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egg82
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Response to The Flash 'Reg' Lounge Nov. 29th, 2012 @ 12:06 PM Reply

At 11/29/12 12:50 AM, Glaiel-Gamer wrote: I was gonna do fuck this jam too but I ended up having to port closure to linux instead. Well I hate linux so it sorta fits the theme. Anyway I like the concept I was GONNA do enough for fuck this jam to actually start working on it now instead, its neat, and the playable character of the game is a fungus (an actual fungus not a humanoid one with legs).

why do you hate coding for Linux? Just package it into a (mostly) universal tarball. If someone's using Linux, they're not a complete idiot and can figure out how to install it.


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ReNaeNae
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Response to The Flash 'Reg' Lounge Nov. 29th, 2012 @ 02:06 PM Reply

Happy User of the Day to KaynSlamdyke ...where ever he may be!

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egg82
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Response to The Flash 'Reg' Lounge Nov. 29th, 2012 @ 02:28 PM Reply

At 11/29/12 02:06 PM, ReNaeNae wrote: Happy User of the Day to KaynSlamdyke ...where ever he may be!

5000 posts even. Something you don't see every day.


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Rustygames
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Response to The Flash 'Reg' Lounge Dec. 2nd, 2012 @ 02:31 PM Reply

At 11/29/12 02:06 PM, ReNaeNae wrote: Happy User of the Day to KaynSlamdyke ...where ever he may be!

Hopefully he found employment somewhere nice :)


- Matt, Rustyarcade.com

I-smel
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Response to The Flash 'Reg' Lounge Dec. 3rd, 2012 @ 09:57 PM Reply

I only noticed Fuck This Jam had started 2 days after it finished :/
For everyone who dislikes horrible time-sink iOS games: Download Little Inferno. It's about that concept.

Also I got greenlit on Steam this week, :brag: :smug:
Don't repurpose a flash game as a desktop download, it's a fucking pain in the dick.

egg82
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Response to The Flash 'Reg' Lounge Dec. 3rd, 2012 @ 10:15 PM Reply

At 12/3/12 09:57 PM, I-smel wrote: Don't repurpose a flash game as a desktop download, it's a fucking pain in the dick.

Adobe AIR?


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Response to The Flash 'Reg' Lounge Dec. 4th, 2012 @ 07:59 PM Reply

Scout, aka Monocle, is out https://www.adobe.com/products/gaming/tools.edu.html

Apparently FD doesn't have access to advanced telemetry until someone hacks a way into it.

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Response to The Flash 'Reg' Lounge Dec. 6th, 2012 @ 02:23 AM Reply

At 12/3/12 09:57 PM, I-smel wrote: I only noticed Fuck This Jam had started 2 days after it finished :/
For everyone who dislikes horrible time-sink iOS games: Download Little Inferno. It's about that concept.

Also I got greenlit on Steam this week, :brag: :smug:
Don't repurpose a flash game as a desktop download, it's a fucking pain in the dick.

I think we should all take a moment and congratulate Tom (that is your name right?) for his game getting on Steam.

BUT THERE'S NO TIME...

TO DO SO
I'm sorry, I just had to

Sooo

GDC

Any plans? Thoughts?

I-smel
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Response to The Flash 'Reg' Lounge Dec. 6th, 2012 @ 11:59 AM Reply

Alright I'm currently finding no possible way to connect to the Steam API through a Flash game, so if anyone has any info on that then please PM me.

and right now I don't have enough money to go anywhere but my house.

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Response to The Flash 'Reg' Lounge Dec. 6th, 2012 @ 06:23 PM Reply

At 12/6/12 11:59 AM, I-smel wrote: Alright I'm currently finding no possible way to connect to the Steam API through a Flash game, so if anyone has any info on that then please PM me.

and right now I don't have enough money to go anywhere but my house.

Does this help ? https://github.com/Oldes/FRESteamWorks


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I-smel
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Response to The Flash 'Reg' Lounge Dec. 6th, 2012 @ 07:06 PM Reply

It'd probably help if I was in AS3 and could compile in Adobe AIR.

:|

Yes it is really fucking annoying how outdated my stuff is, this is the last Flash game I'm making.
I actually moved on to C# games in Unity, but because this got Greenlit I have to go back to this AS2 game I made in early 2011.
So I asked the coder on Binding Of Isaac what he did, and long-story short my best bet is to launch a .exe that runs all the necessary C++. Sure, I can make that right?
NOPE! Turns out that's crazy-impossible. I've had to install all this stuff I've never heard of and run into errors I can't read- I've only ever coded gameplay, so installing a g++ compiler to build this Visual C++ application? PPFFFFFFFFF WHAT? I can't speak that language.

