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Sandremss128
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Response to The Flash 'Reg' Lounge 2011-11-05 20:31:43 Reply

Who cares about money anyway?
There is enough money for everybody on the world ok? Its about the things you do.

PrettyMuchBryce
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Response to The Flash 'Reg' Lounge 2011-11-05 22:22:22 Reply

At 11/5/11 03:38 AM, Cryoma wrote:
At 11/4/11 09:27 PM, PrettyMuchBryce wrote:
At 11/4/11 09:22 PM, Kirk-Cocaine wrote: Even on the devices Mouse Events work. Tapping things will fire Mouse Down and Mouse Up events etc.
Yes but I believe if you click in the simulator it will fire a TouchEvent.
Ew.
Hey does flash support multitouch yet?

Yeah since 2 years ago. ;)

MSGhero
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Response to The Flash 'Reg' Lounge 2011-11-05 22:43:43 Reply

Just tried out FlashDevelop. Why didn't you guys tell me it was 394872 times better than Flash Pro's coding environment?! Flash Pro will only be used for vector image editing now.

PrettyMuchBryce
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Response to The Flash 'Reg' Lounge 2011-11-05 22:55:20 Reply

At 11/5/11 10:43 PM, MSGhero wrote: Just tried out FlashDevelop. Why didn't you guys tell me it was 394872 times better than Flash Pro's coding environment?! Flash Pro will only be used for vector image editing now.

You were using Flash Pro for your IDE? oh jeeze X_X. Have you tried flash builder?

MSGhero
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Response to The Flash 'Reg' Lounge 2011-11-05 22:59:57 Reply

At 11/5/11 10:55 PM, PrettyMuchBryce wrote: You were using Flash Pro for your IDE? oh jeeze X_X. Have you tried flash builder?

Nope, what does that do? And yeah...no one told me about all these fancy things

PSvils
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Response to The Flash 'Reg' Lounge 2011-11-06 07:50:49 Reply

At 11/5/11 10:59 PM, MSGhero wrote:
At 11/5/11 10:55 PM, PrettyMuchBryce wrote: You were using Flash Pro for your IDE? oh jeeze X_X. Have you tried flash builder?
Nope, what does that do? And yeah...no one told me about all these fancy things

FlashDevelop has made my tummy go yum for the past 3 years or so. I love it lots, and I'm really glad you found it!

I thought you would've taken the hint from all the "What program" threads and people suggesting FlashDevelop + Flex SDK ;)
Sandremss128
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Response to The Flash 'Reg' Lounge 2011-11-06 09:35:14 Reply

I like FD,
But it misses some key features like:
- auto-formatting code (duh its kind of basic)
- static code analysis (you can make obvious syntax errors now) and you need to compile the whole thing only to find out you got a semicolon missing or spelled some name wrong.
- search options, you cant find MouseEvent for example through normal Ctrl + Space (you need to do Ctrl + Space + Alt to find classes throughout the whole class tree)

But then again its being made by volunteers so you cant really cry about these things.
Its a great product and its free.

SantoNinoDeCebu
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Response to The Flash 'Reg' Lounge 2011-11-06 10:43:11 Reply

While everyone is talking about FD et al.
I still use the Flash IDE to code in I guess 'cause I'm a bit lazy.
Though the only real quarrel I have with it is when the project gets big it takes ages to build since it rebuilds the entire thing each time. Does FD or flex have to do this as well or does it just need to compile the edited files (and all of its dependancies)?
Would be a big time save at the end of projects.

Archawn
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Response to The Flash 'Reg' Lounge 2011-11-06 11:24:38 Reply

It looks like I'm going to have to remake my half-finished game in something other than Flash, which has forced me to cut out feature after feature to solve performance issues.

I'm not really sure what else I can do--I want to include all of my ideas but Flash simply doesn't have the power for it. Would it be a good idea to cut everything troublesome out and release a "bare" version of it, then later release the full game, all features included, but programmed in Java/C++/etc?

What a sad day indeed :(
OmarShehata
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Response to The Flash 'Reg' Lounge 2011-11-06 11:59:27 Reply

At 11/6/11 11:24 AM, Archawn wrote: It looks like I'm going to have to remake my half-finished game in something other than Flash, which has forced me to cut out feature after feature to solve performance issues.

I'm not really sure what else I can do--I want to include all of my ideas but Flash simply doesn't have the power for it. Would it be a good idea to cut everything troublesome out and release a "bare" version of it, then later release the full game, all features included, but programmed in Java/C++/etc?

