Recent posts by Tukkun on Kongregate

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Topic: Kongregate / Curtis' Badge of the Day Reviews

I’d say 1+3. One post every day and update the OP with links. 2 is a terrible idea and is super spammy.

 
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Topic: Kongregate / Weird glitch!! I submit my posts but they turn out blank?????


 
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Topic: Anti-Idle: The Game / FCG card art needed

I actually like that kind of sarcastic art xD Keep them coming.

 
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Topic: Anti-Idle: The Game / Frequently Asked Questions & Ask stupid questions here!

Originally posted by Shinseika:

How does the automatic ant sprayer work exactly? Does it just make it so you don’t have to press the green/red button yourself (making it basically useless for me since I barely idle)? Also, how frequently does this game get updated? Been playing for about a week and enjoying it a lot.

Hi!

Yes, the 24 hour Automatic Ant Sprayer makes it so the green and red buttons are automatically pressed whenever available.

While updates are now no longer as frequent as before, the game is still being updated! There will be a big update released in a few weeks with the new Simulation Cyborg feature, minor improvements, balancing, some more end-game content and bug fixes. Stay tuned!

 
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Topic: Anti-Idle: The Game / v1665 - Open Testing (with lots of missing features)

Do you have 100 quadrillion Garden EXP or something? I tried setting my Garden EXP to 10 billion (which is a very unrealistic amount) but that is still far from enough to make one tree harvest enough for an entire ascension.

 
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Topic: Anti-Idle: The Game / Game Bugs

^ Fixed in 1665, not sure why I missed that.

 
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Topic: Anti-Idle: The Game / Game Bugs

Originally posted by Kazuya121:

Every TukkunFCG Fight = 1 lose

I have posted this bug last year, but when I am fighting WHILE NOT pressing or holding G, it results in a lose but does not show the lose screen, as I said, i get a lose and keep fighting until i win or lose.

Kazuya121 | 536 / 512,968,718 | [d1]–15 | F0 | v1,664 | WIN 14,0,0,177 | Sat Aug 30 16:04:04 GMT+0800 2014

Not a bug. The number that increases is the number of matches played, not the number of losses.

 
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Topic: Kongregate / custom avatars from games

Plenty of games use it. The oldest I can think of is Amberial: The Tower of Endurance which was made in 2009, though it’s certainly not the first.

 
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Topic: Anti-Idle: The Game / Discussing about Button Machine

Originally posted by StarScream69:

I just want to know why holding shift doesn’t work anymore. Every few seconds I have to let go and hold it again or else it results in misses.

That’s most likely due to lag. Try reducing graphic quality and closing unnecessary programs.

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

Originally posted by emperor_orionii:
Originally posted by crazye97:

No. It buys potions when it deems necessary. See the Careers guide for info.

Ah, I knew I saw it somewhere. Thanks crazye97 and E_102_Gamma for info. One more question, does Profanity skill (reduced potion cost) works with DR?

It actually doesn’t. Nice catch.

 
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Topic: Kongregate / Kongpanions .. ?

True, that’s why I’m also implementing a way to obtain “Kongpanions” in the game itself. Like this:

I believe this should be done in every Kongpanion game because otherwise it’s too unfair for new players who have no Kongpanions (unless the Kongpanions are purely aesthetics or worthless in that game). And like I said this is mostly an experiment.

 
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Topic: Kongregate / STOP IDLE GAMES

I think we have gone far off topic.

 
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Topic: Kongregate / Kongpanions .. ?

Originally posted by player_03:
Originally posted by Babadingldoo:

even then the developer would have to manually add the changes every week, or limit it to what is out at the time of publishing.

Most of your post is correct, but Kongpanions were specifically designed so that developers wouldn’t have to do this.

That’s true, to a certain extent. But Kongpanions don’t have any useful information attached to them, other than name, ID, images and some unpredictable tags. So you really just have two options: make all Kongpanions the same (like in Idleplex / Run 3 / etc), or give them stats based on the unpredictable tags or its ID or its name (which is what I did, and it often leads to nonsensical stats). The way I see it this system just causes too much hassle to be worth using.

I imagine they can make pretty cool pets and aesthetic items but that’s it. I’m experimenting with Kongpanions for my own game as you can see above, but even before the official release it’s already proving to be a failure with so many people being against it because they have no Kongpanions. And besides, it would just likely mean people will be spending time playing other people’s games rather than my game, and that will drive traffic away from my game.

 
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Topic: Anti-Idle: The Game / FCG card art needed

As long as it is different enough from the original art, it should be fine, I think.

And yeah I like those art.

 
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Topic: Anti-Idle: The Game / v1665 - Open Testing (with lots of missing features)

Originally posted by Truth:

Perk 34 is still “25 less ants”

Yes, but considering Cyborg doesn’t exist yet…

 
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Topic: General Gaming / Epic War 7

It not existing.

 
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Topic: Kongregate / Kongpanions .. ?

I tried integrating Kongpanions into my game just now (mostly experimental for an upcoming project).

The API took me a good five hours to understand and make it work (partly because I use AS2 instead of AS3), and I had to generate the stats for each Kongpanion by using the letters in the Kongpanion’s name. The tags of the Kongpanions are absolutely horrible and worthless, and for some reason I have a feeling implementing Kongpanions will just drive traffic away from my game (and I’ll probably have to implement ways to obtain “Kongpanions” in the game itself) and this is some kind of decision I will regret.

