Recent posts by Stef1987 on Kongregate

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Topic: Game Programming / as3, C++ isn't enough

C#

 
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Topic: Kongregate / Updated Games

Well I just published a game: Shoot ’Em Up

It’s a side-scrolling shoot ’em up where you play together with a recorded flight of someone else (using the Kongregate Shared Content)
You can choose freely who you fly with, and after each level you can share your own flights for others to use.

let me now what you think

 
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Topic: Game Programming / How to make Flash games

I’m not sure what your point is with the delta strike video, I guess it’s made in as3 and your point is it runs smoothly ? that doesn’t really say much

the unity demo you posted runs at 60 fps on a normal pc, and it probably would run at a lot higher fps if it wasn’t capped on 60fps. I can’t run the as3 version (must be something wrong with my flash player maybe :s) so I can’t really compare, but it can’t really run smoother.

Do you know http://helloracer.com ?
the unity version runs a lot better than the flash one

I’ve never had problems with playing unity games, but it’s true that it doesn’t always run very well for a lot of people. But that’s probably because flash games are usually 2d, while unity games are always 3d (even 2d unity games are actually 3d games), and if you have an (old) pc with a bad grapichs card, well then games that use certain grapichs card functionality that are not supported on your pc just won’t work right.
But that’s not because of unity, if you were to use the same grapichs card functionality in an as3 game, it won’t work either.

and there are complains about bad performance in flash games, 2d even. It’s actually a lot easier to make a game with bad performance in flash than in unity, as long as you don’t overuse fancy shaders and effects.

If you have links to 3d flash games then please tell me, because I really don’t know many, as peaople don’t seem to use flash very much for making 3d games.

 
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Topic: Kongregate APIs / Does Shared content work when in preview/unpublished mode ?

thanks for the answer, that’s good to hear
ok so that means my game just doesn’t work :s

Is there any way for me to check what’s going wrong ?
(By which I mean, is there a way to see, what I normally see in the output window when developing, when I use trace() ?)

edit: fixed the problem, but I would still like to know if I could somehow see this stuff, it would help.

 
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Topic: Kongregate APIs / Does Shared content work when in preview/unpublished mode ?

It’s been a while since I’ve made anything that uses the shared content API,
and I was wondering if I can test this properly wihout publishing my game, as it most likely doesn’t work at first, since I have to work blindly when developing (as I can’t access the kongregate apis when developing locally).
And it’s quit annoying if my game then only works hours after publishing it. (I would ofcourse rather have it working before publishing )

I kind of remember it doesn’t work, but I could be wrong.

 
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Topic: Game Programming / How to make Flash games

Originally posted by Senekis93:

Unity3D is 3D game development software.
Its games can be coded in Javascript, C# or Boo.
Flash’s 3D performance is better than Unity’s one; so it’s suggested that you use FlashDevelop/CS instead.

Really ? Better 3D performance with flash than Unity ?
I highly doubt that.
I haven’t seen anything but crappy 3d in flash (plus it appears to be a pain in the ass to develop)

 
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Topic: Game Programming / API Documentation

alright, thanks, I’ll try it.

also, seems I can get the badges:
http://www.kongregate.com/forums/4-programming/topics/58167-new-json-feed-of-badge-info

 
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Topic: Game Programming / API Documentation

Thanks for the answer.
So, I could access this json file from within a game on kongregate ?
well I guess that’s possible, but I just have never done anything like that.

Originally posted by nojkimserious:

Also, when loading custom (user created) levels and the like, is there a way to see who made it ?
(most importantly to check wheter it’s made by the current player or not)

Not as far as I can tell.

I just realised a simple solution, I could just add the player’s username into the leveldata that’s stored. That should work.

EDIT:
Thanks BobTheCoolGuy,
I started writing this post before you had posted this, so I hadn’t seen it yet.

I’m using unity more nowadays, so no actionscript for me

 
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Topic: Game Programming / API Documentation

Originally posted by UnknownGuardian:

Please note that you can only send highscores. Retrieving highscores has been removed from the API.