What a sad day indeed :(

Do you *really* need to do whatever it is you're doing that's slowing down the game so much?

I think it would be a good idea to indeed try and finish the game within flash's limitations, because y'know, having limitations always spawns creativity. You could perhaps try to replace some of the effects with pseudo versions of them that, while would hardly be as impressive, would give the same idea. Because really, when it comes to games I don't think it matters how the engine was made as much as that the player experience is a good one.

Also, the only problem with making an exe version of the game is distribution. You can easily get millions of players on your flash game, and monetize those as well. But for a downloadable game, things are much harder and you'll most likely always find a smaller audience.

Those are just my thoughts.

PSvils
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Response to The Flash 'Reg' Lounge 2011-11-06 12:44:49 Reply

At 11/6/11 11:24 AM, Archawn wrote: It looks like I'm going to have to remake my half-finished game in something other than Flash, which has forced me to cut out feature after feature to solve performance issues.

I'm not really sure what else I can do--I want to include all of my ideas but Flash simply doesn't have the power for it. Would it be a good idea to cut everything troublesome out and release a "bare" version of it, then later release the full game, all features included, but programmed in Java/C++/etc?

What a sad day indeed :(

Yeah, I'm really interested as to what exactly you're trying to do! There's always a faster way to do things! :)

OmarShehata
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Response to The Flash 'Reg' Lounge 2011-11-06 13:25:32 Reply

Also, I watched goats and cows getting decapitated today, what have you guys done?

There was blood, blood EVERYWHERE
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Response to The Flash 'Reg' Lounge 2011-11-06 18:39:35 Reply

I watched Life in a Day on YouTube, great documentary. Coincidentally, it showed a cow getting slaughtered.


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Response to The Flash 'Reg' Lounge 2011-11-06 19:13:03 Reply

Any of you guys have experience with Q learning or SARSA or some other reinforcement learning algorithm? I'm looking into it for a new project, but I don't quite understand "states." Like how general does the state have to be or what should I include in it. It's gonna be a fighting game, maybe with combos and stuff.

Q learning is somewhere in this article...
http://www2.econ.iastate.edu/classes/eco n308/tesfatsion/LearnAlgorithms.LT.pdf

Archawn
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Response to The Flash 'Reg' Lounge 2011-11-07 14:26:31 Reply

At 11/6/11 11:59 AM, 4urentertainment wrote:
At 11/6/11 11:24 AM, Archawn wrote: It looks like I'm going to have to remake my half-finished game in something other than Flash, which has forced me to cut out feature after feature to solve performance issues.

I'm not really sure what else I can do--I want to include all of my ideas but Flash simply doesn't have the power for it. Would it be a good idea to cut everything troublesome out and release a "bare" version of it, then later release the full game, all features included, but programmed in Java/C++/etc?

What a sad day indeed :(
Do you *really* need to do whatever it is you're doing that's slowing down the game so much?

I think it would be a good idea to indeed try and finish the game within flash's limitations, because y'know, having limitations always spawns creativity. You could perhaps try to replace some of the effects with pseudo versions of them that, while would hardly be as impressive, would give the same idea. Because really, when it comes to games I don't think it matters how the engine was made as much as that the player experience is a good one.

Also, the only problem with making an exe version of the game is distribution. You can easily get millions of players on your flash game, and monetize those as well. But for a downloadable game, things are much harder and you'll most likely always find a smaller audience.

Those are just my thoughts.

The game is completely about the experience, which is why I'm hesitant to keep removing features/effects. Right now it's very BitmapData-intensive because I have a lot of special color transformations and various other visual effects. I feel like without these, the game loses its "atmosphere", which to me is very important. It needs to feel real and alive.

Potentially I could rework the entire engine one last time, but I've done that twice already and although it has improved performance quite a bit, the game still runs at 15fps on a majority of the computers I've tested it on. The target framerate was originally 30fps, but I lowered it to 24fps and if I go any lower I'm afraid I'm sacrificing too much of the game's beauty.

(one reason this happens is because my computer runs it at a solid 40fps with all the effects in place, so I've had a lot of trouble trying to improve performance without a shitty computer to test on)

PSvils
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Response to The Flash 'Reg' Lounge 2011-11-07 14:53:13 Reply

At 11/7/11 02:26 PM, Archawn wrote: The game is completely about the experience, which is why I'm hesitant to keep removing features/effects. Right now it's very BitmapData-intensive because I have a lot of special color transformations and various other visual effects. I feel like without these, the game loses its "atmosphere", which to me is very important. It needs to feel real and alive.

