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alwayssim
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Response to The Flash 'Reg' Lounge 2012-03-31 12:54:46 Reply

At 3/31/12 12:12 PM, 4urentertainment wrote: This doesn't in any way limit the "average joe developer". I think Adobe's doing this mainly to cash in on people that could be making millions from flash, such as Zynga, while other developers would still get to use all the new features without giving Adobe a cut. I mean, how often do you hear of flash games getting over $50k in net revenue?

Will the same be true for apps developed with AIR? $50k isn't that uncommon for Apps.

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Response to The Flash 'Reg' Lounge 2012-03-31 13:15:55 Reply

At 3/31/12 12:54 PM, alwayssim wrote: Will the same be true for apps developed with AIR? $50k isn't that uncommon for Apps.

No it doesn't apply to air, only for web based flash player.


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Response to The Flash 'Reg' Lounge 2012-03-31 17:00:25 Reply

At 3/31/12 12:12 PM, 4urentertainment wrote: This doesn't in any way limit the "average joe developer". I think Adobe's doing this mainly to cash in on people that could be making millions from flash, such as Zynga.

There are flash games that make over 50k. Also I hope you realize that Zynga would never pay this fee. They would sooner write their own plugin than pay a 9% fee. Facebook already takes 30% (though, probably less since Zynga & Facebook have a special relationship). If anything -- Zynga would negotiate special terms with Adobe that small developers like you and me would never have a chance of getting.

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Response to The Flash 'Reg' Lounge 2012-04-01 16:27:19 Reply

What you can create in 2 hours, if you're awesome:
http://wolfos.org/resources/flash/hyperspace/Hyperspace.html

Nebula background not made by me, but rights reserved.

Need some feedback, I'm planning to make it into one of these upgrade games.

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Response to The Flash 'Reg' Lounge 2012-04-01 17:08:03 Reply

At 4/1/12 04:27 PM, Wolfos wrote: What you can create in 2 hours, if you're awesome:
http://wolfos.org/resources/flash/hyperspace/Hyperspace.html

Nebula background not made by me, but rights reserved.

Need some feedback, I'm planning to make it into one of these upgrade games.

Make the laser more noticeable. It's hard to trace its path to know if another shot is needed.

Move the ship a tad faster, but that's just personal preference.

The explosion physics are a bit off. Some asteroids will get flung really fast by explosions that aren't very nearby, while asteroids close to the explosion will get slowed down and spin rather than anything dramatic like the former.

Really cool for 2 hrs though!

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Response to The Flash 'Reg' Lounge 2012-04-06 00:30:34 Reply

At 3/31/12 11:21 AM, raidthewood wrote: Seems as though adobe is going to try and squeeze every last penny out of flash. Its sad really, they've doomed flash to a certain death..

Maybe its a good thing... if Flash dies.. it gets to live out its destiny of becoming retro. Its been used enough to make retro games, retro sprite movies.. its personified by simple graphics, simple but fun ideas... maybe it's time for Flash to let the dust fall on itself.

No doubt it'll boom again; but in a more niche way, kinda like how GIF's have.


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Response to The Flash 'Reg' Lounge 2012-04-06 02:46:25 Reply

So, Ludum Dare everyone, who's in?

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Response to The Flash 'Reg' Lounge 2012-04-06 03:32:54 Reply

At 4/6/12 02:46 AM, 4urentertainment wrote: So, Ludum Dare everyone, who's in?

I always get excited for these things, but in the end I miss it...so I'll try not missing this one!

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Response to The Flash 'Reg' Lounge 2012-04-07 10:01:31 Reply

Yesterday I hooked up my MIDI keyboard to my computer and started playing around with some Processing MIDI libraries. This is the result after playing "Fur Elise".

What cool things are the rest of you working on?

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Response to The Flash 'Reg' Lounge 2012-04-07 16:41:35 Reply

At 4/7/12 10:01 AM, Archawn wrote: Yesterday I hooked up my MIDI keyboard to my computer and started playing around with some Processing MIDI libraries. This is the result after playing "Fur Elise".

What cool things are the rest of you working on?

That stuffz wack yo!

I'm still working on engine stuff for my zombie game. It's going slow, because I'm just not working on it too often, but I mean, the basics are down...very open-ended engine that doesn't have many limitations (in terms of "I want to do this", and I can do it while keeping the code clean and not going out of my way to go around some weird/bad system I have in place)
I gotta write up a design doc to clarify to myself the features I want...but ye. Gotta stick in a graphics pipeline, I'll give ND2D a spin, and some sort of sound pipeline as well, so adding sounds won't be a hassle later on.

