Be a Supporter!

The Flash 'Reg' Lounge

  • 1,880,681 Views
  • 64,310 Replies
New Topic Respond to this Topic
MSGhero
MSGhero
  • Member since: Dec. 15, 2010
  • Offline.
Forum Stats
Supporter
Level 16
Game Developer
Response to The Flash 'Reg' Lounge 2013-10-14 17:26:20 Reply

At 10/14/13 04:06 PM, swishcheese wrote: So maybe I could learn and present how an Entity System works, because I am going to learn about them anyway. I might as well get school credit while doing so.

Seems more like an OOP thing.

MSGhero
MSGhero
  • Member since: Dec. 15, 2010
  • Offline.
Forum Stats
Supporter
Level 16
Game Developer
Response to The Flash 'Reg' Lounge 2013-10-14 23:34:53 Reply

This is probably the coolest use for as3 that I've seen other than for games.

PSvils
PSvils
  • Member since: Feb. 3, 2010
  • Offline.
Forum Stats
Member
Level 01
Game Developer
Response to The Flash 'Reg' Lounge 2013-10-15 06:23:10 Reply

At 10/14/13 04:06 PM, swishcheese wrote: Coool. Thanks. Sooo, I just got a project to do in my Organization of Programming Languages (OPL) class where we have to learn a non-imperative language and make a program in that language and present it to the class. Any ideas on Languages??

Examples he gave were Functional, and Logic programming languages Like Lisp or Prolog. I was wondering, is there any programming languages out there that's main focus is Entity system that are not imperative (Or is ES strictly a programming model where programming language does not matter)?? So maybe I could learn and present how an Entity System works, because I am going to learn about them anyway. I might as well get school credit while doing so.

The concept of ES would be very hard to do in a functional language, because of the fact that state is very important in an entity system...in fact, it's almost all about state, and functional languages have none. Not sure about logical languages though.

Either way, I've mainly seen ESes in procedural languages, not sure if they exist elsewhere. And ESes are anything but OOP design.

egg82
egg82
  • Member since: Jun. 24, 2006
  • Offline.
Forum Stats
Member
Level 05
Game Developer
Response to The Flash 'Reg' Lounge 2013-10-15 11:12:03 Reply

Well, this is slightly frustrating. I really want to be a part of these wall'o'text conversations, but I don't have the time to read any, let alone write a response myself.

Can we just say I posted something really clever and funny? :P


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

BBS Signature
swishcheese
swishcheese
  • Member since: May. 12, 2007
  • Offline.
Forum Stats
Member
Level 14
Programmer
Response to The Flash 'Reg' Lounge 2013-10-15 13:09:22 Reply

At 10/15/13 11:12 AM, egg82 wrote: Can we just say I posted something really clever and funny? :P

Hahaha. Egg. you so clever and funny. That was a good one, thanks for laugh about ESes.

now nobody will every know... your welcome

BBS Signature
Rustygames
Rustygames
  • Member since: May. 7, 2005
  • Offline.
Forum Stats
Member
Level 19
Programmer
Response to The Flash 'Reg' Lounge 2013-10-15 15:57:07 Reply

At 10/15/13 11:12 AM, egg82 wrote: Well, this is slightly frustrating. I really want to be a part of these wall'o'text conversations, but I don't have the time to read any, let alone write a response myself.

Can we just say I posted something really clever and funny? :P

If PS and I can find time then you can too!


- Matt, Rustyarcade.com

Innermike
Innermike
  • Member since: Sep. 11, 2009
  • Offline.
Forum Stats
Member
Level 14
Blank Slate
Response to The Flash 'Reg' Lounge 2013-10-17 09:30:27 Reply

Holy shit Bryce I didn't know you made this song http://www.newgrounds.com/audio/listen/281030 man I used to listen to that all the time, that Atlantis one used to be my alarm. I'm so star-struck.


nobody

Rustygames
Rustygames
  • Member since: May. 7, 2005
  • Offline.
Forum Stats
Member
Level 19
Programmer
Response to The Flash 'Reg' Lounge 2013-10-17 14:14:17 Reply

At 10/17/13 09:30 AM, Innermike wrote: Holy shit Bryce I didn't know you made this song http://www.newgrounds.com/audio/listen/281030 man I used to listen to that all the time, that Atlantis one used to be my alarm. I'm so star-struck.