Now I'm getting really interested about what you have going on...There are many ways to get color transformation effects in Flash, and some of course are more costly than others. You seriously don't want to enlighten us as to what you're trying to do? I'm pretty curious :)

Archawn
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Response to The Flash 'Reg' Lounge 2011-11-07 15:06:04 Reply

At 11/7/11 02:53 PM, PSvils wrote:
At 11/7/11 02:26 PM, Archawn wrote: The game is completely about the experience, which is why I'm hesitant to keep removing features/effects. Right now it's very BitmapData-intensive because I have a lot of special color transformations and various other visual effects. I feel like without these, the game loses its "atmosphere", which to me is very important. It needs to feel real and alive.
Now I'm getting really interested about what you have going on...There are many ways to get color transformation effects in Flash, and some of course are more costly than others. You seriously don't want to enlighten us as to what you're trying to do? I'm pretty curious :)

I'm trying to tell a story and convey the emotions of the characters in the game using only sound and color--and to do that seamlessly has proven to be very hard for Flash to pull off. Hopefully that's not too vague ;)

PSvils
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Response to The Flash 'Reg' Lounge 2011-11-07 15:48:52 Reply

At 11/7/11 03:06 PM, Archawn wrote:
At 11/7/11 02:53 PM, PSvils wrote:
At 11/7/11 02:26 PM, Archawn wrote: The game is completely about the experience, which is why I'm hesitant to keep removing features/effects. Right now it's very BitmapData-intensive because I have a lot of special color transformations and various other visual effects. I feel like without these, the game loses its "atmosphere", which to me is very important. It needs to feel real and alive.
Now I'm getting really interested about what you have going on...There are many ways to get color transformation effects in Flash, and some of course are more costly than others. You seriously don't want to enlighten us as to what you're trying to do? I'm pretty curious :)
I'm trying to tell a story and convey the emotions of the characters in the game using only sound and color--and to do that seamlessly has proven to be very hard for Flash to pull off. Hopefully that's not too vague ;)

:D

Alright, well I was thinking more in terms of filters you are using etc. :) But all is good! I'll just wait for the final release version to play :)

And I do support you going into C++. It's solid stuff, and the indie games market is openning up. Plus, with a .exe, people won't be pissed that they have to pay you more than $1 to play the game :D

P.

Your concept does sound interesting though!
Archawn
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Response to The Flash 'Reg' Lounge 2011-11-07 16:13:52 Reply

At 11/7/11 03:48 PM, PSvils wrote: Alright, well I was thinking more in terms of filters you are using etc. :) But all is good! I'll just wait for the final release version to play :)

ColorMatrixFilter, BlurFilter, ColorTransform, BitmapData translations/scaling, blood splatter/smear using copyPixels and colorTransform, etc..

One reason I'd like to use C++ or something more powerful is the fact that Flash slows down quite a bit when constantly updating BitmapData multiple times per frame.

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Response to The Flash 'Reg' Lounge 2011-11-07 16:43:35 Reply

Have you tried BitmapData.lock()? Basically prevents any relevant Bitmap objects of updating themselves until you call BitmapData.unlock().

Also, lots of ColorMatrixFilter operations can be either preprocessed, and then copyPixeling the desired stuff, or sped up using different operations. I recommend you look into BitmapData.paletteMap(), since that thing is FAST, like ZING, immediate, and it can work WONDERS. That combined with copyPixels() is almost all anyone needs...Except for blurring of course, haven't found any faster alternatives for that yet.

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Response to The Flash 'Reg' Lounge 2011-11-07 17:08:56 Reply

At 11/7/11 04:43 PM, PSvils wrote: Have you tried BitmapData.lock()? Basically prevents any relevant Bitmap objects of updating themselves until you call BitmapData.unlock().

Always :D


Also, lots of ColorMatrixFilter operations can be either preprocessed, and then copyPixeling the desired stuff, or sped up using different operations. I recommend you look into BitmapData.paletteMap(), since that thing is FAST, like ZING, immediate, and it can work WONDERS. That combined with copyPixels() is almost all anyone needs...Except for blurring of course, haven't found any faster alternatives for that yet.

I'll look into paletteMap(), I've seen it a few times before but I've never really played around with it. Thanks!

