Recent posts by Tukkun on Kongregate

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Topic: Technical Support / How do I make the horizontal line that devides things?

You can also use ___ for it.

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Topic: Anti-Idle: The Game / The Soda Machine of MAgic idleing

You get SOAP and a bottle of Cola-Coca.
I insert a changelog.

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Topic: Anti-Idle: The Game / Anti-Idle mobile?

I do not plan to create a mobile version of Anti-Idle (not even in the future). Sorry!

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Topic: Anti-Idle: The Game / List of Changes - Current Version: 1713 – Mar. 08, 2015

Changelog temporarily taken down for revision

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Topic: Kongregate / Referrals are broken (kinda).

Honestly, the current reward for referrals is fine. If you change it from 98 pts per referral to something like 10, people will no longer feel encouraged to refer their friends to Kongregate. It is just that the current system makes it so people who can auto-referral (like me or jayisgames) take a way too huge advantage. Maybe they just need a monthly limit – say, 1000 pts per month from referrals. But it’s probably too late to change things now because it will make it completely impossible for any new user to compete with jayisgames, and taking existing points away from jayisgames or such users is likely a bad move.

Another possible system is diminishing returns. Say, after you get 10000 pts from referrals, your referral reward is reduced by 25%. Then when you get 50000 pts from referrals, your referral reward is reduced by another 25%. This way people will still feel encouraged to use the referral system, and it doesn’t create a huge gap between someone who can auto-referral and an average user. A problem with this is that people generally dislike diminishing returns.

A lifetime cap is likely a bad idea. Let’s say you can gain only 10000 pts from referrals in your entire life. That means once someone like jayisgames refers enough people to get 10000 pts (which likely takes a very short time), they will no longer want to refer more people to Kongregate because it’s rewardless. And that’s less traffic for Kongregate. And that’s exactly what they DON’T want.

Hell, just add a new statistic to user profiles, like “badge points” which is like Kong points but only includes points from badges. Problems solved.

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Topic: Anti-Idle: The Game / AdVenture Capitalist vs. Anti Idle

Steam does support Flash but it needs to be “wrapped” into an .exe. But in any case I’ll just mention once again that Anti-Idle will NEVER be on Steam, ever. This is the final decision.

Basically, uploading the game to Steam means I’ll lose players on Kongregate PLUS 30% exclusivity revenue, and because the game is entirely free it would mean that Steam won’t pay me at all. Making people pay for the Steam version won’t work either because people will then play the free version on Kong instead AND I still lose 30% revenue. Why on Earth should I do that? (That’s not to even mention all the time and effort and verification, blah blah)

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Topic: Anti-Idle: The Game / MEGATHREAD: Battle Arena

In other words, if you lose 50 or less HP, it’s a guaranteed spawn.

Not really – the maximum HP you can have after beating the boss is 150. So in order to get a guaranteed spawn you must lose no HP at all.

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Topic: Anti-Idle: The Game / AdVenture Capitalist vs. Anti Idle

Anti-Idle will never be on Steam. End of story.

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Topic: Anti-Idle: The Game / TFCG Balancing Tweaks and Such, Etc.

A bunch of card rebalancing proposals are already available in the changelog thread. I would also love to get some feedback related to that.

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Topic: Anti-Idle: The Game / List of Changes - Current Version: 1713 – Mar. 08, 2015

Changelog temporarily taken down for revision

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Topic: Kongregate / [New Feature] Introducing Kongpanions!

Well, you did comment on my game that

Got the message that this game now has kongpanions. Looks like I’ll have one less game on my favorites list now.

So I assume that you used to like it, at least to a certain extent, but not anymore and that’s due to the implementation of Kongpanions.

But it’s alright – we all have different tastes. Perhaps it’s just like how I hate TDs, some other guy hates incrementals, and you hate every game that has Kongpanions in that sense. Once you have formed a thought that games with Kongpanions are bad, it is hard to change. I suppose I’ll just have to deal with it :P Can’t satisfy everyone.

I do agree with you though, that it’s very hard to implement Kongpanions properly. Making it too insignificant will make people think that they would rather have no Kongpanions at all, but making it the main focus like Kongridle would obviously ruin the game like you have said. But then the Kongpanions system is open, so it’s hard to tell what people might make in the future. Maybe one day someone might make a super awesome game with Kongpanions that doesn’t have any of the problems we see right now?