If this is really easy, basic stuff for anyone in this thread then hey- I'm holding off release til I can get it working.

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Response to The Flash 'Reg' Lounge Dec. 8th, 2012 @ 01:56 AM Reply

Found how to get the more complex aspects of Scout to work with FD via TelemetryEasy. Even if you project doesn't have any hangups, it's still cool to see what's happening under the hood. For the game I'm working on, the AS3 is almost negligible compared to decompressing images upon instantiating a level (using lots of bitmapdatas); and it runs well below the 33ms per frame mark, so I'm satisfied.

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Response to The Flash 'Reg' Lounge Dec. 8th, 2012 @ 03:04 AM Reply

At 12/6/12 07:06 PM, I-smel wrote: NOPE! Turns out that's crazy-impossible. I've had to install all this stuff I've never heard of and run into errors I can't read- I've only ever coded gameplay, so installing a g++ compiler to build this Visual C++ application? PPFFFFFFFFF WHAT? I can't speak that language.

Ah yes, who doesn't love spending hours trying to get a compiler to work, only to see it never works out of the box.

Seriously, I have never used a C++ library, or anything, that just worked out of the box. Maybe that's just me.

If this is really easy, basic stuff for anyone in this thread then hey- I'm holding off release til I can get it working.

I think it'd be easy for someone who's done it before. I remember LongAnimals on FGL was talking about how he made, or hired someone, to write this C++ wrapper for his flash game that he submitted to Steam. Try asking him.

I'd also suggest you ask in their code forum. I don't think it will be very expensive if you have to hire someone to do it, or hey, maybe someone there will point you in the right direction.

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Response to The Flash 'Reg' Lounge Dec. 8th, 2012 @ 03:59 AM Reply

At 12/6/12 07:06 PM, I-smel wrote: So I asked the coder on Binding Of Isaac what he did, and long-story short my best bet is to launch a .exe that runs all the necessary C++. Sure, I can make that right?

send me an email tyler at closuregame.com i have a better way (used for basement collection which included some AS2 games)

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Response to The Flash 'Reg' Lounge Dec. 9th, 2012 @ 03:05 AM Reply

Update: Glaiel knows what's up, he's done this before. I'm in AS3 now and it's just a matter of me figuring out how to use Adobe Air and this Steamworks extension.

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Response to The Flash 'Reg' Lounge Dec. 9th, 2012 @ 03:10 AM Reply

At 12/9/12 03:05 AM, I-smel wrote: just a matter of me figuring out how to use Adobe Air and this Steamworks extension.

I dunno about Steamworks, but AIR is used like you would normally use AS3, but you get shinier, fancier, and more powerful features. Think of it as basically an addition to AS3 that you can choose to either use or not use.


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Response to The Flash 'Reg' Lounge Dec. 9th, 2012 @ 04:34 PM Reply

I was wandering through the intnets and I ran across this:

http://thegamedesignforum.com/features/reverse_design_CT_1.h tml

it's document that attempts to examine the structure of Chrono Trigger and the design decisions
that made it.

It's an interesting read.

They also have a few other games including Final fantasy 6.

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Response to The Flash 'Reg' Lounge Dec. 10th, 2012 @ 10:36 AM Reply

Holy crap-a-dap-shappy-doo-fap physics engines almost blew my mind apart. For the last week I'm trying to get collisions to work, but nothing, just nothing, is colliding.

THEN I read that polygon winding needs to be counter-clockwise, even though I swear I read somewhere it was clockwise. Reading that paragraph somewhere in the physics engine's forums, changing a few things in code, and BOOM, it starts working and smiling at me as if nothing ever happened...

Asshole... (alright, my bad actually)

P.

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Response to The Flash 'Reg' Lounge Dec. 10th, 2012 @ 05:53 PM Reply

So facebook is down and NG now has a friends feature. Is today opposite day?


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

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Response to The Flash 'Reg' Lounge Dec. 10th, 2012 @ 06:03 PM Reply

At 12/10/12 05:53 PM, Kirk-Cocaine wrote: So facebook is down and NG now has a friends feature. Is today opposite day?

NG is slowly (re)taking over the internet.

Meanwhile, exam week...I was gonna do the code challenge for this and last week, but I have no time :(

egg82
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Response to The Flash 'Reg' Lounge Dec. 10th, 2012 @ 06:04 PM Reply

At 12/10/12 05:53 PM, Kirk-Cocaine wrote: So facebook is down and NG now has a friends feature. Is today opposite day?

Facebook is down? That's like saying Google went offline. The internet better had crashed, or i'm going to start worrying.