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Response to The Flash 'Reg' Lounge 2011-11-07 17:50:12 Reply

I see tons of flash using a generic fps counter in the upper left hand corner. Anyone know what this is? http://www.nulldesign.de/nd2d/tests/3d_t ransforms.html

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Response to The Flash 'Reg' Lounge 2011-11-07 18:05:34 Reply

Mr. Doob's Stats

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Response to The Flash 'Reg' Lounge 2011-11-08 06:49:13 Reply

At 11/6/11 07:13 PM, MSGhero wrote: Any of you guys have experience with Q learning or SARSA or some other reinforcement learning algorithm? I'm looking into it for a new project, but I don't quite understand "states." Like how general does the state have to be or what should I include in it. It's gonna be a fighting game, maybe with combos and stuff.

Q learning is somewhere in this article...
http://www2.econ.iastate.edu/classes/eco n308/tesfatsion/LearnAlgorithms.LT.pdf

What a coincidence, the AI Class's unit this week just so happens to be "Reinforcement learning" which includes Q learning. I'm not sure if the videos are available on this to those who aren't enrolled, but you can watch them on youtube anyway.

Speaking of that AI class, who else here is following? I remember Archon saying he'd signed up. How you following so far? I think I'm following well, and everything's good in theory, but what I'm not really getting the hang of is how I can use these concepts to solve practical problems or just use them in game AI or anything so far.

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Response to The Flash 'Reg' Lounge 2011-11-08 08:12:48 Reply

At 11/8/11 06:49 AM, 4urentertainment wrote: Speaking of that AI class, who else here is following? I remember Archon saying he'd signed up. How you following so far? I think I'm following well, and everything's good in theory, but what I'm not really getting the hang of is how I can use these concepts to solve practical problems or just use them in game AI or anything so far.

I'm doing pretty well so far. Unfortunately I didn't have time to watch all of last week's videos so I ended up with a 52% on Homework 4, but today I aim to watch them all.

And I think a lot of the probability work we're doing currently is preparation for what is to come later--but at the moment it isn't doesn't have much use unless we want to calculate the probability that Jim and Mary both called given that the alarm went off. ;)

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Response to The Flash 'Reg' Lounge 2011-11-08 08:53:30 Reply

Tried using pixelbender, Archawn?


"Insert deep, brain twisting sentence here"

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Response to The Flash 'Reg' Lounge 2011-11-08 09:54:17 Reply

At 11/8/11 08:53 AM, tomdeaap wrote: Tried using pixelbender, Archawn?

I've tried, many times, but it doesn't solve the problem because PixelBender isn't powerful enough either. It can handle Bitmap manipulation far better than Flash can, but it has trouble performing basic mathematical calculations which brings it back down to Flash's level in terms of overall performance.

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Response to The Flash 'Reg' Lounge 2011-11-08 10:34:46 Reply

At 11/8/11 09:54 AM, Archawn wrote:
At 11/8/11 08:53 AM, tomdeaap wrote: Tried using pixelbender, Archawn?
I've tried, many times, but it doesn't solve the problem because PixelBender isn't powerful enough either. It can handle Bitmap manipulation far better than Flash can, but it has trouble performing basic mathematical calculations which brings it back down to Flash's level in terms of overall performance.

Holy, now *that* was something. That was just epic, especially with the music and everything. You sure there's no more fancy optimizing you can do, or achieving similar effects in more "dumbed down" ways? I think art games such as this need maximum exposure, and the only way to reach millions of eyes would be flash. I'm pretty sure that even if a download version was free and linked to the flash game, there would still be a very low % that downloads it. Flash players just don't like downloading stuff or paying anything, which is why flash ad eCPMs are usually pretty low compared to other markets.

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Response to The Flash 'Reg' Lounge 2011-11-08 10:37:40 Reply

At 11/8/11 06:49 AM, 4urentertainment wrote: What a coincidence, the AI Class's unit this week just so happens to be "Reinforcement learning" which includes Q learning. I'm not sure if the videos are available on this to those who aren't enrolled, but you can watch them on youtube anyway.

Speaking of that AI class, who else here is following? I remember Archon saying he'd signed up. How you following so far? I think I'm following well, and everything's good in theory, but what I'm not really getting the hang of is how I can use these concepts to solve practical problems or just use them in game AI or anything so far.

I swear, my life is filled with coincidences like this. I found a lecture from Ars Digita (ADuni) which helped oodles for understanding finite state machines. I'll be sure to check some of those out too.

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Response to The Flash 'Reg' Lounge 2011-11-09 12:08:52 Reply

At 11/8/11 09:54 AM, Archawn wrote: I've tried, many times

Nice effects. I'm just wondering though and sorry if I am assuming too much, but is this a game or a technical showcase? I walked to the edge and beat the first level, but the second level nothing seems to happen except the guys stick to my mouse.