Recent posts by 2DArray on Kongregate

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Aug 30, 2008
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Topic: Collaborations / bored? got spare time? be my voice actor.

Heheh. If you’ve got an extra spot left, I’ll help out.

 
Aug 13, 2008
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Topic: Programming / Flash Player 10RC2 has been released.(UPDATED 08.09.16)

I’m pretty disappointed, honestly. Extra performance is always good, but just about every other feature they’re adding is a waste of everyone’s time. I mean, come on. Integrated IK? Isn’t there something more useful they could be doing?

 
Aug 1, 2008
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Topic: Kongregate / I almost feel like a famous person.

 
Jul 30, 2008
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Topic: Kongregate / If your name is Jim Greer do not read me or face AC's wrath

Im so broke if you divided my money by zero you’d get zero, but congrats to mini greer!

Please learn math.

 
Jul 30, 2008
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Topic: Kongregate / If your name is Jim Greer do not read me or face AC's wrath

Yeah, I can throw some money in, just make sure the present doesn’t suck or anything.

 
Jul 27, 2008
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Topic: Kongregate / Ultimate Kongregate Photo Topic

“Greg knows Xenosaga??? Awsome!!”

I pretty honestly can’t tell if he’s kidding or not, but either way I lol’d.

 
Jul 26, 2008
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Topic: Art / Some photography.

I’ve been taking lots of pictures lately, and finally got around to making a Flickr account, so here they are. Most of these are artsy and are supposed to look good as a photo, but some of them are just things that I thought looked funny, etc.

Tell me what you think.

Click me.

 
Jul 26, 2008
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Topic: Kongregate / Ultimate Kongregate Photo Topic

2,000th reply get!

 
Jul 26, 2008
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Topic: Kongregate / Ultimate Kongregate Photo Topic

[i]

[/i]

Oh man, wouldn’t it suck if the guy holding the camera didn’t know what he was doing and totally overexposed my face? That would be pretty lame. I’d have to waste time in Photochop just to make the picture legible and stuff; good thing my cameraman is totally ace.

Been in Japan for a while now and need to get back home so I can get away from the heat and shave and whatnot. I’m afraid to buy a razor here because I think they might be laser guided or something.

Also whoops, that picture is wide. Mah bad.

 
Jul 19, 2008
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Topic: Collaborations / AWESOME IDEA

Yeah, I figured a few people weren’t quite getting it, so I made sure it was obvious enough.

 
Jul 14, 2008
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Topic: Collaborations / AWESOME IDEA

I HAVE THIS GREAT IDEA FOR A GAME THAT WOULD BE TOTALLY GOOD AND AWESOME. ITS CALLED NINJA AVENGER AND THERE’S NINJAS AND ROBOTS AND FIRE AND STUFF. I NEED A TEAM TO MAKE THIS FOR ME. I’LL COME UP WITH IDEAS, YOU GUYS DRAW EVERYTHING AND WRITE ALL OF THE CODE. I KNOW YOU MAY THINK THAT THE WORK LOAD IS UNBALANCED, BUT THINKING OF IDEAS IS WAY HARDER THAN IT MIGHT LOOK. LET ME DEMONSTRATE:

WHAT IF WE HAD A LEVEL WHERE YOU PLAY AS A NINJA AND THE ONLY WEAPON YOU GET IS YOUR DEAD GRANDMOTHER, AND AT THE END YOU FIGHT A BIG ROBOT BOSS THAT LOOKS LIKE YOU ONLY WITH MORE METAL?

SEE, THAT IDEA TOOK ME ALMOST THREE HOURS TO THINK OF. SO YEAH, YOU CAN WRITE CODE/DRAW STUFF/MAKE SOUNDS/FIND VOICE ACTORS/CREATE THE WEBSITE/PLAYTEST/FIND AND NEGOTIATE SPONSORSHIP, AND I’LL THINK OF IDEAS. COOL??

Please, if you want to make a game, learn to animate, or learn to write some code.

 
Jul 10, 2008
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Topic: Collaborations / Are you funny?

To be honest, I’m a lazy teen as well, and that’s a big part of why I can’t really commit to doing anything.

 
Jul 9, 2008
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Topic: Collaborations / Are you funny?

Here’s two I drew kind of quickly. I’m sort of feeling like they don’t quite, uh, pop.

Click me Click me too

Woop woop.

 
Jul 5, 2008
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Topic: Collaborations / Are you funny?

I don’t think these are really hilarious or anything, but meh, here they are anyway. I’ve been up all night being a retard and just sort of found some paper and slapped these out at 7 in the morning. Now, obviously, I didn’t exactly try to make them look pretty. But art is your job, so I didn’t worry about it.

Click me.

 
Jul 3, 2008
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Topic: Collaborations / Idea 4 a game, need a team

Jodediah, you really can’t expect to waltz in and say “Hey, I really want to make a game, so I’ll be the manager and you guys do all the work. Then we’ll upload it for my account,” and really get any sort of positive response. This is a textbook example of what happens–Lots of people who also don’t have the ability to make art or program will come in and ask to test or give ideas, but you won’t get any actual work. Figure out what part of the process you can do–art or programming–and offer your ability to do that, and see who else comes along to help.

 
Jun 30, 2008
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Topic: Programming / Verlet Integration

I’ve been working on a verlet integration system (swf link at the bottom), and I’ve got two issues.

