Recent posts by Glutenfree4u on Kongregate

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Topic: Game Programming / Best game engine!

I enjoy making games for non web / desktop devices in Unity w/ javascript, and when it comes to web development I like using Flash As3. (because then almost everyone can play/use it)

 
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Topic: Game Programming / Flash vs. Stencyl vs. Unity ( 2D games )

Originally posted by Levgre:

Flash actually does have a free version… http://www.flashdevelop.org/

Originally posted by Chrisis500:

Thanks guys, so Unity is good for coding and is free, but Flash is easier to use, simpler and doesn’t have a free version. But i can the Graphics part as I can use Photoshop for that. I will just go for Unity now.

Sorry for the confusion, I was talking about Flash Pro. But yeah, if you want to just do code and no visual whatever you can use Flash Develop.

 
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Topic: Game Programming / Can I uh, not be paid?

I never filled out payment details but update my game a lot.

 
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Topic: Game Programming / Flash IDE will soon integrate with Haxe+OpenFL

(thumbs up)

 
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Topic: Game Programming / Flash vs. Stencyl vs. Unity ( 2D games )

To me, Stencyl is the worst way to go… For anything.
If you want to make a 2D web, desktop, mobile or OUYA game/app then use Flash. (of course, with Flash CC’s newly added feature of custom platform support, and the ability to import other’s platform SDK’s will open up a door to loads more platforms now)
If you want to make something 3D or 2D, Unity will pretty much export to everything under the sun, but it will require a Pro license to do anything other than web, desktop & mobile/OUYA.

In my opinion, Unity was the best dev process in a lot of ways, but lacked Flash’s ease on things such as animations. Having to make sprite sheets is a bit of a pain, so if you have Flash + Unity, Flash allows you to export Flash animations into sprite sheets. So Flash could be your animation program and Unity does the programming. That seemed to work out pretty good for me.

Of course, Unity has a free version while Flash does not. Although you can download programs to let you code in As3 and export SWF’s, you won’t be able to do anything visually, except for the graphics you create in Photoshop, or whatever it is you’re gonna use for that. To me, that seems like it’d be a pain in the butt.

If you got no budget, go with Unity. If you some money to spare, and you just wanna make a 2D game for web, mobile or desktop, I don’t see why not to go with Flash.

Also, if you are making a 2D game, Unity still has some downsides to using its 2D system, lacking certain functions that its 3D has had since day 1. One of those being ignoring collisions with objects of a certain tag, making you have to create new layers a lot, which gets a little annoying.

Like pugzy said, it depends on what you want to make.

 
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Topic: Game Programming / Port Flash animations to mobile

Originally posted by player_03:
Originally posted by Glutenfree4u:

Yes, you can, which I suggested before but he turned it down.

Oh, right. Never mind that then.

Originally posted by Glutenfree4u:

You’re importing a SWF into after effects. It keeps everything you had in it, including 3rd party plugins like that. Because its the final export.

That doesn’t make it efficient. DragonBones could produce hundreds of animations out of ~500KB of image data and ~100KB of movement data. Exporting all those animations to .gif format would be closer to 10MB. (Ballpark estimates.)

Originally posted by Glutenfree4u:

What I meant was rewriting the whole game engine is in efficient.

What if you only had to rewrite the code for displaying things, not the whole game engine?

I didn’t say it was, infact I said it would take a very long time in my post.

Then it wouldn’t take that long, but he wants to put his game into a different program such as unity or maybe HTML5, or even XCode. I’m not sure what program he wants to use but he said its not Flash, so you would have to re write almost everything.

 
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Topic: Game Programming / Port Flash animations to mobile

Originally posted by player_03:
Originally posted by Glutenfree4u:

If you have After Effects & Photoshop, you could do this:

Pretty sure you can export PNG sequences and spritesheets directly.

Originally posted by Glutenfree4u:

Now you have a full animated GIF with the code still affecting the animations as you wanted.

I think they were talking about something more like this.

Originally posted by Glutenfree4u:

There is a lot better ways to put your game on mobile than rewriting the whole game on a different game engine.

AIR is easier, but not necessarily better. (Haxe is better. :P)

Actually, it looks like you’d get benefits from GAF even if you’re only targeting Flash.

Yes, you can, which I suggested before but he turned it down.

You’re importing a SWF into after effects. It keeps everything you had in it, including 3rd party plugins like that. Because its the final export.

