Recent posts by Ciffy on Kongregate

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Topic: General Gaming / Idlekips Bugs/Ideas

that’s a question for sparta since he’s the one that’s actually uploading the file. Asking him on MSN yielded the following:

“yeah, that was the plan. I think I’ve said that in the forum already actually

talking about the post-beta launch party"

 
Flag Post

Topic: General Gaming / Idlekips Bugs/Ideas

Originally posted by IdleKips comments:


Jobose Feb. 09, 2009
Another Bug, at the new version: press ‘T’
Jobose Feb. 09, 2009
ah, its no bug

That’s all i’m sayin >_>

@explodingferret: what browser and OS are you using? I want to try to reproduce what you’re seeing, but no one else has complained that it’s a problem. When you get awarded achievements, do you see the name of the achievement and a GET: come up?

weeee 100 posts o_O

 
Flag Post

Topic: General Gaming / Idlekips Bugs/Ideas

@explodingferret: can you give us a screenshot of what you’re seeing? There’s definitely text for all achievements and item shop items. Clicking on the Achievements button and then mousing over any achievement should show you the title and requirement for that achievement. The item shop, to the left of the buy / equip button, there should be a description and prices. I’ve not heard of anyone saying they couldn’t read any text so far, and it’s the default flash font, so it shouldn’t be anything special.

The game was updated about a week ago and all the secret achievements were changed, so anything you heard about clicking at coordinate x,y or typing “z” or page down on the key board are no longer valid.

@kill21: what is the problem you’re having with the free publicity achievement? It requires you to click on BOTH of the logos at the top of the screen. Are you clicking on both of them or just one or the other?

I don’t know what you’re talking about with the sound like you’re winning something when you press T. It doesn’t happen for me.

BTW: I’m the co-developer / debugger, so my questions are directly related to the game getting fixed properly. :P

 
Flag Post

Topic: General Gaming / Idlekips Bugs/Ideas

Yes, unfortunately, when he posts the final version (all bugs worked out), the high scores will be wiped as well as your history (I can’t imagine this staying as you would have achieved things with bugs that wouldn’t be possible normally).

Also, how did you get 40k points? According to the math, you should have just under 30k (571 points a level * 52 levels). Is that 40k with your kong points and extra points you’re getting from idling? I’m looking at most of the achievements and points systems today, so I’ll take a look at this again.

 
Flag Post

Topic: General Gaming / Idlekips Bugs/Ideas

I haz a viking!

 
Flag Post

Topic: General Gaming / Idlekips Bugs/Ideas

Just an FYI, I’m changing most, if not all, of the secrets when I go through the code today :D So good luck finding them all again! No more pixel hunting :P

 
Flag Post

Topic: General Gaming / Idlekips Bugs/Ideas

going back and forth into the item shop, the drop down and choice you made previously (even if you didn’t buy anything) is remembered, but the Item Name and Item Cost refresh back to the “nothing selected” terms. Buying an item when the display is like this DOES correctly subtract from your funds and mark the appropriate thing as bought.

 
Flag Post

Topic: General Gaming / Idlekips Bugs/Ideas

single digit times should read as 0x:0x:0x instead of x:x:x.

 
Flag Post

Topic: Game Programming / AS3 (not a newbie) help please?

for (var j:uint = 0; j<myAmmo.maxBullet; j+) {

shouldn’t that be j++? Pretty sure j+ just doesn’t do anything, so j’s never getting updated.

If that’s not it, try tracing i and j to the debug screen in the myAmmo for loop and see if something’s getting stuck. If the problem breaks when you have more than one bullet, then the problem is probably in that loop. Start by tracing those (i and j) and then trace other things until you see something that’s not doing what you think it should.

 
Flag Post

Topic: Game Programming / pathfinding help

just fyi, i got what i was looking for, i’m using a* for pathfinding and not for block detection. For that i’m starting where the tower would be placed and going out in all directions recursively. If I go past the bounds of the map, I mark that section (top left of the exit, top right of the exit, left wall, right wall, etc) as blocked. Once I get through all directions (as soon as a gap is found that direction isn’t looked at anymore) I check varying pairs of blocked wall flags and error out if any of them are both on (ie if top left and top right are both checked, someone is trying to box the exit in, so that’s a block, don’t let the tower be placed). thanks again for all of the help. Just wanted to post my full solution in case someone is searching this later.