Blah, basically I'm writing boiler plate stuff for that past while, but it's fun because this is the best engine I've ever made so far. Happy with it.

P.

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Response to The Flash 'Reg' Lounge 2012-04-07 23:17:04 Reply

Smoke more chill out.

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Response to The Flash 'Reg' Lounge 2012-04-09 15:36:16 Reply

At 4/6/12 02:46 AM, 4urentertainment wrote: So, Ludum Dare everyone, who's in?

I'm in. I will be doing the jam with a friend this time.

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Response to The Flash 'Reg' Lounge 2012-04-10 12:45:29 Reply

At 4/9/12 03:36 PM, PrettyMuchBryce wrote:
At 4/6/12 02:46 AM, 4urentertainment wrote: So, Ludum Dare everyone, who's in?
I'm in. I will be doing the jam with a friend this time.

Haxe + NME, so sexy.
Basically I'm using an identical API to AS3, and I can export to Android, Windows, Linux, Flash, and HTML5 even I think. Just shweet shit.
Having an .exe is much more satisfying, plus it isn't just a cheap .swf transformed into a .exe, it actually comes with near-native performance. Just got it all running finally after doing a few tests last night, but speed testing is coming riiight up. (AFAIK, all display handled by NME for Windows or any other platform than Flash is all SDL/OpenGL, hardware accelerated shebang. Plus I can use existing C++ libraries if I so choose. YUM)

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Response to The Flash 'Reg' Lounge 2012-04-10 14:17:59 Reply

At 4/10/12 12:45 PM, PSvils wrote: Haxe + NME, so sexy.

So the performance isn't AS great as I was expecting right off the bat, but seeing as I didn't really dive in deep and just used the default Sprite class, I can run 1000 of them full screen at about 43 FPS on the Windows export, and to compare I can get 32 FPS or so with the Flash export, so there is a noticeable difference.

Time to keep exploring this bad-assery that native apps are!

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Response to The Flash 'Reg' Lounge 2012-04-11 13:04:25 Reply

Holy crap! This place still exists?


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Response to The Flash 'Reg' Lounge 2012-04-11 14:41:15 Reply

At 4/10/12 02:17 PM, PSvils wrote: Time to keep exploring this bad-assery that native apps are!

Yeah, haXe is beautiful, I just compiled my first iPhone app with it a few days ago, and it actually took a lot more time getting Xcode to compile an .ipa without a certificate than it took to learn haXe and make the sample project.

Also, you know how in most flash games, all path finding AI is either crappy, or if it works, it's pretty obvious it's following nodes? Well, I just wrote up this smoother that takes a path like one that would be produced by A* and produces a new, smoother path. Deviation from original path and smoothness can all be controlled by a parameter.

http://4urentertainment.org/storage/Smoothing.swf

Click on nodes to create path. Space to start.

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Response to The Flash 'Reg' Lounge 2012-04-11 14:46:16 Reply

Pretty cool

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Response to The Flash 'Reg' Lounge 2012-04-11 16:06:08 Reply

At 4/11/12 02:41 PM, 4urentertainment wrote:
At 4/10/12 02:17 PM, PSvils wrote: Time to keep exploring this bad-assery that native apps are!
Yeah, haXe is beautiful, I just compiled my first iPhone app with it a few days ago, and it actually took a lot more time getting Xcode to compile an .ipa without a certificate than it took to learn haXe and make the sample project.

Got my Android compiling today. BTW, could I perhaps use you to compile iPhone apps? (Whenever that will happen...). Not having Mac sucks for that shit :)

Cool path demo, so you basically place control points to create a deviation from the path? It doesn't seem too effective in that sense though. If I were using it, I would prefer to not have to create any additional points, and let the engine take care of smoothing completely on its own.
Working on my Flash game feels so...outdated now that I discovered haXe :D I want to make mobile apps, I want to make an indie game for windows/linux...grrr, I want to do everything, except Flash. The HTML5 export is really cool though, cause it's the bees knees now, and there's lots o' money for that stuff!

P.

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Response to The Flash 'Reg' Lounge 2012-04-11 16:10:25 Reply

At 4/11/12 02:41 PM, 4urentertainment wrote: Also, you know how in most flash games, all path finding AI is either crappy, or if it works, it's pretty obvious it's following nodes? Well, I just wrote up this smoother that takes a path like one that would be produced by A* and produces a new, smoother path. Deviation from original path and smoothness can all be controlled by a parameter.

http://4urentertainment.org/storage/Smoothing.swf

Click on nodes to create path. Space to start.