You didn't answer; who's the interview with?


- Matt, Rustyarcade.com

PrettyMuchBryce
PrettyMuchBryce
  • Member since: Mar. 17, 2001
  • Offline.
Forum Stats
Supporter
Level 06
Blank Slate
Response to The Flash 'Reg' Lounge 2013-10-19 13:57:11 Reply

At 10/17/13 09:30 AM, Innermike wrote: nice things

Thanks sir!

egg82
egg82
  • Member since: Jun. 24, 2006
  • Offline.
Forum Stats
Member
Level 05
Game Developer
Response to The Flash 'Reg' Lounge 2013-10-20 15:21:28 Reply

Anyone else absolutely despise the MVC model? Had to use it for iPhone development and it about killed me.


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

BBS Signature
MSGhero
MSGhero
  • Member since: Dec. 15, 2010
  • Offline.
Forum Stats
Supporter
Level 16
Game Developer
Response to The Flash 'Reg' Lounge 2013-10-20 15:28:55 Reply

At 10/20/13 03:21 PM, egg82 wrote: Anyone else absolutely despise the MVC model? Had to use it for iPhone development and it about killed me.

I know for a fact that @Rustygames hates it :P

Glaiel-Gamer
Glaiel-Gamer
  • Member since: Dec. 28, 2004
  • Offline.
Forum Stats
Member
Level 28
Game Developer
Response to The Flash 'Reg' Lounge 2013-10-20 16:17:47 Reply

At 10/20/13 03:21 PM, egg82 wrote: Anyone else absolutely despise the MVC model? Had to use it for iPhone development and it about killed me.

i hate most textbook "design patterns" since people often just shoehorn them into things without fully understanding their purpose and benefits / drawbacks.

Rustygames
Rustygames
  • Member since: May. 7, 2005
  • Offline.
Forum Stats
Member
Level 19
Programmer
Response to The Flash 'Reg' Lounge 2013-10-20 19:29:56 Reply

At 10/20/13 03:21 PM, egg82 wrote: Anyone else absolutely despise the MVC model? Had to use it for iPhone development and it about killed me.

What's wrong with it?

At 10/20/13 03:28 PM, MSGhero wrote:
At 10/20/13 03:21 PM, egg82 wrote: Anyone else absolutely despise the MVC model? Had to use it for iPhone development and it about killed me.
I know for a fact that @Rustygames hates it :P

Oh you ;)

At 10/20/13 04:17 PM, Glaiel-Gamer wrote:
At 10/20/13 03:21 PM, egg82 wrote: Anyone else absolutely despise the MVC model? Had to use it for iPhone development and it about killed me.
i hate most textbook "design patterns" since people often just shoehorn them into things without fully understanding their purpose and benefits / drawbacks.

You mean you hate the people who just use them without understanding why? Surely you can't hate design all design patterns in principle because that would mean you just spaghetti your way through everything :)


- Matt, Rustyarcade.com

Glaiel-Gamer
Glaiel-Gamer
  • Member since: Dec. 28, 2004
  • Offline.
Forum Stats
Member
Level 28
Game Developer
Response to The Flash 'Reg' Lounge 2013-10-20 20:01:38 Reply

At 10/20/13 07:29 PM, Rustygames wrote: You mean you hate the people who just use them without understanding why? Surely you can't hate design all design patterns in principle because that would mean you just spaghetti your way through everything :)

I hate almost all of them, from the perspective of a solo programmer. Most of the ones i've seen have their main purpose being organizational when dealing with multiple people working on separate parts of a project

egg82
egg82
  • Member since: Jun. 24, 2006
  • Offline.
Forum Stats
Member
Level 05
Game Developer
Response to The Flash 'Reg' Lounge 2013-10-20 21:27:48 Reply

At 10/20/13 07:29 PM, Rustygames wrote: What's wrong with it?

