Be a Supporter!

The Flash 'Reg' Lounge

  • 1,696,592 Views
  • 64,076 Replies
New Topic Respond to this Topic
egg82
egg82
  • Member since: Jun. 24, 2006
  • Offline.
Forum Stats
Supporter
Level 05
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-10 09:57:28 Reply

At 4/9/13 01:36 PM, Glaiel-Gamer wrote: you need to use glOrtho to set up your coordinate system

ahaa, thank you! Finally something that makes remote sense :P
in other news, i've been easily ticked off lately for an unknown reason. Still looking into as to why o.o


Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P

BBS Signature
PSvils
PSvils
  • Member since: Feb. 3, 2010
  • Offline.
Forum Stats
Member
Level 01
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-11 07:20:44 Reply

Soooo close to a playable version (in the strictest, literal sense of the word :D), 4 days left until gotta send it off as a prototype! :S

Plus VS2012 keeps crashing...

The Flash 'Reg' Lounge

MSGhero
MSGhero
  • Member since: Dec. 15, 2010
  • Offline.
Forum Stats
Supporter
Level 16
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-11 12:01:57 Reply

http://www.bytearray.org/?p=5228

Sounds cool, a bit surprised that it's Zynga and they're not charging or offering premium services, but whatever.

egg82
egg82
  • Member since: Jun. 24, 2006
  • Offline.
Forum Stats
Supporter
Level 05
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-11 22:05:40 Reply

Well, i'm having a lot of fun. Still can't get textures to work properly, though... Hmm...

P, your shtuff looks awesome :3

The Flash 'Reg' Lounge


Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P

BBS Signature
MrRandomist
MrRandomist
  • Member since: Jun. 28, 2008
  • Offline.
Forum Stats
Member
Level 27
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-13 14:50:25 Reply

guys, I know this isn't totally flash related and more game design but, I feel I need to share this:

In recent weeks in my games art course, I have a games design studio unit that touches upon paper prototypes.
Which I now know is quite valuable however the tutor decided to do it through board/card games, which isn't my thing at all and so I kind of just put it aside and just went to go do the bare minimum to pass which is silly but time is limited atm, however in recent weeks that followed now in week 9 of 14 of this unit I am now half way through this board game and I have
really come accept the whole paper prototypes idea and how important it really is and how fun it can be to test certain mechanics with little work, which is kind of faster than flash!
The game I am making for unit is called: 'Director of War' and its a turn-based strategy, but that's besides the point.

What do you guys think of paper prototypes and have you ever used them before?

PSvils
PSvils
  • Member since: Feb. 3, 2010
  • Offline.
Forum Stats
Member
Level 01
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-14 05:11:27 Reply

At 4/13/13 02:50 PM, MrRandomist wrote: What do you guys think of paper prototypes and have you ever used them before?

I've never used it, but it seems like a really interesting and effective way to test a gameplay idea, though in situations where you need to calculate 10 variables to do every single thing it's useless of course. Then again, it forces you to design games where that doesn't happen, which is more understandable to people then.

I'm tired. NeuroPulse is finally working as a prototype. Improving graphics a bit and finally I have to add sound...which is a hassle :(

P.

MrRandomist
MrRandomist
  • Member since: Jun. 28, 2008
  • Offline.
Forum Stats
Member
Level 27
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-14 15:05:24 Reply

At 4/14/13 05:11 AM, PSvils wrote:
At 4/13/13 02:50 PM, MrRandomist wrote: What do you guys think of paper prototypes and have you ever used them before?
I've never used it, but it seems like a really interesting and effective way to test a gameplay idea, though in situations where you need to calculate 10 variables to do every single thing it's useless of course. Then again, it forces you to design games where that doesn't happen, which is more understandable to people then.

it depends what kind of variables you're talking about, obviously not all mechanics would work under paper prototyping for example platforming/physics in a sense however you could simulate as to how the player would move and interact in the world or other individual mechanics like say an inventory system in side that game...
other examples would be a games economy, determine points given taken away in any way or a fighting game, determining hit points, defensive moves, attacking moves etc. which is much more easier to layout on paper.