 
Flag Post

Topic: Game Programming / pathfinding help

Thanks phant, that’s essentially what i did and it’s working like a charm. Pathing is recalculated whenever a tower is place and before it gets placed, it checks to see if it makes a blockade, to use your term, if it does, it’s not placed. Super speedy in both places. Thanks everyone!

 
Flag Post

Topic: Game Programming / pathfinding help

the a* does tell me if it’s unreachable, it just takes a relatively really long time to check every square to find them empty. I like Nabb’s idea and will try that next. I also, would like to see how DTD does it as it seems to be instantaneous.

Perhaps I can do the checking before placing a tower, just checking from the tower being placed to all walls and if there’s no spaces, don’t let the tower be placed. That would be faster than checking all towers every time one is placed. I’ll report back with what I find.

 
Flag Post

Topic: Game Programming / wat does this error mean?

The OPs code has the end of the heroship2 class definition BEFORE the onEnterFrame function, whereas the code posted by cloud9 has the function included in the class definition, which makes a huge difference.

I’m not sure if AS2 works like AS3, but don’t you need to declare the function as private or public if it’s inside a class?

 
Flag Post

Topic: Game Programming / pathfinding help

Hey all. Working on a TD game. I found a decent A* tutorial on line and I have that working. You can place a tower and the path to the exit is updated pretty quickly (half a second or less). My problem is when the exit is completely blocked. The code runs through it’s current path (ie the object continues on it’s current path, through the last block down (only if there’s no path) and onto the exit) and then recalculates upon the next time through and sees that it’s blocked. I have it set up to recalc at every block / turrent placement, it just seems to break when the path is completely blocked. So my question is, is there an easy, quick way to tell if a path is completely blocked? I can keep the turrents placed in a stack and pop off the last tower placed if the path is blocked, this just seems to be relatively really slow. Any ideas?

 
Flag Post

Topic: General Gaming / Wii-Compete.net

Check the WC boards CC, I replied to you… let’s make this site something great!

 
Flag Post

Topic: Game Programming / timer creating timers question

I didn’t see the delay = 2500 at the top. I’ve got it worked out so we’re good. thanks again!

 
Flag Post

Topic: Game Programming / timer creating timers question

And while we’re waxing eloquent, you post clear answers… even when I don’t always understand how you came up with them.

So this is saying call the function (poweruploop) once at 2500 ms and then effectively, from the start, again at 3500, 5500, 8500, 12500, 17500, etc (+1000, 2000, 3000, 4000, etc)?

I guess I can’t get my mind around how mine’s not really working like I want it to, even with the numbers spelled out in front of me. I’ll try your method tomorow morning and report back my findings.

Couldn’t I also just change my function to call itself in the timer handler and call createPowerUp outside of the timer handler (and stop the main interval timer from running more than once)?

thanks, as always.

 
Flag Post

Topic: Game Programming / timer creating timers question

I got some help earlier writing a level script to make enemies on set intervals and I’m trying to adapt that code to create a power up (different game) at longer and longer intervals.

var delay = 0;
var pUpInterval:Timer = new Timer(2500);
pUpInterval.addEventListener(TimerEvent.TIMER, createPUpTimer);

function createPUpTimer(e:TimerEvent):void
{
delay+=1000;
var pups:Timer = new Timer(delay, 1);
pups.addEventListener(TimerEvent.TIMER, createPowerUp);
pups.start();
trace(delay);
}

The createPowerUp function runs without a problem, and delay traces out 1000 higher every time a power up is generated, but there’s only the 2500 delay between power ups coming onto the screen (You can count off 3 seconds between them appearing and the new one will be there before you make it to 3, even when the delay is tracing out as 30000). Any help?

 
Flag Post

Topic: Off-topic / super smash bros brawl

Head over to wii-compete.net to post your FC and find people to play with :D

All but 4 characters unlocked for me, 75% ish done with SSE. Dodo, you up for some GH3 next week?

 
Flag Post

Topic: Game Programming / looking for sponsor...

Check out this link for more info on it:
http://www.kongregate.com/forums/4/topics/5905

 
Flag Post

Topic: General Gaming / Wii-Compete.net

Added MOH2: H. You should create an account and register your wii! :P

I can’t believe the two of you are the only ones that have wii’s online out of everyone that views this forum =/

 
Flag Post

Topic: General Gaming / Wii-Compete.net

How do you mean finish the forums? There’s a ton of boards there and they’re just empty because no one’s there yet. I had them set to where you couldn’t see them unless you made an account, and that’s maybe what you’re referring to, but I’ve turned that off now.