(The Kongpanion system isn’t in the game yet, this is the test version)

Also, how useful Kongpanions are depends entirely on the developers. If the developers make the Kongpanions pathetically weak and useless, people complain about it and say Kongpanions are worthless. If the developers make the Kongpanions too powerful, people complain about it and say they cannot win because they don’t have Kongpanions. So the best solution is simply not implementing Kongpanions at all. Seriously.

 
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Topic: Anti-Idle: The Game / v1665 - Open Testing (with lots of missing features)

New test version is available, with Kongpanion IAs.

 
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Topic: Anti-Idle: The Game / FCG card art needed

Yeah, that looks great. Thanks!

 
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Topic: Anti-Idle: The Game / FCG card art needed

Hmm maybe the sword should be a little bit smaller? Also it’s 65×65, Parsee, not 65×58.

 
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Topic: Anti-Idle: The Game / FCG card art needed

Yeah those look good.

Hmm I sort of prefer it with little glow (maybe 50), and maybe hard lines. I can’t really distinguish 0g/10g/20g.

 
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Topic: Anti-Idle: The Game / [Event] "Free" Impossible Ascensions!!

For the first time ever, receive up to 5 “free” Impossible Ascensions simply by hoarding Chaos Crates! For every 30,000 Chaos Crates saved up before version 1665 is released, you will receive 1 Impossible Ascension for FREE!! You can receive up to 5 Impossible Ascensions from this event.

This event only applies to players who have ascended at least 5 times. In order to receive free Impossible Ascensions, you have to keep the Chaos Crates unopened. Crates opened before the update do not count.

Free Ascensions will be awarded when version 1665 is released.


Current deadline is unknown. A new post will be added to this thread 3 days prior to the update’s release.

 
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Topic: Anti-Idle: The Game / v1665 - Open Testing (with lots of missing features)

New test version is live. Please note that the URL has changed.

 
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Topic: Anti-Idle: The Game / v1665 - Open Testing (with lots of missing features)

Because it’s taking too long, here’s a test version with missing/incomplete features.


[HOW TO TEST]

  • Simply click here and play. No need to get permission. No passwords. No hidden key combinations required.
  • The secret savefile console can be accessed from any savefile.
  • Play normally and report all bugs (or imbalancings) you find here.
  • If you want to transfer your live version savefile here, copy the file antiIdle_file0.sol from the folder chat.kongregate.com to the folder cdn.fastswf.com (make sure to close the test version before doing this).
  • You cannot transfer your test version savefile to the live version.

[CHANGES FROM v9011]

  • Kongpanions are added. For the purpose of the test version, greg’s Kongpanions are used rather than yours.
  • More IA filter options are added.
  • Reincarnation Equipment is now free.
  • 2 new opponents are added to FCG level 10. 1 new opponent is added to FCG level 6~7.
  • The following bugs are fixed.
    • Attempting to battle against an empty deck in TukkunFCG may cause the game to crash.
    • If you lose the battle against Tukkun in Challenge #5, a different and possibly impossible to kill opponent appears.
    • “Destroy All” button in Another Another Garden causes trees in Another Garden to be destroyed instead.
    • Chaotic Growth Rocks still give +10 Max Level.

[CHANGES FROM v9010]

  • Challenge #5 now (hopefully) works as intended, except for the fact that Tukkun does not appear after 99 wins.

[CHANGES FROM v9009]

  • The following bugs are fixed.
    • EXP this Ascension” does not reset when you ascend. Diminishing returns system does not work properly.
    • Gardener Career EXP gain is incorrect.
    • GC/BC/WC gain when harvesting trees is incorrect.
    • Garden EXP display in Another Another Garden is wrong.
    • Feeding pet gives the wrong amount of Pet Fullness.
    • The Pet Item that restores 100 Pet Health actually fully refills your Pet Health.
    • Pet Health goes back to 1 every once in a while.
    • Permanent Perk #13 does not function.
    • You can bypass TukkunFCG cooldown (and Challenge #5 restrictions) by clicking the large square instead of the Play button. This will also cause the opponent to have wrong decks.
    • Level 0~9 opponents in Challenge #5 are glitchy

[CHANGES FROM v1664]

  • Challenge #5 is added.
  • All changes in the List of Changes thread should be in the game, except the following:
    • Simulation Cyborg (although the button exists, it leads to the Career screen)
    • ULTRA ARMOR (postponed to v1666 or until further notice)
    • Enhancement Machine (postponed to v1666 or until further notice)
    • Grandpas
    • Apocalypse Crates
    • Revamped Chaos Crates
    • Revamped Feature Shop / Mystery Shop
    • Changes to BA crafting recipes
    • Ring rebalancings
    • Free Impossible Ascensions for people with Chaos Crates
    • Impossible Ascension time reset

All other changes should be in and ready for testing.


[KNOWN ISSUES]

  • The buttons to submit score and manual save are offscreen.
  • The new font in the Crafting screen is somewhat glitchy.
  • Dragon of Wisdom speeches are (still) very outdated.
  • Reward items from Tower of DOOOOOOM have incorrect stats.
  • There is no Energy Refill cooldown in Impossible Ascensions.
  • You are asked to turn Offline Progress on in Challenge Mode although it does not do anything.
  • The list of Legendary Monsters is incorrect.
  • “Show All” button in Invisible Allies screen makes Kongpanions hidden.
 
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Topic: Anti-Idle: The Game / Rebalancing Discussion

Refills are being made rare, this is so that if you have crates before refills are made rare and don’t use them you receive free ascensions. It’s practically the same thing.

Either way I’m locking this thread (for now) because I’m not really comfortable with people discussing the new stuff in the changelog. It tends to lead to negative stuff happening.