What I meant was rewriting the whole game engine is in efficient.

 
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Topic: Game Programming / Port Flash animations to mobile

If you have After Effects & Photoshop, you could do this: Export SWFs with an animation in each (it seems if you don’t change the stage color, the SWF will import into AE with a transparent BG), import the SWF into AE, export as an image sequence, create your GIF in Photoshop. Now you have a full animated GIF with the code still affecting the animations as you wanted. Although this will take a long time to do, it’s the only thing I can think of.

Or, you could always optimize your game in some way for mobile & just use AIR. Seeing as your problem is too many objects, try turning off objects outside the camera range. (like stopping animations, turn visible to off, and stop all code on the object with a boolean) About the boolean part, if you’re using a for loop to run code on the objects, try removing it from the array it’s in while its outside of the camera? Also, you could try turning MoveClip quality to low or medium. On mobile, it’s not a big deal when graphics are a tiny bit pixelated.

Not sure if this next idea would make performance better or worse, but try making the view area have a mask around it, and add everything under that mask so everything outside of it is not rendered. Again, that idea I haven’t ever done so it may make your game slower.

There is a lot better ways to put your game on mobile than rewriting the whole game on a different game engine.

 
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Topic: Game Programming / Port Flash animations to mobile

Originally posted by Draco18s:

THIS ^^
Also, why not right click your movie clip and export a png sequence?… You don’t need some crazy program for that.

 
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Topic: Game Programming / Happy Programmers Day!

Originally posted by FlashGrenade:

trace(“NO CAKE?”);

var cake:GameObject;
function Start() {
var cakeInst:GameObject = Instantiate(cake, new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
cakeInst.GetComponent(MakeMoarYummyScript).yummyness = 10000;
GameObject.FindGameObjectWithTag(“CakeManager”).GetComponent(ManageCakes).eatCake(cakeInst);
}

 
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Topic: Game Programming / Happy Programmers Day!

Originally posted by dragon_of_celts:

Pfft. That’ll never work. It should be:

while (programmer.brain < drunk)
{
   if (artist.hasFunds())
   {
      shots += artist.buyShots();
      programmer.quaff(shots);
      ++roguelikeRef;
   }
   else
   {
      artist.flog();
      if (!artist.likesIt)
      {
         artist.whoreArtwork();
      }
      programmer.chomp(peanut);
      ++perlRef;
   }
}

Hey, heyy!

where is the definition of hasFunds()?…

 
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Topic: Game Programming / Some Advice Against Unity

This is only (somewhat) true when making a game in Unity for the web. If you are developing on any platform such as mobile or console, no one will care wether you made it in Unity or whatever it was made in, as long as it plays well and doesn’t crash all the time. (also, WebGL coming to unity soon, so soon all this Unity hate will be gone (or, at least, should be. Kinda like how everyone still hates flash because it sucked 5 years ago))

 
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Topic: Game Programming / Music for game developers

Thanks Thronstahl, maybe I will use some of these in my games!

I did notice one thing though, most of the songs seemed to be lacking substance. Like it was way too much ambient and not really any instruments easy for the ear to hear. But still, thanks for sharing this!

 
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Topic: Game Programming / Time spent on games

I usually spend 3-6 months working on a game.

 
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Topic: Game Programming / The future of flash

Originally posted by player_03:

Relevant: Flash is dead, long live OpenFL!

(Before you say anything, the very first paragraph there clarifies that Flash isn’t dead, but they couldn’t pass up the title.)

THIS ^ (is good)

 
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Topic: Game Programming / The future of flash

Originally posted by EndlessSporadic:

I’m going to throw all of the flash fanboys under the bus here because they need to wake up and smell the coffee. Flash is dying as a medium for making profitable and respectable games. Flash will still exist in the future in the form of Scaleform, but you will not make a steady career out of making flash games. Any flash “games” you make that are profitable will only be so because you most likely designed it around making money, in which case you should be ashamed to call yourself a game developer.

I will fight to death (not really) that you will not have a stable, well paying career based solely off of Adobe Air or Flash. It is another story if you also learn C#, C/C++, or Java.

Any flash “games”?… What is that supposed to imply? You put games in " ". I make games with flash. Loads of people do, and they are usually pretty good. And since adobe AIR exports to mobile, do you think the player of the game will look at it and say: “omg made with flash idk if i should buy u know i dont buy it now”… No, the players don’t know if it was made with Flash, Unity, Xcode, or some other type of platform. They don’t know, and they don’t care. I could make an infinite runner in Flash and export to mobile, or make the exact same infinite runner running (no pun intended) exactly the same in Unity. The players wouldn’t know, they wouldn’t care, and I still get my 99 cents when they buy the game.

