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egg82
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Response to The Flash 'Reg' Lounge 2013-05-11 01:49:15 Reply

At 5/10/13 10:08 PM, nitokov wrote: I don't know why, but i have dilemma should i invest time in learning unity3d or away3d library, i have some feeling that working with away3d could improve more my coding skills than unity, i have feeling that i am noob when i open unity :D

So, AS3 or C#?
Ehhhhhhhhhhh. Dunno.


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nitokov
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Response to The Flash 'Reg' Lounge 2013-05-11 02:25:59 Reply

At 5/11/13 01:49 AM, egg82 wrote:
At 5/10/13 10:08 PM, nitokov wrote: I don't know why, but i have dilemma should i invest time in learning unity3d or away3d library, i have some feeling that working with away3d could improve more my coding skills than unity, i have feeling that i am noob when i open unity :D
So, AS3 or C#?
Ehhhhhhhhhhh. Dunno.

This sounded a bit sarcastic.
I think that all languages are very similar, like cars when you learn to drive one you can drive all. but i was thinking about coding practice and its more challenging to do 3d stuff with as3 than through unity


RangeError: Error #1125: The index 4 is out of range 4.

GeoKureli
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Response to The Flash 'Reg' Lounge 2013-05-11 03:08:01 Reply

Air mobile apps require the AIR plugin for android. How does Unity work on android? Does Unity need a plug-in as well? that would really affect my decision.

Is the free edition of Unity worth a download?

egg82
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Response to The Flash 'Reg' Lounge 2013-05-11 12:58:36 Reply

At 5/11/13 02:25 AM, nitokov wrote: This sounded a bit sarcastic.

It was and it wasn't, honestly it was mostly serious.

I think that all languages are very similar, like cars when you learn to drive one you can drive all.

They really aren't. Generally if you learn one ECMAScript dialect you've learned most of the rest of them, and the same with C-based languages, but there's still a lot of differences in every language.

:but i was thinking about coding practice and its more challenging to do 3d stuff with as3 than through unity
again, it's AS3 vs C#, really. C# would be much more of a challenge if you already know AS3.


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

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Glaiel-Gamer
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Response to The Flash 'Reg' Lounge 2013-05-11 14:59:20 Reply

C# is fucking easy its almost exactly the same as AS3 except they use more C-style syntax instead of javascript syntax and C-style syntax is a lot nicer.

Its learning the libraries and unity-specific stuff thats the hard part

I-smel
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Response to The Flash 'Reg' Lounge 2013-05-11 20:58:12 Reply

I learned C# really easily and I'm a fucking dunce.

GeoKureli
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Response to The Flash 'Reg' Lounge 2013-05-12 23:30:56 Reply

Here's what I submitted to the 10 day game jam. All in all I'd say there was 5 separate days I worked on this. I'm happy with it, but the mechanics needs tweaking and I need to practice some level design. I'll post the other games when the final list is compiled.

swishcheese
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Response to The Flash 'Reg' Lounge 2013-05-13 01:50:43 Reply

At 5/12/13 11:30 PM, GeoKureli wrote: Here's what I submitted to the 10 day game jam. All in all I'd say there was 5 separate days I worked on this. I'm happy with it, but the mechanics needs tweaking and I need to practice some level design. I'll post the other games when the final list is compiled.

VERY COOL! For 5 days that is good. I enjoyed it. I think the levels were designed pretty well for a 10 game jam. Goodluck on any prize there is/ if there is one for this jam. well done.


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MSGhero
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Response to The Flash 'Reg' Lounge 2013-05-13 02:13:41 Reply

Fuck dota. A 2 stack left late game cuz they were bored: lost us the teamfight, then abandoned, then we lose 2 lanes of rax. I was solo holding off 5 as a fed as hell gyro but then creeps killed the ancient. Man...we shoulda won that game. Fuck people.

For the text explosion bitmapFill thing, it turns out that tall letters screw up the offset I had to find. I'm sure a letter that goes under the baseline would screw it up as well. Blehhhhhhhh to TextMetrics I guess...

