release it on my own. There is no time line, but that’s indie development for you.

I was under the impression that Skystone was the only other game to be released after Zenning, but it sounds like I may have misunderstood what I was told. My apologies. I didn’t mean to confuse or misrepresent anything/anyone. I wish the best for all the developers who will release their premium games with Kong!

Cheers,

Jason

Alright

ok

 
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Topic: Kongregate Multiplayer Games / [Zening] Sneak Preview

no cheating i swear! i’m just a huge nerd, so those points are really just added to my already soaring score :)

 
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Topic: Kongregate Multiplayer Games / [Zening] Sneak Preview

Wendee Lee. Pretty impressive getting her on board, I generally really like her work. Kudos!

 
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Topic: Game Programming / Optional file loads.

I was really struggling with this problem until I found dazzer’s tutorial, http://darylteo.com/blog/2007/11/16/abstracting-assets-from-actionscript-in-as30-asset-libraries/

Basically it’s an awesome method to access any asset you put in a library .swf that can be loaded at runtime. We’re doing this for dinowaurs so the initial download is going to be about 500kb, and every animation, sound effect, arena detail or whatever is loaded when its needed. That way if you play in the jungle arena you don’t load any assets from the other three, and if you have a purple bronto you don’t have to load any of the other bronto colors.

It’s really easy to implement too, just create a separate .swf that has a linked asset in it, then load it like any external asset and use the ApplicationDomain attribute to create the asset class. Personally I love it.

EDIT: oh yeah, and this is an AS3 solution, not sure what you do with as2…

 
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Topic: General Gaming / "You Have To Burn The Rope" Monument Thread

Really awesome game, I have to say the physics simulation was really compelling. The way fire reacts so realistically to rope, and how the chandelier acted on the monster… Really cool stuff, it would be really interesting to take the tech behind the game and make something more than an impressive tech demo.

Really cool stuff.

 
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Topic: Kongregate / Dinowaurs Alpha Testers Wanted

Sorry, I got caught up in the excitement :)

 
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Topic: Kongregate / Dinowaurs Alpha Testers Wanted

I am so totally in!

 
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Topic: Game Programming / Question involving Classes (AS3)

I ran into this problem when I started my “engine”, I use the term loosely, and found there to be workarounds, but the lack of multiple inheritance always makes me a sad panda.

I ran across one super-hackfull solution which was good for a chuckle, but not really a good solution. It basically involved using interfaces, and then creating a separate actionscript file that had the full text for all the functions. You then include the .as file in any class that implements the interface and the functions are declared and filled in from that single file.

I never actually tried it, but assuming the include keyword simply copies the text from the included file, it should work. A horrible solution, though.

Another horrible solution, and the one I decided to use, is to just not extend movieclips. In my engine, all sprites and movieclips and what have you are just objects I call pawns in each of my engine objects. So my tile class has a reference to a movieclip which is its flash representation. It’s kinda nice in that my tile objects dont need to know if their pawn is a movieclip or a sprite or whatever, but it adds in that extra level of abstraction that I dont really like.

 
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Topic: Game Programming / Word Games

As for getting the wordlist into your array/hash, this will prove the more complex problem. There are only two ways I know of to get a bunch of data in, the first being you can hardcode all the values of the array by just making an AS file that loads every word into your datastructure. This is actually the smaller and quicker solution, and I do it a lot for large bits of data rather than use the xml parser thing.

The other way is the XML route, as xml is the only file format that flash supports. This will require you to write or find an XML formatted dictionary and then write a parser for it.

Fun times either way, IMHO reading in large streams of data is the most enjoyable and rewarding facet of game programming.

 
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Topic: Game Programming / Collision Detection Help

Heh, reading through it again I’m remembering that the lander.y < heightmap[lander.x] thing will return true if the lander is above the terrain because flash increases in the y direction as you go down :X

 
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Topic: Game Programming / Strange AS3 Input Queue Thing?