I remember an old post about how there used to be the functionality to get lots of info about the player and what not through the API, but it all had been removed because no one used it. (Though I can be mistaken)

But I was thinking about making a game that uses some of the player’s info (most importantly his Kongregate user level).
But it seems that only the player’s user name can be obtained. Is there any way to get other player info ?
Info I might be able to use would be: User name, level, points, specific badges, specific games stats, …

Also, when loading custom (user created) levels and the like, is there a way to see who made it ?
(most importantly to check wheter it’s made by the current player or not)

 
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Topic: General Gaming / Step Seq. Songs

just trying something (quick “doodle”):

~01~0&4096&128*0&8192&2*0&2048&128*0&16384&2*0&1024&128*0&8192&2*0&512&128*0&4096&2*0&1024&128*0&8192&2*0&2048&128*0&4096&2*0&0&128*0&0&2*0&0&128*0&0&2|0&2048&128*0&4096&2*0&2048&128*0&1024&2*0&2048&128*0&8192&2*0&2048&128*0&512&2*0&2048&128*0&16384&2*0&2048&128*0&256&2*0&2048&128*0&32768&2*0&2048&128*0&128&2|0&2048&128*0&4096&2*0&2048&128*0&1024&2*0&4608&128*0&8192&2*0&2048&128*0&512&2*0&8448&128*0&16384&2*0&2048&128*0&256&2*0&16512&128*0&32768&2*0&2048&128*0&0&2|0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0|0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0|0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0|0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0|0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0*0&0&0^287.15*4.75|0.5*0.5*7^0*1*1|0*1*1|0*0.3811921*0^3*0^1*1

3 seperate things, not supposed to be autoplayed

 
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Topic: Kongregate / Unity Contest Announcement Delayed! New Date: March 8

Originally posted by Vegard20:
Originally posted by CowFriend:
Originally posted by Vegard20:

Will Unity games get badges?

Yeah, I think it’s mentioned before by one of the staffs.

Then the forum is going to be full of hater-threads.

uhm, why?

you mean cause the people who only want to play flash game will find this unfair ?
cause that would just be st… silly of them, I mean it’s not like they have to get all the badges.

 
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Topic: Game Programming / ***Unity Game Contest Extended by 24 Hours to Feb. 16***

Just to be sure, can the games entered in the contest be modified (bugfixes and the like) after this end time, or do the games have to remain unchanged until after the winner’s are announced ?

 
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Topic: Kongregate / unity contest: Suppress full-screen options

Hi, I’m making a game to enter in the unity contest.
I read the rules (http://www.kongregate.com/pages/unity-game-contest-official-rules) and I was wondering, what exactly is meant with “Suppress full-screen options” ?
Since as far as I can tell, this is done automatically.

I’m just wondering if I’m forgetting something, since I wouldn’t want a small thing like that to ruin my chances in the contest.
So if there actually is something I have to do to suppress full-screen, please let me now.

 
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Topic: Kongregate / Official Voting Thread for the Best of 2010 Quest

Robot Wants Ice Cream

 
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Topic: Technical Support / no High Scores for Unity games ? (Kong Unity API not working)

Good to know the api is working. I might have assumed to soon it was the api that didn’t work, just because I hadn’t found any unity games using it at that time.
That there was something wrong in my game was actually quite possible, since I don’t really understand all of it (of how to use the api).
I’ll check my code to see what is wrong.

 
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Topic: Technical Support / no High Scores for Unity games ? (Kong Unity API not working)

I guess this is on the to do list,
but I thought I’d just ask anyway.

I’ve added the Kongregate stats API for unity in my unity game I recently uploaded, yet the high scores aren’t shown when playing the game. And I noticed it’s the same for all other unity games on the site.

I figured this is something you’re still working on,
but now I noticed I also only receive the add revenue as if I hadn’t included the stats API. (so 40% instead of 50%)

Will this be fixed soon?

 
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Topic: Game Programming / AS3, preloader problem

thanks Moonkey, this seems to work for most moviclips,
but it still gives problems fo movieclips with other movieclips in it.
I get: TypeError: Error #1009: Cannot access a property or method of a null object reference.
when I reference a movieclip instance (by it’s instance name) that’s not created dynamically (but placed in an other movieclip in flash).

When I make this parent movieclip then “export in first frame” (just to test),
the game runs, but the only thing visible is this movieclip, nothing else. (it seems the rest is still there, just not visible).

 
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Topic: Game Programming / AS3, preloader problem

thanks for the explanation Wordblind, I did’nt know that, I thought the compiler just compiles all the .as files in the directory. (which I think would be better, cause why would you put files in that directory that aren’t used in the swf ?)

and thanks all for the help

but the problem is not finished.
I did all this, but I get the same errors.