As long as I make tile-based games, I'm cool with A* :)

Still pretty cool, though. Can you decrease the deviation or add a debug for it? Where it's at now, it seems like it's just tweening to the final position with a slight curve to where the other points are. At the moment, it could walk through buildings and stuff that the nodes are there to avoid.

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Response to The Flash 'Reg' Lounge 2012-04-12 00:30:41 Reply

At 4/11/12 04:10 PM, MSGhero wrote: As long as I make tile-based games, I'm cool with A* :)

Why just tile-based?

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Response to The Flash 'Reg' Lounge 2012-04-12 00:32:11 Reply

At 4/11/12 04:06 PM, PSvils wrote: P.

I attached a picture below to show how it's supposed to work.

It doesn't actually create any new nodes, just moves the current ones.

MSGhero, I updated the demo with a slider to control the smoothness and deviation, so you can lay out a path and play around with the slider and see the path changing.

Here's the demo again: http://www.4urentertainment.org/storage/Smoothing.swf

This was actually part of a class at Udacity where if you have a robotic car that you're laying out a path for, and your A* has gotten the path, but the path is pretty rigid, as in the picture, it goes right, then suddenly down, then left etc.. And a car obviously can't rotate immediately like that.

So the path smoother makes it so that these turns are smoother by minimizing the distance between nodes. So technically, the higher the smoothing parameter, the more the path will be direct and ignore the twists and turns of the original path. But of course you don't want that so you set it to something low.

I really think it could work pretty good. I mean how awesome would it be for an enemy to not go up the wall, turn to pass it, then turn around to go to the player, and instead smoothly go around this wall?

Also:

At 4/11/12 04:06 PM, PSvils wrote: Got my Android compiling today. BTW, could I perhaps use you to compile iPhone apps? (Whenever that will happen...). Not having Mac sucks for that shit :)

Sure! I'd be happy to help.

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Response to The Flash 'Reg' Lounge 2012-04-12 01:06:42 Reply

@4ur: That pic explains it a lot more, thanks.

@P: If the game is tile-based, no one cares so much if the player hits a hard turn, while that would look glitchy in a free-roam game.

If any of you have played Final Fantasy Tactics or even Fire Emblem, I'm making that. I'll put up a demo soon, got the whole turn-based thing down, movement and jump height restrictions, and attacking is in the works. I'm using a finite state machine, and it's saving so many switch statement headaches :D

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Response to The Flash 'Reg' Lounge 2012-04-12 03:44:42 Reply

At 4/12/12 12:32 AM, 4urentertainment wrote: It doesn't actually create any new nodes, just moves the current ones.

It looks great, and seems to work, but surely, if you're moving the nodes, you're undermining the purpose of them. For instance, if you cut a corner created by A*, wouldn't you be creating the risk that you'll bump into the wall that A* was avoiding?

Since you've got an adjustable parameter for the system, perhaps you could make it so that it starts with the parameter = 0 and increases it in a while loop until the path hits one of the objects that A* was avoiding. Then you could find the perfect parameter to create the smoothest possible path without hitting any objects. Or to get even smoother, split the path into smaller sections and make it so that each section can have a different value for the parameter.

Alternatively, you could modify A* so that if a node is next to a wall, it records it as a 'special' node. Then in your code, it could make sure it only moves the nodes that aren't 'special'. This still runs the risk that if you move a node too much it could move next to a wall without being recorded as a 'special'. Perhaps you'd have to make it so that the maximum distance a node can be moved is the distance between two nodes.

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Response to The Flash 'Reg' Lounge 2012-04-12 11:54:14 Reply

At 4/12/12 03:44 AM, alwayssim wrote:
At 4/12/12 12:32 AM, 4urentertainment wrote: It doesn't actually create any new nodes, just moves the current ones.
It looks great, and seems to work, but surely, if you're moving the nodes, you're undermining the purpose of them. For instance, if you cut a corner created by A*, wouldn't you be creating the risk that you'll bump into the wall that A* was avoiding?

Since you've got an adjustable parameter for the system, perhaps you could make it so that it starts with the parameter = 0 and increases it in a while loop until the path hits one of the objects that A* was avoiding. Then you could find the perfect parameter to create the smoothest possible path without hitting any objects. Or to get even smoother, split the path into smaller sections and make it so that each section can have a different value for the parameter.