1) Not rigid enough. The easy way out here is to just run the loop more than once before redrawing. Really easy to implement, and an obvious increase in stability/rigidity. However, it’s obviously slow, because I have to run all the calculations now. Either way, this is how I’m handling it for now. Is there some clever way to tweak this out, or maybe is there some magic algorithm that will solve a bunch of points with various pairs connected?

2) Occasional odd behavior. I noticed that all of the points that were connected to others would very slowly creep to the left. I figured out that this was a rounding issue, so I fixed by basically chopping off a few decimal places. It makes it less accurate, but only on paper, because you would never notice the difference of less than a hundredth of a pixel. However, now in certain cases (which I haven’t figured out a pattern to yet), the contraption will shift to the left OR the right, and in some very odd cases (I’ve only seen this once), start spinning. Maybe this is something that someone who worked with verlet before would recognize as a common slip up.

So, yeah. If you just want to play with the toy, that’s fine. If you’ve got a suggestion, then hey, go for it. The interface is hopefully easy enough to understand; I tried to make it pretty intuitive. Lots of stuff is still missing though, so you can’t delete connections/points yet, etc.

Click me.

 
Jun 26, 2008
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Topic: Programming / Invert over x or y axis

theObject.scaleX=-1;

scaleX and scaleY are how “stretched” an object is, along each axis. If you set either to -1, then the object will flip.

 
Jun 18, 2008
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Topic: Kongregate / Dinowaurs Beta Testers Wanted

I’ll try it.

 
Jun 16, 2008
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Topic: Programming / Open source maze game

I had thought about this a long time ago, and put together a uselessly complex mouse avoider. It was all math based, it was super accurate, and you could make your own levels with moving walls and all that fun stuff. AddictingGames bought the source and made a few changes of their own (most of which I didn’t really enjoy, but this game wasn’t exactly destined for greatness, so all’s well), but most of the content is mine.

Mouse Trap

 
Jun 15, 2008
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Topic: Programming / Editing every pixel...

What’s the fastest way to make changes to every pixel on screen? I’ve been testing out bump maps lately, and it’s far too slow. I know I’ve seen people pull this off-there was a guy working on a 3D engine who made a bump mapper that handled a massive picture (probably at least 500×500) and ran completely smoothly.

I’m using setPixel32() to mark each pixel. Is there some magic way to do this faster-Maybe something built into Flash that does an action to each pixel? That would definitely help.

 
Apr 22, 2008
avatar for 2DArray 2DArray 75 posts

Topic: Programming / First few AS3 tests.

I’m finally making the jump to AS3 and Flash 9, so here are a few things I put together to test performance and whatnot.

1) Bees
Some guy made a flocking algorithm a long time ago called “boids” so I figure it’s appropriate to make one for the bees–Now we’ve got the boids and the bees and the stupid joke is fulfilled.

Anyway. Click/hold to spawn bees, or hold Space to push them away from the mouse. The important thing here is that the bees form a swarm by attracting each other. They’re not just all flying towards some arbitrary point-they actually all attract each other. There’s some clever optimization going on here and I’m pretty satisfied with how many bees it can handle at once.

Click me
2) Ball pit
I made a game that never got released that looked a lot like this a while back. That was AS2, however, so it couldn’t run too many circles before slowing down to a crawl. Here’s the same thing in AS3, running much nicer. Note that the circles bounce off of each other kind of awkwardly because I didn’t spend any time at all getting the math there worked out and instead used a simple (and incorrect) approximation. The point here is performance and not perfection, though, so it’ll fly. No controls here. Just watch until the screen fills up. Then continue to watch as the simulation sort of breaks soon afterwards.

Click me
3) That old paint game
I was working on this game a long time ago, but there was a massive delay because I’ve been waiting on art. It finally looks like the project is starting up again, and now I feel obligated to rewrite the code because it used to chug occasionally. Note the happy little trails that come off the paint when you spray it around. I’m aware that this is not how paint behaves, but it looks good so I don’t mind too much. WADS, click/hold. If you spray downwards while in the air, you can jump a little higher.

Click me
There you go. Have fun, I guess?

 
Jan 28, 2008
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Topic: Art / TShirt Design.

This is a joke taken almost purely from a Questionable Content strip a while back. Well, really there was just a character wearing a similar shirt. Whatever.

What do you think?

 
Jan 21, 2008
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Topic: Art / kong comics

Did I win?

edit-here’s a second one.

 
Dec 11, 2007
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Topic: Programming / wierd dynamic text bug

Yeah, if you don’t embed the font, all hell breaks loose. You can’t change the alpha or rotation, and I think you also can’t change the scaling proportions. Maybe.

 
Nov 30, 2007
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Topic: Programming / Lighting Engine!

Here you go, fucrate/Caimbul:

1) A common way to make things like this work for systems that aren’t entirely tile based is to have a collision tile set, and have the objects store where they are in the “invisible” tile system. Raycasting then checks through the tiles and finds which objects are in or touching each tile it hits. Very similar to how it is now. Rewriting the Critical Point system would be possible, too. Honestly I don’t want to do that, though. I’m fine with how it works at this point. 2) The lower point in the second wall is ignored because there’s another wall in between it and the light source. It just runs a ray between them and checks if anything’s in the way. 3) The darkness is a black rectangle, and all of the lights are combined into a movie clip and applied with the “erase” blend mode. Basically it erases the darkness. Making light. This is nice because it works with varying levels of alpha for the overall darkness as well as the lights, and combining lights works correctly.