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Response to The Flash 'Reg' Lounge Dec. 11th, 2012 @ 07:52 AM Reply

I don't get what the point of being friends is. I'm already following people, favouriting them, making myself a portal buddy or a publishing partner or whatever... wanna add some more boxes for me to tick or what?
I'm already reading all your blogs and watching all your cartoons, so this doesn't seem to add much. I still think they should've eye-blasted everyone with the Follow feature like I said.

I'm still getting errors on using this Air extension, it's starting to feel really depressing.

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Response to The Flash 'Reg' Lounge Dec. 11th, 2012 @ 09:32 AM Reply

At 12/11/12 07:52 AM, I-smel wrote: I don't get what the point of being friends is. I'm already following people, favouriting them, making myself a portal buddy or a publishing partner or whatever... wanna add some more boxes for me to tick or what?
I'm already reading all your blogs and watching all your cartoons, so this doesn't seem to add much. I still think they should've eye-blasted everyone with the Follow feature like I said.

I'm still getting errors on using this Air extension, it's starting to feel really depressing.

Couldn't you whip up a C command line program that you can pass a) what steam feature you want and b) the parameters, and then use that process from Air? Seems like it would be much simpler than trying to do a full integration.

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Response to The Flash 'Reg' Lounge Dec. 11th, 2012 @ 01:53 PM Reply

At 12/11/12 09:32 AM, PSvils wrote: Couldn't you whip up a C command line program that you can pass a) what steam feature you want and b) the parameters, and then use that process from Air? Seems like it would be much simpler than trying to do a full integration.

Yes, NativeProcess that shit.


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Response to The Flash 'Reg' Lounge Dec. 11th, 2012 @ 02:14 PM Reply

At 12/11/12 02:04 PM, 4urentertainment wrote: http://gamedev.tutsplus.com/tutorials/implementation/animati ng-with-asset-sheets-an-alternative-to-blitting/

I shall find a way to make that easy and dynamic, and put it into the GTLib
You have my thanks, good sir :D


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Response to The Flash 'Reg' Lounge Dec. 11th, 2012 @ 02:20 PM Reply

At 12/11/12 02:04 PM, 4urentertainment wrote: My article just went live!

http://gamedev.tutsplus.com/tutorials/implementation/animati ng-with-asset-sheets-an-alternative-to-blitting/

That looks awesome. I've wondered about doing something similar from time to time (alternative to sprite sheets).

On a side note, I'm curious as to if anyone is planning on doing the giftjam2012.


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Response to The Flash 'Reg' Lounge Dec. 11th, 2012 @ 05:18 PM Reply

I'm learning unity, it makes stuff.... almost too easy....

Then I tried to convert the character into a ragdoll and this happened
http://www.youtube.com/watch?v=jhoI1e8AVQY&list=UUBImyH15tI0 jd8hxSLfSukg&index=1

(though feel free to watch the day / night cycle thing I did, its pretty cool)

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Response to The Flash 'Reg' Lounge Dec. 11th, 2012 @ 05:28 PM Reply

At 12/11/12 02:04 PM, 4urentertainment wrote: My article just went live!

http://gamedev.tutsplus.com/tutorials/implementation/animati ng-with-asset-sheets-an-alternative-to-blitting/

Comment on it so I don't look so lonely

also nice article, if you do a follow up to it you should try out doing something involving controlling sets of multiple animations, especially since you can interpolate animations when you do it that way, you can transition from a walking to a running animation pretty easily.

Some things I was gonna do for animation controlling if I was to write another 2D game engine (which for now I'm having a lot of fun in Unity so we'll see if that happens)

- a "transition grid", which is just a 2D array where you define the animation that plays between 2 other animations, so like you designate a set of animations as "main" animations (idle, walk, run, air_up, air_down, attack), and a set of animations as "transition" animations (jump, land, etc), and put them into a grid, like transition[idle][air_up] = jump, transition[air_down][idle] = land, and then you let the animation controller take 100% control over what animation to play, you just have to tell it what main state you're in and let it handle the rest. For animations without a defined transition you could do an interpolation between them instead.

From using Unity I learned the way to actually do that is not to interpolate from the last frame of one to the first frame of the other, but when the next animation begins, start "playing" it, and interpolate from the current frame of the one you're on to the current frame of the animation that you're switching to. If that makes sense.

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Response to The Flash 'Reg' Lounge Dec. 11th, 2012 @ 05:31 PM Reply

At 12/11/12 05:18 PM, Glaiel-Gamer wrote: Then I tried to convert the character into a ragdoll and this happened

I hate to tell ya this, man, but I think you might have a bug in your code.


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