And plus, whats wrong with using flash for the web? Flash is installed on so many web browsers, more people will be able to play your game if you used flash instead of something else like Unity.

Flash sucking on mobile devices isn’t true anymore, Adobe fixed a lot of it. And like in any game engine, there a few functions you can’t use without lag on mobile. People keep saying Flash sucks on mobile, but maybe you should download the latest Flash and try it for yourself? When was the last time you tried running flash on mobile? Back in Flash Player 6? It’s up to 12 now, loads have changed, get with the times, it works fine now. Stop judging today’s flash based on a flash from 2 years ago.

 
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Topic: Game Programming / Any ways to speed up exporting of SWF when debugging movie in Flash?

10-30 seconds is a good build time, some of mine take up to 5 mins. I used to test my SWF for every last little thing I added, but when you get a bigger project, exports will be longer, so just don’t test as much.

Also, try optimizing stuff, like the music or graphics. (e.g.: making the graphics bitmaps) Most of the time, super high music quality is just taking up extra space, because your music file usually isn’t even that high quality anyways, so just lower it down a little bit. Music is definitely a big memory hog on those export times.

 
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Topic: Game Programming / PlayerIO lifespan

My experience has been that Flash is overly complicated with any multiplayer stuff. For multiplayer games, I would suggest Unity. But, if you still want to use flash, I think there was this one thing called Smart Fox Servers, as2 or as3. Also, I don’t think PlayerIO will be shutting down anytime soon. Even if it does, it is a monthly payment I think, so it’s not like you’d be getting scammed out of your money. (eg: paying for 5 years ahead of time but gets shut down after 2 years)

EDIT: sorry, by multiplayer, I meant online multiplayer.

 
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Topic: Game Programming / Drawing a 3D mesh (Unity, javascript)

Hi, I am trying to get it to where you can draw a 2D shape, and then once you let go of the mouse, it fills the shape in with a 3D mesh. I’m trying to do this so I can make a level editor. I’m using Unity with Javascript.

I checked out the Mesh class documentation but it didn’t really help me at all. I also checked out loads of tutorials, but they are also not helping.

Any help would really be appreciated, thanks!

 
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Topic: Game Programming / Squeezing as much audio into a game

…I use MP3’s in my flash games all the time…

 
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Topic: Game Programming / Flash Player Version Problem?

It’s working fine for me, nice game btw.

 
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Topic: Game Programming / {AS2} Help Please !!!!

button.gotoAndStop(2);
That goes to frame 2 and then stops. Replace “button” with the instance name of your MovieClip.

 
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Topic: Game Programming / Graphic glitch when switching browser tabs.

It might be the way you are embedding the swf. Try googling the best way to embed swfs on an HTML page.

 
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Topic: Game Programming / Graphic glitch when switching browser tabs.

This happened to me once, but went a way after a bit. Are you using an old version of Flash Player? (for your swf export or your personal player).

 
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Topic: Game Programming / as3 what is the most efficient way to use enterframes

Originally posted by Aesica:

Kind of like this:

	public class GameContainer 
	{
		// vector (or array, if you must) that you will populate with objects that need to execute something every frame
		private var aBunchOfGameObjects:Vector.<GameObject>;
		
		public function GameContainer() 
		{
		}
		
		// this is a single enter frame function
		private function FrameHandler(e:Event):void
		{
			var i:int;
			var iLength:int = aBunchOfGameObjects.length;
			
			// cycle through all of your game objects, or whatever, and do stuff with them
			for (i = 0; i < iLength; i++)
			{
				aBunchOfGameObjects[i].StuffToDoEveryFrame();
			}
		}
		
	}

Also don’t forget to remove any event listeners for objects you no longer have references to. Excessive enter frame events will lag you, not removing event listeners will lag you too, because they (annoyingly enough) don’t clean up on their own.

Also, about weak references: It’s my understanding that weak references are NOT self cleaning either. What they do is allow an object to be collected if no other references to it remain. The listener itself still remains though.

That’s awesome, I never thought of just running all of those functions with 1 enter frame, I assumed it would lag just as bad as all the other enter frames.