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Topic: Kongregate / [New Feature] Introducing Kongpanions!

I’m mostly referring to my own game. You’ve clearly stopped playing it for the sole reason that it now has Kongpanions, without taking in any consideration how it was implemented, what “benefits” Kongpanions give in the game, etc.. If you’re going to simply bash every single game that has Kongpanions, you will never find them useful, even when they actually become useful.

For you, it is not that “Kongpanions are not useful in games”, but “Games are worthless if they have Kongpanions”.

Just as a forewarning, you shouldn’t play the next games that I upload because I’ll be implementing Kongpanions in every single one of them.

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Topic: Kongregate / [New Feature] Introducing Kongpanions!

Okay this post on page 69 by Dragu89 should probably be removed. On page 70 I explained to Dragu that the reason I had so many kongpanions was because I thought they were actually going to become useful as the Kongregate page first introducing them suggested (“sidekicks”). This turned out to be false, but I still wanted to get BotDs. Now I don’t earn BotDs anymore because I don’t want kongpanions to be associated with them.

So you stopped earning them because they are not useful, but whenever a dev makes a game where Kongpanions have some use, you bash that game and don’t play or stop playing it.


(I’m not defending Kongpanions or anything but your reasoning is incomprehensibly ridiculous)

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Topic: Kongregate / who else besides me got all 62 shiny kongpanions

My game has an API stat that checks the Shiny Kongpanion count (look towards the end of the leaderboard stats). Of course it’s not comprehensive because people who don’t play my game are excluded, but it does have a few people who are not yet listed in any of the posts here.

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Topic: Anti-Idle: The Game / Pre-order your real life FCG card packs today!!

Originally posted by Anonymity:

(Writes “ripoff don’t buy” on the wall)

The card packs contain 500 cards, so it’s only $1.5 per card! For only $749.99 you will have 500 cards which can be used to make plenty of decks and enough for an entire party to play at once. And this already includes the worldwide shipping fee and stuff! Plus you get a free board if you buy 50 packs! I’d say it’s not a ripoff at all. If you prefer to buy smaller and cheaper packs, they will be available in a few weeks somewhere really close to your house!

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Topic: Anti-Idle: The Game / Pre-order your real life FCG card packs today!!

Hi everyone!

You asked for it, you got it – due to the extremely popular demand of real life TukkunFCG cards, they will be available worldwide soon!

For a very low, LOW (I mean it) price of $749.99, you will receive your very own gigantic TukkunFCG card pack! It will contain 490 random common TukkunFCG cards (100 upgraded and 390 unupgraded) plus 10 random rare cards, picked from a selection of 140 different TukkunFCG cards, including 104 of the most favored cards in Anti-Idle, plus 36 brand new, never-seen-before cards! And if you buy 50 or more packs at once, you’ll get a FREE TukkunFCG Board™, which normally costs $24,999.99, providing the best possible environment to play TukkunFCG with your friends! The TukkunFCG Board™ comes with a timer and a special device to detect played cards and automatically calculate the players’ generators, energy, HP and other stats, ensuring that players play by the rules!

Doesn’t that sound amazing? Simply send me a private message to tell me how many card packs you want to buy! You don’t even have to pay me the money first – payments only have to be made AFTER you receive the cards! What are you still waiting for? Pre-order your real life FCG card packs today!!

Or do you find that too costly? There’s also a special catch: each rare card will have a unique code on it, which can be redeemed for 10,000 White Coins and a free Impossible Ascension each! That means 100,000 White Coins and 10 free Impossible Ascensions for each card pack you buy! Is that still not enough? Be the first person to collect all 140 different upgraded cards, upload a screenshot to prove it, and you will receive 2,500 additional free Impossible Ascensions!!

For more information, feel free to comment below or send me a message!

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Topic: Anti-Idle: The Game / [Guide] Technical Lights Usage

Hi! I’ll look into the bug and try to fix it in the next version. I’ve been quite busy lately so I couldn’t update the game. But once I’m done with my important real life stuff I’ll be back and release more updates, with more awesomeness, bug fixes, and a lot of the recent suggestions!

Also, wow so many clever uses of Technical Lights!

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Topic: Anti-Idle: The Game / Game Bugs

Also take in consideration that you can harvest from Red Trees much more often.