MSGhero
MSGhero
  • Member since: Dec. 15, 2010
  • Offline.
Forum Stats
Supporter
Level 16
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-14 22:44:33 Reply

At 4/14/13 05:11 AM, PSvils wrote: I'm tired. NeuroPulse is finally working as a prototype. Improving graphics a bit and finally I have to add sound...which is a hassle :(

Linkkk ittttt

Meanwhile, bug fixing is going well. And by going well, I mean it's annoying as hell. I don't even comprehend how one bug worked or why my fix fixed it or if it's even fixed, but it seems to be ok now so I won't complain. When there's an issue with something I wrote back in like December, I'm like "why the hell did I do it this way instead of like this?" but it's too late to mess with any of that code now. I'm in the DO NOT TOUCH UNLESS ABSOLUTELY NECESSARY mentality cuz I'm too close to the end to consider changing the stuff that works. It's like I had a different style of coding back then, but I don't know what's changed.

PSvils
PSvils
  • Member since: Feb. 3, 2010
  • Offline.
Forum Stats
Member
Level 01
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-15 08:10:10 Reply

At 4/14/13 10:44 PM, MSGhero wrote: Linkkk ittttt

We're still working full steam ahead on it. Sounds and all implemented etc., polishing some mechanics etc.

I'll send you a package once we've sent it off to the competition :)

P.

Sandremss128
Sandremss128
  • Member since: Aug. 22, 2009
  • Offline.
Forum Stats
Member
Level 11
Programmer
Response to The Flash 'Reg' Lounge 2013-04-15 11:17:32 Reply

At 4/14/13 10:44 PM, MSGhero wrote:
DO NOT TOUCH UNLESS ABSOLUTELY NECESSARY

I've been there, that's the reason why I've given up on projects in the past. I think that test driven development can fix a lot of problems related to old code 'rotting', you can change what you want and in a moment's notice you'll know exactly if it breaks any of the tests (which should cover all cases of your program); and if it does you'll know precisely what to look for. No more weird bugs you can't exactly trace back to one method and one line.
That and modular programming, of course.

egg82
egg82
  • Member since: Jun. 24, 2006
  • Offline.
Forum Stats
Supporter
Level 05
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-15 15:03:40 Reply

I finally decided to do something with the Flixel framework sitting on my HDD. I'm going to attempt to re-do Tactics in AS3 with some added fancy features now available to me (*cough*sockets*cough*)
People seem to like it, I get PMs about it on occasion. I just need to figure out exactly why and focus on that.

Anyway, I created a new Flixel class that extends FlxSprite and implements FlxGroup functionality, so I can finally have nested FlxSprites. Here's hoping it doesn't break a bunch of other crap.


Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P

BBS Signature
GeoKureli
GeoKureli
  • Member since: Apr. 1, 2003
  • Offline.
Forum Stats
Member
Level 19
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-15 17:44:24 Reply

At 4/15/13 03:03 PM, egg82 wrote: I finally decided to do something with the Flixel framework sitting on my HDD. I'm going to attempt to re-do Tactics in AS3 with some added fancy features now available to me (*cough*sockets*cough*)
People seem to like it, I get PMs about it on occasion. I just need to figure out exactly why and focus on that.

Flixel is great, super easy to use and very powerful. but not entirely mobile friendly.

Anyway, I created a new Flixel class that extends FlxSprite and implements FlxGroup functionality, so I can finally have nested FlxSprites. Here's hoping it doesn't break a bunch of other crap.

That's one way to do it. I've always preferred the opposite method of extending flxGroup, and controlling positions of it's members. but it depends really on what you're trying to do. Let me know how that turns out.