And everywhere on the internet I find the same explanation for this (which I think is best explained here: http://senocular.com/flash/tutorials/preloading/ under “Loading Complications”)
Basically the problem is that all these movieclips aren’t placed on the main timeline, and apparently flash doesn’t export it then at all if you uncheck “export in first frame”.

the “solution” I find everywhere is to put a frame in between (after the preloader and before the game starts) where you place an instance on stage for all of these movieclips.
But that’s just retarted IMO
and I can’t even do that because most of these movieclips have a constructor with parameters.

I found that writing “var export1:ClassName;” for each of these movieclips in this 2nd frame has pretty much the same effect.
And this seems to work (partially), as it does export this then,
but it gives problems for movieclips which I export for actionscript, but don’t create a .as file for it.
and it gives problems for classes which are only instantiated by beeing placed in a movieclip (not dynamically).

I find it hard to believe that this is the solution for this problem.

 
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Topic: Game Programming / AS3, preloader problem

nothing new in there.

the problem is still the same.

Originally posted by Stef1987:


but anyway, I unchecked all the “export in frame 1” boxes (except for the preloader), but now I get tons of errors in 1 as file (I think it’s just the first file it wants to export)

basically all the errors are that it doesn’t know all the movieclips for which I unchecked “export in frame 1”

any ideas ? :s

and

Originally posted by Stef1987:
Originally posted by Wordblind:

basically all the errors are that it doesn’t know all the movieclips for which I unchecked “export in frame 1”

Yeah, that was your problem. Your preloader should be independent of all that stuff.

What do you mean ?

How is the preloader not independent of all those movieclips ?

 
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Topic: Collaborations / Name my Game

hilarious

 
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Topic: Game Programming / AS3, preloader problem

Originally posted by Wordblind:

Edit:

basically all the errors are that it doesn’t know all the movieclips for which I unchecked “export in frame 1”

Yeah, that was your problem. Your preloader should be independent of all that stuff.

What do you mean ?
How is the preloader not independent of all those movieclips ?
anyway, I’m hungry, I’ll be back later

 
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Topic: Game Programming / AS3, preloader problem

Originally posted by xxXPsychoFadeXxx:
Originally posted by Stef1987:

I know about the ctrl+enter thing xxXPsychoFadeXxx, that’s how I’m testing it, so that’s not the problem

No, you didn’t understand. Press Ctrl + Enter after you’ve accessed the testing screen. [Like, press Ctrl + Enter to open the testing windows and press Ctrl + Enter again] Or you can do this:

View >> Simulate Download. And see what happens.

Also try replacing your code with the code I gave you earlier. Just make sure you rename the movie clips appropriately.

No I do understand
that’s what I meant, I press ctrl+enter once the swf has started,
if I don’t, then the loading takes no time at all.

 
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Topic: Game Programming / AS3, preloader problem

Originally posted by Wordblind:

I find these two lines particularly interesting:

Game.instance.removeChild(this);
Game.instance.Loaded();

Correct me if I am wrong, but it looks like the Game.Loaded function is going to be doing something interesting in later frames. If the Game class references a lot of stuff from the later frames, they would all have to be loaded before the preloader would start.

yeah, I know, that isn’t really good coding
(in the game constructor, i put the static var instance = this, so it should be ok though I think)
I don’t really know what you mean after that, but in any case, I don’t have any code in any frame at all. it’s all in as files
and the game movieclip only has 1 frame (I changed it all back to the way it was before I started this topic, as it seemed like the problem was the “export in first frame” thing)
(but basically, the game loaded function is what starts the whole game)

 
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Topic: Collaborations / Name my Game

thanks for the suggestions
Keep it comming

yeah, sorry, I’m not easilly satisfied :)

btw, no movie/book names (like Logan’s Run), and also no name for the player (though I like Cylon, but isn’t that from something on tv ?)
Also, no running or run, the game isn’t about running (though you do run a lot in it)

 
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Topic: Game Programming / AS3, preloader problem

I know about the ctrl+enter thing xxXPsychoFadeXxx, that’s how I’m testing it, so that’s not the problem

Originally posted by DeepClaw:

I thought flash cs3 or 4 is what most people use ?

That’s right!

But most people don’t like coding. They prefer drawing the most stuff and animate it using the timeline.

Flash CS isn’t suitable for coding.

then what to use ? Flex ?
I don’t have that (which is weird, as I should have the master collection, isn’t flex part of that ?)

but anyway, I unchecked all the “export in frame 1” boxes (except for the preloader), but now I get tons of errors in 1 as file (I think it’s just the first file it wants to export)
basically all the errors are that it doesn’t know all the movieclips for which I unchecked “export in frame 1”
any ideas ? :s