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Topic: Anti-Idle: The Game / Biggest Accomplishment of the Day in Anti-Idle

Whoa, massive congrats!

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Topic: Anti-Idle: The Game / Megathread: Suggestions

Hi everyone,

Just posting to notify you all that I have read everything in this thread.

Please direct future suggestions into the new thread.

I will close this thread.

Thanks everyone!

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Topic: Anti-Idle: The Game / Suggestions!

Previous official thread (2011 ~ 2013)
Previous unofficial thread (2015)

I’m going to recreate the Suggestions thread so that we have an “official” one. There was a suggestions thread before, but it ended up being closed, partly because I was mostly finished with updating, and partly because I simply could not deal with all that criticism and stuff. But ever since the suggestions thread was closed, a lot of people had awesome ideas (and I really mean it) and they have nowhere to post. Due to the increasing demand, numerous unofficial suggestions threads have been made. Now, I decided to create this thread so that all of you have some “official” place to suggest stuff (and I assure you I read all of them) – but to prevent this from becoming the old suggestions thread where things are messy and stuff, there are a few added guidelines.

Suggestion Guidelines

1. If you suggest a new big feature or other big additions/expansions to existing features, your suggestion will be automatically REJECTED. No exceptions.
(e.g. “I demand that we get a tower defense minigame in arcade!!!!”, “Stadium should have some endless running mode like that temple whatever game”, “Please add some kind of tile based RPG to the game!”, etc.)

  • The reasoning for this is that I am done with adding new features to the game (with the exception of unimplemented features which are already planned). Also, most of these suggestions involve things that are difficult to code and are generally not very beneficial to do. If you wish to play some tile based RPG, just go play that instead of suggesting it to be added to Anti-Idle. I understand that some of you might have some truly awesome ideas that I might actually like, but I won’t implement them anyway, so save those suggestions to yourself and don’t bother wasting some more precious minutes of your life typing it here.

2. Do not suggest anything that involves music, a better save/load system or auto backup, lag reduction (unless you are 100% sure how to do it), or anything that involves multiplayer or a server.

  • These are just plain impossible, so if you are going to suggest them, don’t bother. As annoying as it is, if you post here saying “I get too much lag playing the game, you should look into some kind of solution”, it doesn’t help me at all.

3. Suggestions that are solely to make the game easier than intended or have any noticeable impact on the game difficulty will be rejected, unless you have a good reason for it.
(e.g. “we get coins too slow i think coin gain should be tripled”, “Why shouldn’t we be able to ascend at level 3000?!?”, “BA is too hard please make it so you deal 10x damage and monsters deal 0.1x damage blah blah” etc.)

  • Any change to the game difficulty will cause a LOT of things to change, and generally, unless you have a very good reason to change the difficulty of the game and pretty much the entire community agrees with it, don’t bother. Also, avoid making such suggestions until you ascend at least once, because you likely have very little idea how this game’s balancing works before then.

4. Unnecessarily long suggestions will likely be neglected.
(e.g. “we should have purple tree in the garden which takes 5 hours and 45 minutes to harvest but only 5 hours and 15 minutes to harvest if you have an ascension and it would cost 10000000 coins to plant and it would give 5000000 coins and 3000 green coins and 100 blue coins when harvested and if you have 1000000 or more garden exp the tree will have an awesome face on the top and you will […]”)

  • If you want to suggest something, try to keep it short and give just enough details. If you can describe your suggestion in 3 lines of text rather than 100, that’s exactly what you should do. Details about balancing are generally not necessary because I would likely balance it myself anyway. Let’s say you want to suggest such a purple tree above, you could just say something like “We should have Purple Trees in the Garden, which takes about 5 hours to harvest.”. I’ll decide how much it costs and how much you get for harvesting and stuff, you don’t have to (and shouldn’t) do that work. (However, note that I don’t actually want to add a purple tree, so don’t try suggesting that below)

5. Easily implementable but useful additions / convenience features are generally prioritized.
(e.g. “We should be able to press number keys 1~6 to play cards in FCG”, “Trees should be harvested automatically in Ultimate Avoidance”, “Selling things in Fishing should be faster”, “Breeding in the Garden is quite confusing, maybe we should be able to foresee the possible results before breeding?”, “How about a button to convert adventure energy to EXP?”, “We should have a sell all button in BA!”)