MSGhero
MSGhero
  • Member since: Dec. 15, 2010
  • Offline.
Forum Stats
Supporter
Level 16
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-15 18:10:35 Reply

At 4/15/13 11:17 AM, Sandremss128 wrote: Stuff

I do remember being very frustrated with that block of code and just typing out the first solution I could think of. The problem makes sense now that I look at it with a fresh mind, not after a dozen mind-numbing runs to figure it out, but it's still kinda dumb. I'll look into tdd and modular programming more, thanks.

Ain't no way I'm giving up now.

Writer: "We seem to be relatively bug free at the minute" fuck yes almost done
MSGhero
MSGhero
  • Member since: Dec. 15, 2010
  • Offline.
Forum Stats
Supporter
Level 16
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-15 20:09:02 Reply

At 4/15/13 06:10 PM, MSGhero wrote:
Writer: "We seem to be relatively bug free at the minute" fuck yes almost done

That minute ended.

After this game, I want to make a small one, like an arcade game or something game jammy with someone. I had an idea, but then I started getting carried away, and now it's a huge game idea. What was that jam where it was like a core idea or something that the game built up from? I think starting with that would be the way to go for me right now.

CzeryWassierSwizier
CzeryWassierSwizier
  • Member since: May. 15, 2010
  • Offline.
Forum Stats
Member
Level 13
Blank Slate
Response to The Flash 'Reg' Lounge 2013-04-16 18:52:28 Reply

Not sure if this is the right place to post but...

I'm using Flash Develop and I'm wondering if there's a way you could configure the settings such that the ide will check for errors without having to compile the code first? (similar to how eclipse functions)


I'm a noob.

FlyingColours
FlyingColours
  • Member since: Jul. 3, 2011
  • Offline.
Forum Stats
Member
Level 06
Programmer
Response to The Flash 'Reg' Lounge 2013-04-17 04:58:22 Reply

At 4/16/13 06:52 PM, CzeryWassierSwizier wrote: Not sure if this is the right place to post but...

I'm using Flash Develop and I'm wondering if there's a way you could configure the settings such that the ide will check for errors without having to compile the code first? (similar to how eclipse functions)

Just click on the button with lines and a tick, on the left of the clock button. Flash Tools -> Analyse Project Source Code also checks your code to see if there's any bad code - it's very mean to bad programmers like me. :P

egg82
egg82
  • Member since: Jun. 24, 2006
  • Offline.
Forum Stats
Supporter
Level 05
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-17 10:34:46 Reply

At 4/17/13 04:58 AM, FlyingColours wrote: Just click on the button with lines and a tick, on the left of the clock button. Flash Tools -> Analyse Project Source Code also checks your code to see if there's any bad code - it's very mean to bad programmers like me. :P

it yells at you for goddamn everything!
Since when are you not supposed to have more than seven functions in a class?


Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P

BBS Signature
Kirk-Cocaine
Kirk-Cocaine
  • Member since: Aug. 17, 2003
  • Offline.
Forum Stats
Moderator
Level 38
Programmer
Response to The Flash 'Reg' Lounge 2013-04-17 10:45:43 Reply

At 4/17/13 04:58 AM, FlyingColours wrote: Flash Tools -> Analyse Project Source Code also checks your code to see if there's any bad code

My results weren't too bad actually, although when it told me parts of my code "are not a good design" that hurt. Also, it's got major beef with TweenLite. It complains about pretty much every class in the entire Greensock library!


The water in Majorca don't taste like what it oughta.

| AS3: Main | AS2: Main | Flash Tutorials |

BBS Signature
egg82
egg82
  • Member since: Jun. 24, 2006
  • Offline.
Forum Stats
Supporter
Level 05
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-17 10:58:15 Reply

brand new project, so it doesn't have much to complain about yet, but I find this weird.
There's got to be a reason for it, so why in the world should you limit yourself to five class members at once?


Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P

BBS Signature
Sandremss128
Sandremss128
  • Member since: Aug. 22, 2009
  • Offline.
Forum Stats
Member
Level 11
Programmer
Response to The Flash 'Reg' Lounge 2013-04-17 11:27:17 Reply

At 4/17/13 10:58 AM, egg82 wrote: There's got to be a reason for it, so why in the world should you limit yourself to five class members at once?

Beside that a 5 members maximum seems like a arbitrary number, having small classes is viewed as a good thing. To quote the book Clean Code (which is by the way a interesting read for anyone who wants to write better code) : "The fewer methods a class has, the better. The fewer variables a function knows about, the better. The fewer instance variables a class has, the better.".

It describes what ideal code should look like. To name a few guidelines:
Maximum 400 lines per class (200 lines is ideal)
No more than 3 arguments on a method (the fewer the better)
"The first rule of functions is that they should be small. The second rule of functions is that
they should be smaller than that." (I think it comes down to about 5 lines)

The book covers on almost everything related to writing code, from variable names to class organization.
At first I thought these strict constraints would bog everything down, but I'm starting to see why they came up with these rules.

egg82
egg82
  • Member since: Jun. 24, 2006
  • Offline.
Forum Stats
Supporter
Level 05
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-17 11:51:06 Reply

At 4/17/13 11:27 AM, Sandremss128 wrote: The book covers on almost everything related to writing code, from variable names to class organization.
At first I thought these strict constraints would bog everything down, but I'm starting to see why they came up with these rules.

well, that's interesting, but why are these rules here? To me, it seems like i'd need to create more classes just to cover what I couldn't in previous classes, and that seems like it'd get really messy (having three or four classes covering what should be in one class? Seems AS1-like to me)


Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P

BBS Signature
Sandremss128
Sandremss128
  • Member since: Aug. 22, 2009
  • Offline.
Forum Stats
Member
Level 11
Programmer
Response to The Flash 'Reg' Lounge 2013-04-17 12:12:57 Reply

At 4/17/13 11:51 AM, egg82 wrote:
well, that's interesting, but why are these rules here? To me, it seems like i'd need to create more classes just to cover what I couldn't in previous classes, and that seems like it'd get really messy (having three or four classes covering what should be in one class? Seems AS1-like to me)

My thought exactly at first. Why break up a perfectly working 1000 lines class into 3-4 other ones? The book does come up with some statistics on big libraries that are written and use that to state the classes should be small to ensure a successful project; but the biggest argument it has is that it works best in the experience of the author:

"IâEUTMve written several nasty 3,000-line abominations. IâEUTMve written scads of functions in the 100 to 300 line range. And IâEUTMve written functions that were 20 to 30 lines long. What this experience has taught me, through long trial and error, is that functions should be very small."

Classes should have one responsibility, and do that and only that. If you're taking a high number of lines to accomplish that, then you're doing something wrong or you're implementing more than just one responsibility. And eventually you end up with a 'God class', in the worst case. I think for both debugging and management it's important that you work with smaller classes.

In the end we can all agree that elegance is important with code, to me a 200 line class would almost always be more elegant than a 1000 line one. I think it's the same as way back when I thought every variable could just as well be public, it takes some more time and understanding to really comprehend it.

MSGhero
MSGhero
  • Member since: Dec. 15, 2010
  • Offline.
Forum Stats
Supporter
Level 16
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-17 12:33:09 Reply

I got destroyed...though a lot of the warnings were for my embeds, and some of my classes would be a lot smaller without them. That 2-400 line limit would be my biggest challenge by far, though I kinda want to see the line count without all the spacing I add in. I can see where a lot of that junk could be put into another class, though.

PSvils
PSvils
  • Member since: Feb. 3, 2010
  • Offline.
Forum Stats
Member
Level 01
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-17 15:00:14 Reply

I guess I can't click that button since I'm using Haxe.

Either way, I started doing that thing...where you sit down, and start a random new project that you have no plan or idea for, you're just happy typing away boiler plate code and stuff.