Well, the weird thing is that it isn’t directly related to the processing going on in flash. I can just hit the left and right keys really fast, which would make the character just look like he’s spinning around, and instead of an instant response it will slowly respond to each button down event over a period of about 10 seconds turning one way and walking for a bit before turning the other way, etc. While it is very slowly responding to the events, the framerate stays above 30 and all the other non-player characters continue to animate and run around as usual.

It does not seem to be a problem when I run the game in firefox, so I’m not going to worry about it. It’s just puzzling.

 
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Topic: Game Programming / interesting question on MovieClips...

What you want is _xscale and _yscale i think. Something like that anyway.

I suppose when you said arms and legs as separate things, I assumed you meant animating and blowing off whenever you wanted. For something more static this would be a fine solution.

Some people here have even suggested cutting up the outline around a character into tiny line segments, making them individual objects and performing hittest on each one individually to get near pixel perfect accuracy.

If you have a body composed of a couple different pieces, each one should be able to do a hit test pretty easily. Good luck!

 
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Topic: Game Programming / interesting question on MovieClips...

This is all do-able, but I would be really careful of doing a rag-doll style animation system for your second or third game. I’m not totally familiar with the tween system, so I’m not totally sure, but I think it’s more or less impossible to use the standard flash animation system with removable limbs and replaceable parts. Most games that do that kind of stuff have an inverse kinematics system that uses a skeleton structure. This is a really good solution, and I’m looking forward to working on something like that in the future, but it’s also pretty maths heavy and would be a rough way to start off.

 
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Topic: Game Programming / Strange AS3 Input Queue Thing?

As an addendum, I have found that playing though a web browser seems to resolve the problem… So I actually seem to have worse performance in the standalone CS3 player :(

 
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Topic: Game Programming / Strange AS3 Input Queue Thing?

Ok, I’ve been getting what I thought were just performance issues with my project regarding input delays and such. I’ve got a pretty graphics heavy game, but I can generally run at about 30fps without much of a hitch.

The problem is that, when walking around the world, flash will start to get really unresponsive and seems to queue input events for almost a second. It creates some really weird problems such as processing a keyDown event on time, but not getting to a keyUp event for a second or longer, making the character just keep ambling along while the player has his hands off the keyboard.

I thought this was just some performance issue that I would get to later, but I found today that my mac-equipped compatriots don’t get the same issues, and the game remains pretty responsive throughout. I’m the only one with a PC, so it’s hard to tell what’s going on.

If anyone has run into similar problems or has any tips, I would really appreciate it.

 
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Topic: Game Programming / Collision Detection Help

A really good way to do a moon lander game is to use a heightmap instead of trying to do a hit test. A heightmap is just an array of y-values which define the “height” of the terrain at each point. You can’t do concave surfaces with a standard heightmap, but that should be ok for a moon lander game.

Basically it works by defining a dx value for the heightmap, which just means the difference in x position between each entry in the array. So if I picked a dx of 100 and my heightmap was {10, 20, 30, 40, 50} then I would have a terrain that was 400 pixels long and went “up” by 40 pixels. You have to decide your own dx based upon what you want for the game, and the lower the dx the more detailed you can make the terrain features.

You then use this heightmap for two different things. First is drawing the actual terrain, where you use the flash drawing API in a loop to physically draw the terrain. You know the difference in x for each point on the heightmap so the code would simply have to iterate through each entry in the heightmap, drawing to the correct height and your dx + the x position of the last point.

Then for the collision detection you’ll have to check the position of the lander and compare it to the heightmap array. If you have a height entry for every pixel on the screen, you can just check to see if the lander.y < heightmap[lander.x], if the value of the lander’s y position is less then the height of the terrain at the landers x position, then it is below the terrain and has collided.

This isn’t the only way to do moon lander, but it’s probably what I would do. Hope that helps!

 
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Topic: Game Programming / Lighting Engine!

How hard would it be to generalize the algorithm for a non-grid based tile system with shapes other than squares? Even just having basic convex shapes in a grid-based system would add a lot of flavor to the environment.

 
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Topic: General Gaming / mass effect (xbox360)

Boo real games! Yay for Flash games!

 
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Topic: Game Programming / Lighting Engine!

very cool 2D. can we take this as foreshadowing of a future game?