 
Flag Post

Topic: General Gaming / Wii-Compete.net

)shameless plug(

Not sure if this belongs here or in Games.

I’ve launched a (semi)new site called Wii-Compete, which is a place to trade friend codes for wii titles (and wii’s). There’s a forum and I’m hoping to build a community around it. The codes, once you register, are searchable by game and by person, unlike a lot of other sites I’ve seen that focus on just one game or just a list or forum threads with codes every where.

So if you have a Wii and you play online at all (or would like to), head over to www.wii-compete.net and check it out! All feedback welcome!

Thanks!

)/shameless plug(

 
Flag Post

Topic: Game Programming / as3 enemy generation and level scripts

wow… I’m an idiot… just walking away for a while it was obvious… new Timer instead of new myTimer… >_> shouldn’t have gone for help so fast. It’s all working as intended now.

 
Flag Post

Topic: Game Programming / as3 enemy generation and level scripts

ok, so in theory, your code makes sense phanta, but I’m getting some odd errors. I’m not using classes just yet, i’m just writing it out in regular functions, because that’s what’s familiar to me, but here’s what i’ve got:

var LevelData:Array = [[[0, "right", 5],false, [0, "left", 10], [0, "top", 10]],
			       [[0, "right", 5],false,[0, "left", 10], [0, "top", 10]]];

	var count:Number = 0;
	var mydata:Array;
	function EnemySpawner(thedata:Array, delay:int)
	{
		count = 0;
		trace (thedata);
		mydata = thedata;
		trace (mydata);
		var spawnTimer:Timer = new Timer(delay, thedata.length);
		spawnTimer.addEventListener("timer", loop);
		spawnTimer.start();
	}
	
	function loop(e:TimerEvent):void
	{
		trace(mydata + count);
		trace(mydata[count]);
		var nextenemy;
		nextenemy = mydata[count];
		trace(nextenemy[2]);
		count++;
		if (nextenemy)
		{
			var myTimer = new myTimer(25, nextenemy[2]);
			myTimer.addEventListener("timer", makeEnemyCreationFunction(nextenemy[0], nextenemy[1]));
			myTimer.start();
		}
	}

function makeEnemyCreationFunction(type, dir):Function
{
	return function(event:TimerEvent):void	
		{
			createBadGuy(type, dir);
		}
} 


EnemySpawner(LevelData[0], 2000);

The trace statements all come out as expected, but then I get this:


0,right,5,false,0,left,10,0,top,10
0,right,5,false,0,left,10,0,top,10
0,right,5,false,0,left,10,0,top,100
0,right,5
5
TypeError: Error #1007: Instantiation attempted on a non-constructor.
at stv_fla::MainTimeline/loop()
at flash.utils::Timer/flash.utils:Timer::_timerDispatch()
at flash.utils::Timer/flash.utils:Timer::tick()

If I force nextenemy to be an Array (var nextenemy:Array), I get this:


0,right,5,false,0,left,10,0,top,10
0,right,5,false,0,left,10,0,top,10
0,right,5,false,0,left,10,0,top,100
0,right,5
5
TypeError: Error #1007: Instantiation attempted on a non-constructor.
at stv_fla::MainTimeline/loop()
at flash.utils::Timer/flash.utils:Timer::timerDispatch()
at flash.utils::Timer/flash.utils:Timer::tick()
0,right,5,false,0,left,10,0,top,101
false
TypeError: Error #1034: Type Coercion failed: cannot convert false to Array.
at stv_fla::MainTimeline/loop()
at flash.utils::Timer/flash.utils:Timer::timerDispatch()
at flash.utils::Timer/flash.utils:Timer::tick()
0,right,5,false,0,left,10,0,top,101
false
TypeError: Error #1034: Type Coercion failed: cannot convert false to Array.
at stv
fla::MainTimeline/loop()
at flash.utils::Timer/flash.utils:Timer::
timerDispatch()
at flash.utils::Timer/flash.utils:Timer::tick()

Thoughts?

If I take out the implicit Array designation on the two arrays, it seems to fix the false issue, but i still get the non-constructor message. It seems to be a problem with the myTimer instantiation in the loop function.