  • This is the kind of suggestions that I look forward to the most. These suggestions generally take no more than 10 minutes of coding to implement and are likely useful to a lot of people. If you have some similar suggestions, go ahead. I’m glad to hear them.
    Other useful additions which are not as easily implementable (for example, queuing tasks for Simulation Cyborg or tracking quests) are also appreciated, but these require more coding effort, so they have a lower chance of being implemented.

Some Notes

This thread is dedicated to suggestions. If you are here to bash the game or state that you dislike the game (“This game SUCKS unless you implement my suggestions!!”, “this game would be awesome if it has a tower defense but unfortunately it doesn’t so i give this a 2/5”), write that in the comments section of the game instead. This is not the place. In this thread, write just the suggestion. Nothing else.

The chance that your suggestions will be implemented is much lower than the chance that they won’t be implemented (because we all know that I’m super lazy), so don’t get your hopes up (and if they are not implemented, don’t post them again because I assure you I read everything). Also, most suggestions that are not mere convenience features require proper analysis before implementation, so don’t expect your suggestions to be immediately implemented even if they are super awesome.

Due to numerous reasons that I would rather not mention, I will not reply to any of your suggestions (except in very special situations – and don’t ask me to reply), and if I decide to implement any of these suggestions or anything inspired by these suggestions, I will not mention the source. But I assure you that I will read EVERYTHING you post in this thread, and I look forward to your awesome suggestions! As always, thank you for playing Anti-Idle and contributing to the game’s success.

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Topic: Anti-Idle: The Game / [Official] Crossover Rewards - Kana Warrior!

Originally posted by Melzas:
Originally posted by Tukkun:
Originally posted by newsomeone385:

this a test 325524297


You’re supposed to enter gift codes in the Achievements screen, not here.
Also, the code 325524297 is only a sample code. The code varies for each user, so you have to get your own gift codes. Your gift codes will not work for others, and other people’s gift codes will not work for you.

So you’re saying that the challenge is to figure out how you’ve hashed someones user name into a unique code based on the codes gotten using your user name? ;)

Technically that’s true, but generally if you decide to figure out how it’s hashed, it is considered cheating by the community and is frowned upon, just like changing your system clock to claim more daily bonuses or figuring out a fake Refund Code.

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Topic: Technical Support / Stolen Account

The guidelines state that your account is YOUR responsibility, so unfortunately I don’t think they’re going to help you.

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Topic: Kongregate / March '15 Suggestion Thread

1. Please darken the bar on the top right. Please.

2. Not sure how implementable this is, but perhaps registered users should get more homepage customization? “Browse Top Games by Category” section no longer includes the old “Music & More” category, and most of those categories I’m not interested in at all. We should be able to see the top games of the categories (tags?) we’re interested in instead. Let’s say I don’t want to play MMOs at all, and I would rather see the top 5 idle games in that space instead? That will make the homepage much more useful.

3. Maybe we should have a full list of possible Kongpanions’ tags, that will make it much easier for devs to implement Kongpanions. If we have a full list of tags, devs can use them to determine the stats of unreleased Kongpanions. Let’s say the dev can make it so animals have extra attack, and plants have extra defense, and so on for all the existing tags, but suddenly there’s this new tag called “do not touch” and the dev doesn’t know what to do with that other than making them add to some random nonsensical stat (and no dev is willing to update the game weekly for every new Kongpanion)! With the current system, devs can only rely on the currently available tags to determine Kongpanions’ stats or have to randomly generate their stats. Kongpanions have no useful metadata, and therefore devs cannot do any useful thing with them.

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Topic: Kongregate / [New Feature] Introducing Kongpanions!

Originally posted by player_03:

Also, Kongpanions aren’t used in games anymore. There were a few games at first, but that part of the concept just didn’t work out.

That’s only true to a certain extent. The API is still there and any developer is free to make their own Kongpanion game. At least the (experimental) Kongpanions system in my game still works (would be horrible if it stops working or the Kongpanions system is completely removed).

There might not be any Kongpanion games that “work out” yet, but we don’t know what the future may hold. In the future someone might make a really good game that makes Kongpanions worthwhile.

As a dev, I actually kind of like Kongpanions, because even if I decide not to implement the system, I still get a free creature that I can use as artwork in my games every week without having to worry about copyright.