Recent posts by Stef1987 on Kongregate

Subscribe to Recent posts by Stef1987 on Kongregate

avatar for Stef1987 Stef1987 60 posts
Flag Post

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

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

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

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

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)

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

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

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

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.

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

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 ?

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

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.

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

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

Robot Wants Ice Cream

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

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.

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

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?

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

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).

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

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.

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

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 ?

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

Topic: Collaborations / Name my Game

hilarious

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

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

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

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.

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

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)

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

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)

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

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

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

Topic: Game Programming / AS3, preloader problem

Originally posted by DeepClaw:

so there’s no other way but to write the code in the “Actions – Frame” window, instead of in the document’s class .as file ?

You still can write it in “document class”.

Sounds like you use Flash CS. There is a setting “publish into first frame”. Uncheck this setting to ALL of your stuff but preloader.

Ah, so that’s what I vaguely remembered

Originally posted by Stef1987:

(I vaguely remember reading something about that you first have to do something so the swf starts playing before all content is loaded. If this is true, then I guess that’s the problem.)

and yeah I use flash cs3, should I have mentioned that :s
I thought flash cs3 or 4 is what most people use ?

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

Topic: Game Programming / AS3, preloader problem

yeah but “everything else” is in seperate .as files, so I don’t get how I put that in the 2nd frame

I tried changing the settings so it only loads the as files on frame 2, but that doesn’t seem to change anything

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

Topic: Game Programming / AS3, preloader problem

yeah alright, but that’s not really the problem is it
the code of how the loading-bar fills and starting the game when it’s all loaded, that all works

and I actually moved the code from the preloader to the fisrt frame of the game, but still works as before; nothing is done until it’s all loaded.
the code of the first frame only begins when everything is already loaded

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

Topic: Game Programming / AS3, preloader problem

xxXPsychoFadeXxx, that’s pretty much what I have

function loading(e:Event)
{
var total:Number = this.stage.loaderInfo.bytesTotal;
var loaded:Number = this.stage.loaderInfo.bytesLoaded;

bar.scaleX = loaded/total;
percent.text = Math.floor((loaded/total) * 100)+ “%”;

trace((loaded/total) * 100);

if (total >= loaded)
{
removeEventListener(“enterFrame”, loading);
Game.instance.removeChild(this);
Game.instance.Loaded();
}
}

but I guess the problem is the way everything is beeing loaded, if someone can give me more info on how that all works, that would be helpfull.

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

Topic: Game Programming / AS3, preloader problem

EDIT: this post is a reaction on DeepClaw’s post (xxXPsychoFadeXxx post wasn’t there yet)

so there’s no other way but to write the code in the “Actions – Frame” window, instead of in the document’s class .as file ?

and exactly what do you mean by putting “everything else in the second frame” ?
Do you mean that all of the code of the document class has to be there instead of in the as file ?
and do I have to change the publish setting so it only loads the as files in 2nd frame (or keep it on the first) ?

 
avatar for Stef1987 Stef1987 60 posts
Flag Post

Topic: Game Programming / AS3, preloader problem

I have never made a preloader before, so I thought I’d make one (even if it only takes 1 sec to load).

I prefer to make stuff hapen via .as files, rather than scripting it in the flash file.
So instead of the preloader being on the first frame of the game, I made it so the game creates a preloader object (which I attach to the game), which then calls the loaded() function of the game when fully loaded (which starts the actual game, and removes the preloader).

Now when I test this, instead of seeing the preloader, I see completely nothing, until the game is loaded, then I see the preloader for 1 frame, and then the game starts.
(It’s like the swf waits for everything to be loaded before it shows anything at all)

Any ideas why this is ?

(I vaguely remember reading something about that you first have to do something so the swf starts playing before all content is loaded. If this is true, then I guess that’s the problem.)