A trend I'm starting to notice in myself, is that when I get "mentally augmented", I listen to some music which inspires me, and then I just start coding something random for several hours with no visual results. But through this I've started writing my own game engine in my relaxation time from NeuroPulse (which we are taking at a slower pace now, if anyone wants though I can probably post a quick gameplay video of what it is so far!).

Hopefully the game engine actually becomes useful though...it's supposed to have a plugin architecture, still gotta figure out some stuff, but essentially I want you to be able to load in another .swf with some functionality etc., so you can update individual parts of an application. Not really useful, but interesting imo. Plus it has physics and graphics abstracted away completely (Though internally I do use NAPE for other stuff dealing with math).
(My main goal is to have a framework with which I can write a game, copy and paste all of it to the server side and just write some networking code, and hopefully make it easier to do in general.)
Oh and there's scripting.

P.

swishcheese
swishcheese
  • Member since: May. 12, 2007
  • Offline.
Forum Stats
Member
Level 14
Programmer
Response to The Flash 'Reg' Lounge 2013-04-21 00:39:38 Reply

Hey guys!! Just spent this weekend creating slideshow creator check it out!!

I used this library called as3swf It worked pretty well at changing byteArray of a swf.

This tool will allow you to create slideshow with just selecting the images you want in your slideshow and save the .swf locally on your computer. It is best to use images of similar size. It makes the .swf the same size of the smallest image, then centers the bigger images into the viewing space.


BBS Signature
swishcheese
swishcheese
  • Member since: May. 12, 2007
  • Offline.
Forum Stats
Member
Level 14
Programmer
Response to The Flash 'Reg' Lounge 2013-04-21 00:42:20 Reply

At 4/21/13 12:39 AM, swishcheese wrote: Hey guys!! Just spent this weekend creating slideshow creator check it out!!

I used this library called as3swf It worked pretty well at changing byteArray of a swf.

This tool will allow you to create slideshow with just selecting the images you want in your slideshow and save the .swf locally on your computer. It is best to use images of similar size. It makes the .swf the same size of the smallest image, then centers the bigger images into the viewing space.

lol. spoke to soon! I was too excited. I guess saving files through FileReference on newgrounds is security rescricted?


BBS Signature
swishcheese
swishcheese
  • Member since: May. 12, 2007
  • Offline.
Forum Stats
Member
Level 14
Programmer
Response to The Flash 'Reg' Lounge 2013-04-21 00:53:47 Reply

Sorry for triple post. (I feel stupid, wish there was edit)

I fixed my error. flash has security where user must interact by click in order to save using fileReference.

Here is update link

I delete other dump. That link wont work. Goodnight. I am tired.


BBS Signature
GeoKureli
GeoKureli
  • Member since: Apr. 1, 2003
  • Offline.
Forum Stats
Member
Level 19
Game Developer
Response to The Flash 'Reg' Lounge 2013-04-22 05:17:55 Reply

I downloaded the MochiMedia API today. Easily some of the worst code I've ever seen, it's almost like they want it to be impossible to read so I can't exploit it. Anyone use Mochi recently?

FlyingColours
FlyingColours
  • Member since: Jul. 3, 2011
  • Offline.
Forum Stats
Member
Level 06
Programmer
Response to The Flash 'Reg' Lounge 2013-04-22 09:40:28 Reply

Trying to make proper HTML5 stuff. Grrr, CSS and <div> sure are frustrating. So tempting to go back to tables without margins...

Luis
Luis
  • Member since: Apr. 23, 2000
  • Offline.
Forum Stats
Member
Level 02
Melancholy
Response to The Flash 'Reg' Lounge 2013-04-22 10:16:34 Reply

At 4/22/13 09:40 AM, FlyingColours wrote: Trying to make proper HTML5 stuff. Grrr, CSS and <div> sure are frustrating. So tempting to go back to tables without margins...

please dont ever say tables again.


None