 
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Topic: Game Programming / pure AS vs Flash IDE

If you’ve got CS3, you can start a project in FlashDevelop that’s called something like a “Flash IDE Project” and it’ll integrate with CS3. You just specify the FLA you’re using and when you hit f5 to run the project in FlashDevelop, it’ll tell CS3 to run it. It sucks to have to use two different applications at once, i’ll admit, but it allows me to have the library and import functions of cs3 and use a quality dev environment like flashdevelop, which is pretty much awesome.

As an aside, after using flashdevelop for a few months on the AS3 side of my game, i’ve gone back to eclipse for the java parts. I used to love eclipse when compared to visual studio for code completion and stuff, but now i hate working in eclipse because flashdevelop is sooo nice.

 
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Topic: Game Programming / Best Game to Start Out With?

dazzer, i agree making fresh and original games is good, but i’ve seen a lot of new dev’s come up with an idea that intrigues them, but because they don’t know how difficult it will be to implement, its way too ambitious for a first game.

copying another game’s mechanics and creating something you already know helps you to learn the technical process while not having to worry over much about the creative junk. It lets you focus on completing the game rather than worrying about weather it will be fun.

It’s like when you ask a writer what to start writing about, they always tell you “write what you know, write about your life” or something like that. you can focus on the technical aspects rather than struggling to make stuff up that seems interesting and compelling because you can just take a story you know is interesting and compelling.

 
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Topic: Kongregate / Some Questions

Wan2Play, do you know anything about the Flash game “industry”? Or even the video game industry as a whole? Have you done any research at all before you just started bemoaning the problems of the industry? Your complaints are really infuriating, largely because you just have no idea what you are talking about.

And i get the feeling that you’re going to come back at me with some sort of “I’m a professional programmer! I know things!” type of comment, and all I can say is that if you have done any research into flash games at all you would realize that kongregate is a good deal.

I would go into all the intricate details of how kong plans on making money, and how their deal is fair for dev’s, but I really don’t know how much detail to go into because you seem to have no idea how any of this stuff works.

To put as simply as possible, the best almost any flash developer will ever get for his/her game is about $1000. And that’s for a sponsorship from armor games, monkey games, etc… That’s not enough for most people to live on, at least in the western world. The problem stems from the fact that we are relying on ad revenue for payment, because 99.9% of flash games are free to play. And unless your website gets millions of hits per day, ad revenue is total crap, ever since the internet bubble burst, no one gets any money for ads. I know one person who can get by on ads, and he has a blog that he works on about 80 hours a week and is one of the hardest working guys I know, and I know plenty of tech people. And that’s the real crux of the problem, there’s very little money to be had on the net when you aren’t selling a product.

Kong has gotten 5 million in venture capital, and they are spending a very generous amount of that to get games like Dinowaurs and the other premium games on their site. That’s what they’re using for hosting costs, which i’m sure are huge, for bandwidth, which is probably huger, and their staff of around 13. Supporting an operation like this is a huge undertaking, and calling them greedy is ridiculous. They are doing for the love of the job, the love of the industry and the games. You do them a disservice by slandering them like this, and I really wish you would do some research before talking. Thanks.

 
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Topic: Game Programming / Best Game to Start Out With?

I like the idea of taking a simple game you really like, like for me it was the Game Maker game Death Worm, and then copying it with a different theme. For me it was taking the huge mongolian death worm jumping around in the sand killing arab-style soldiers and tanks and changing it to a porpoise swiming in the ocean destroying boats and killing swimmers.

Creativity is overrated, especially with flash. Just copy something you like and try to re-capture what was fun about that game. Then if you think theres more to expand on, make it bigger.

I think the biggest mistake you can make is to plan a game more than a week ahead of what you can make. If you plan out something that’s gonna take a month or two to make, its gonna get tiresome. If you take a week to make a small game, and you’re not bored, then you can build it up.

 
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Topic: Game Programming / AS3, and Games

oh yeah, and its not pointless to make an AS3 game, unless you want kongregate scores. you can still upload an AS3 SWF, and it’ll play fine. You just wont be able to have any badges or high scores as far as i know.