GeoKureli
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Response to The Flash 'Reg' Lounge 2013-05-13 15:29:23 Reply

http://www.kongregate.com/forums/4-game-programming/topics/3 38133-gitd-32-voting

The full list of contestants

Glaiel-Gamer
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Response to The Flash 'Reg' Lounge 2013-05-13 15:37:16 Reply

i fucking hate the SWF file format
http://pastebin.com/X2gviE0J

i mean its nice it all compresses down to fucking nothing in filesize... but most of the filesize is audio or bitmaps anyway... if they would simplify this down it would be THE format for vector art/animation

Rustygames
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Response to The Flash 'Reg' Lounge 2013-05-13 16:37:56 Reply

At 5/13/13 03:37 PM, Glaiel-Gamer wrote: i fucking hate the SWF file format
http://pastebin.com/X2gviE0J

i mean its nice it all compresses down to fucking nothing in filesize... but most of the filesize is audio or bitmaps anyway... if they would simplify this down it would be THE format for vector art/animation

Isn't it already THE format for vector art/animation? :)


- Matt, Rustyarcade.com

Glaiel-Gamer
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Response to The Flash 'Reg' Lounge 2013-05-13 16:39:03 Reply

At 5/13/13 04:37 PM, Rustygames wrote: Isn't it already THE format for vector art/animation? :)

I mean for purposes other than running in flash player / adobe AIR

Rustygames
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Response to The Flash 'Reg' Lounge 2013-05-13 16:43:31 Reply

At 5/13/13 04:39 PM, Glaiel-Gamer wrote:
At 5/13/13 04:37 PM, Rustygames wrote: Isn't it already THE format for vector art/animation? :)
I mean for purposes other than running in flash player / adobe AIR

I've never used vectors outside of flash. What is the current format to use? Is there a standard or lots of bespoke solutions?


- Matt, Rustyarcade.com

Glaiel-Gamer
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Response to The Flash 'Reg' Lounge 2013-05-13 16:48:10 Reply

At 5/13/13 04:43 PM, Rustygames wrote:
At 5/13/13 04:39 PM, Glaiel-Gamer wrote:
At 5/13/13 04:37 PM, Rustygames wrote: Isn't it already THE format for vector art/animation? :)
I mean for purposes other than running in flash player / adobe AIR
I've never used vectors outside of flash. What is the current format to use? Is there a standard or lots of bespoke solutions?

there really isn't. Maybe SVG, but IIRC that doesn't support animations to the same extent flash does. It's not HARD to decode swf files, the spec for it is really detailed (http://wwwimages.adobe.com/www.adobe.com/content/dam/Adobe/
en/devnet/swf/pdf/swf-file-format-spec.pdf
), its just a pain in the ass cause of all the weird bit field compression stuff (you can't use built in streams / file IO since they don't support reading unaligned bit fields)

nitokov
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Response to The Flash 'Reg' Lounge 2013-05-13 17:48:48 Reply

how hard is to develop scripting language like as3 or similar?


RangeError: Error #1125: The index 4 is out of range 4.

GeoKureli
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Response to The Flash 'Reg' Lounge 2013-05-13 17:49:39 Reply

Are you trying to read swfs for vector animations in other programs? sounds interesting

Glaiel-Gamer
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Response to The Flash 'Reg' Lounge 2013-05-13 18:17:30 Reply

At 5/13/13 05:49 PM, GeoKureli wrote: Are you trying to read swfs for vector animations in other programs? sounds interesting

I made a proof of concept of it back in 2010 (load SWF graphics and display them with C++/openGL) and I'm just rewriting it in a cleaner more flexible way right now so I can actually use it.

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Response to The Flash 'Reg' Lounge 2013-05-13 18:26:50 Reply

At 5/13/13 06:17 PM, Glaiel-Gamer wrote: I made a proof of concept of it back in 2010 (load SWF graphics and display them with C++/openGL) and I'm just rewriting it in a cleaner more flexible way right now so I can actually use it.

Like ScaleForm or something?

Glaiel-Gamer
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Response to The Flash 'Reg' Lounge 2013-05-13 18:33:26 Reply

At 5/13/13 06:26 PM, MSGhero wrote:
At 5/13/13 06:17 PM, Glaiel-Gamer wrote: I made a proof of concept of it back in 2010 (load SWF graphics and display them with C++/openGL) and I'm just rewriting it in a cleaner more flexible way right now so I can actually use it.
Like ScaleForm or something?

no, its not a flash player / virtual machine implementation like scaleform is, you can extract movieclip data from the SWF and use them as game objects

swishcheese
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Response to The Flash 'Reg' Lounge 2013-05-13 19:49:32 Reply

At 5/13/13 06:33 PM, Glaiel-Gamer wrote: no, its not a flash player / virtual machine implementation like scaleform is, you can extract movieclip data from the SWF and use them as game objects

That will be pretty coool, but yeah, I see how that could be pain in the ass. Are you gonna turn it into a full working library thing or just make it flexible enough for what your up to right now? What are you up too?


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Glaiel-Gamer
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Response to The Flash 'Reg' Lounge 2013-05-13 19:56:34 Reply

good to see this much at least

http://pastebin.com/jJA5UT6S

swishcheese
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Response to The Flash 'Reg' Lounge 2013-05-13 20:17:50 Reply

At 5/13/13 07:56 PM, Glaiel-Gamer wrote: good to see this much at least

http://pastebin.com/jJA5UT6S

Sweeeet. reminds me of a library I used to mess with the .swf file format, but of course that was in as3.