Alternatively, you could modify A* so that if a node is next to a wall, it records it as a 'special' node. Then in your code, it could make sure it only moves the nodes that aren't 'special'. This still runs the risk that if you move a node too much it could move next to a wall without being recorded as a 'special'. Perhaps you'd have to make it so that the maximum distance a node can be moved is the distance between two nodes.

That was one of the problems I was thinking about...For path smoothing I would prefer to use a technique where the smoothing happens locally, so the object itself smooths its path, rather than the path itself being smoothed for it. I'll try cooking up a sample sometime, but I also want to use polygons for my pathfinding rather than nodes, which gives enough info for each body to handle smoothing/realism on its own.

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Response to The Flash 'Reg' Lounge 2012-04-13 11:50:25 Reply

Hey guys. Speaking of Ludum Dare coming up, I recently finish a remake of my game from the previous Ludum Dare. I could really use some feedback. Would anyone feel up to giving it a run through and giving me their thoughts or bug findings? It's a short game only about 3-5 minutes.

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Response to The Flash 'Reg' Lounge 2012-04-13 12:23:02 Reply

At 4/13/12 11:50 AM, PrettyMuchBryce wrote: Hey guys. Speaking of Ludum Dare coming up, I recently finish a remake of my game from the previous Ludum Dare. I could really use some feedback. Would anyone feel up to giving it a run through and giving me their thoughts or bug findings? It's a short game only about 3-5 minutes.

I'll give it a shot.

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Response to The Flash 'Reg' Lounge 2012-04-13 12:45:09 Reply

At 4/13/12 11:50 AM, PrettyMuchBryce wrote: Hey guys. Speaking of Ludum Dare coming up, I recently finish a remake of my game from the previous Ludum Dare. I could really use some feedback. Would anyone feel up to giving it a run through and giving me their thoughts or bug findings? It's a short game only about 3-5 minutes.

Shoot me!

...the link.

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Response to The Flash 'Reg' Lounge 2012-04-13 14:10:09 Reply

At 4/12/12 12:32 AM, 4urentertainment wrote: This was actually part of a class at Udacity where if you have a robotic car that you're laying out a path for, and your A* has gotten the path, but the path is pretty rigid, as in the picture, it goes right, then suddenly down, then left etc.. And a car obviously can't rotate immediately like that.

I'm taking that class for this next session of Udacity; I ended up enrolling in the search engine class because I thought it sounded cool, but I ended up ditching the whole thing after the second week because when they said they didn't expect any previous experience, apparently they really meant it.

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Response to The Flash 'Reg' Lounge 2012-04-14 02:16:02 Reply

At 4/13/12 11:50 AM, PrettyMuchBryce wrote: Hey guys. Speaking of Ludum Dare coming up, I recently finish a remake of my game from the previous Ludum Dare. I could really use some feedback. Would anyone feel up to giving it a run through and giving me their thoughts or bug findings? It's a short game only about 3-5 minutes.

Sure.

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Response to The Flash 'Reg' Lounge 2012-04-14 04:17:52 Reply

At 4/13/12 02:10 PM, Archawn wrote: I'm taking that class for this next session of Udacity; I ended up enrolling in the search engine class because I thought it sounded cool, but I ended up ditching the whole thing after the second week because when they said they didn't expect any previous experience, apparently they really meant it.

A friend of mine was in the same boat actually. He got frustrated at the point where they were explaining what a variable was over a couple of a videos or something like that.

I hear the final exam was actually challenging though. Unlike the robotics class which had really challenging material and homeworks but the exam was retardedly simple except for the final programming question. They also have a contest for the search engine to see who can make what with what they learned.

Anyway, back to Ludum Dare:

I'm really, really excited about this. It's like the glorious awesomeness of NG game jams...but like 1000x bigger. Last time they had like 800 games submitted or something like that, and that's not counting people that entered but didn't manage to finish a game, and more than one developer working on the same game, and that's like, more than a thousand people entering.

I mean really, game jams have always really, really fascinated me. Just knowing that over the course of 72 hours thousands of people from all over the world, of all kinds of talents are toiling away, abandoning everything else in their lives to focus on one thing, creating a world. Everyone would be creating a world in only 3 days in which collectively millions of players will be immersed in and will experience globally afterwards. It's artistic and it's beautiful.

Only thing missing is random teams which made the NG game jams an incredibly memorable experience. Perhaps we could make an unofficial "random team maker" to coincide with Ludum Dare eventually, or maybe just make more NG jams.