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Glaiel-Gamer
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Response to The Flash 'Reg' Lounge 2013-05-13 21:04:59 Reply

At 5/13/13 07:49 PM, swishcheese wrote: That will be pretty coool, but yeah, I see how that could be pain in the ass. Are you gonna turn it into a full working library thing or just make it flexible enough for what your up to right now? What are you up too?

it is just for me, i can be a lot more lax with what features I support and what ones I dont and stuff

swishcheese
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Response to The Flash 'Reg' Lounge 2013-05-13 22:16:33 Reply

At 5/13/13 09:04 PM, Glaiel-Gamer wrote: it is just for me, i can be a lot more lax with what features I support and what ones I dont and stuff

okayy, cool. cool. That's the best kind of classes to make, for yourself by yourself.


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Response to The Flash 'Reg' Lounge 2013-05-14 03:22:53 Reply

So I had the issue in the text explosion where letters that went below the baseline (qypgj) screwed up the beginBitmapFill matrix param. If the word also had tall letters in it, the param would be different than if it didn't have tall letters. The height of "tg" for instance is more than the height of "ag." "j" is the worst since it's a tall letter (the dot) and goes below the baseline!

It seems like every "height" or "ascent" variable in all the text classes is just the maximum height the letter can be rather than it's actual height. So I had to hard-code all the tall letters and the proper offset to use in each situation...Not sure how else to go about it.

If the font face or size changes, I'll be so sad.
swishcheese
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Response to The Flash 'Reg' Lounge 2013-05-15 17:50:14 Reply

At 5/14/13 03:22 AM, MSGhero wrote: So I had the issue in the text explosion where letters that went below the baseline (qypgj) screwed up the beginBitmapFill matrix param. If the word also had tall letters in it, the param would be different than if it didn't have tall letters. The height of "tg" for instance is more than the height of "ag." "j" is the worst since it's a tall letter (the dot) and goes below the baseline!

It seems like every "height" or "ascent" variable in all the text classes is just the maximum height the letter can be rather than it's actual height. So I had to hard-code all the tall letters and the proper offset to use in each situation...Not sure how else to go about it.
If the font face or size changes, I'll be so sad.

I wonder if the sizes offset is uniform. Like you could make an offset variable equal to zero and add it to all the hardcoded values. Then if the size changes you can just change the offset variable (negative if size goes smaller, positive if bigger)


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MSGhero
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Response to The Flash 'Reg' Lounge 2013-05-15 18:47:14 Reply

At 5/15/13 05:50 PM, swishcheese wrote: I wonder if the sizes offset is uniform. Like you could make an offset variable equal to zero and add it to all the hardcoded values. Then if the size changes you can just change the offset variable (negative if size goes smaller, positive if bigger)

Within the same font, that might be possible since the ratios between things would remain constant. It might be as easy as offset at 28pt * new size / 28pt or something. I tried a few filters out to see if it could look less boring, but I have to check inner as true each time cuz outer glows and such mean a different offset. I'll just make gameplay more interesting and exciting so no one notices how weird the polygons look when put together. I guess I could also use the textfield as the default image until they collide, then remove that and add the polys' shapes.

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Response to The Flash 'Reg' Lounge 2013-05-15 19:30:08 Reply

Free assets. I suggest we jam using whatever assets get uploaded. They'll all be high quality, and it'd be interesting to see the different ways people implement the same thing. It'd be more of a programmer's jam since the art and music will already exist, but who cares about artsy people anyway?

No offense to artsy people
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Response to The Flash 'Reg' Lounge 2013-05-16 00:41:08 Reply

At 5/15/13 07:30 PM, MSGhero wrote: Free assets. I suggest we jam using whatever assets get uploaded. They'll all be high quality, and it'd be interesting to see the different ways people implement the same thing. It'd be more of a programmer's jam since the art and music will already exist, but who cares about artsy people anyway?
No offense to artsy people

This is nice and very exciting. I'm always surprised by just how very motivation-inducing art and animation assets can be to me. Haven't worked with an animator for a really long time. I think it would be great to to have a jam among programmers with a huge package of open assets. Heck, it'd be great to have a huge package of open assets even without the jam, lol. But joking aside, I think it's an interesting idea; it could really bring out the individual potential of each programmer. I think some people would be able to churn out games incredibly fast with such a package.

Looks like it's still in its very early formative stages. Give me a poke when this thing is good to go and you guys wanna jam :-)


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