It's good for applications in which the user has a bunch of forms to interact with. Say, maybe a self-updating web form with javascript or something like that.

If you're trying to create a game with that system, however..
Well, fuck, you'd be better off trying to pull the legs off a kicking mule. With your teeth.


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

BBS Signature
Rudy
Rudy
  • Member since: Jan. 1, 2005
  • Offline.
Forum Stats
Member
Level 18
Blank Slate
Response to The Flash 'Reg' Lounge 2013-10-20 22:46:53 Reply

I want to make an animation with a African American Ginger.

The Flash 'Reg' Lounge


BBS Signature
Innermike
Innermike
  • Member since: Sep. 11, 2009
  • Offline.
Forum Stats
Member
Level 14
Blank Slate
Response to The Flash 'Reg' Lounge 2013-10-21 07:08:36 Reply

Rejection feels bad.

In other news, I got the paperback version of Tae Kims Guide To Japanese Grammer, the whole thing is not only available on his website for free but there's even an iOS version (both with audio). So is it weird that I felt the need to get a physical copy? I could get through the first quarter digitally but then I found it so hard to stay concentrated, seeing it on paper seems to have remedied that (Even though it has stupidly large margins which makes it nearly impossible to carry around I still like it).

On a side note I guess, does anyone know if it's possible to actually go somewhere to get books cut?

nobody

Sandremss128
Sandremss128
  • Member since: Aug. 22, 2009
  • Offline.
Forum Stats
Member
Level 11
Programmer
Response to The Flash 'Reg' Lounge 2013-10-21 08:33:20 Reply

At 10/20/13 09:27 PM, egg82 wrote: Well, fuck, you'd be better off trying to pull the legs off a kicking mule. With your teeth.

I think there are benefits to MVC. For example if you have a PlayerModel you can hook it up to a minimap class which can render the player on the minimap with minimal dependency. Of course making every menu element adhere to the MVC pattern would be tedious.

Design patterns are useful to constrain yourself so you don't end up with messy code.

Rustygames
Rustygames
  • Member since: May. 7, 2005
  • Offline.
Forum Stats
Member
Level 19
Programmer
Response to The Flash 'Reg' Lounge 2013-10-21 13:01:28 Reply

At 10/20/13 08:01 PM, Glaiel-Gamer wrote:
At 10/20/13 07:29 PM, Rustygames wrote: You mean you hate the people who just use them without understanding why? Surely you can't hate design all design patterns in principle because that would mean you just spaghetti your way through everything :)
I hate almost all of them, from the perspective of a solo programmer. Most of the ones i've seen have their main purpose being organizational when dealing with multiple people working on separate parts of a project

So do you just spaghetti mess your code?
I bet you're using lots of design patterns and don't even realize it :)

At 10/21/13 08:33 AM, Sandremss128 wrote:
At 10/20/13 09:27 PM, egg82 wrote: Well, fuck, you'd be better off trying to pull the legs off a kicking mule. With your teeth.
I think there are benefits to MVC. For example if you have a PlayerModel you can hook it up to a minimap class which can render the player on the minimap with minimal dependency. Of course making every menu element adhere to the MVC pattern would be tedious.

You don't have to, I'd say the menu itself could be a component residing in the view domain only and dispatches useful notifications during key actions (pressing each of the buttons etc).

Design patterns are useful to constrain yourself so you don't end up with messy code.

I don't like the way constrain. Let's say organize :)

Also it sounds like everyone thinks MVC is a design pattern. It's more of an architecture, if you ask me, because it's kinda of all encompassing.
I'd say a design pattern is just some method of solving a problem. The main reason you'd go to them is not for team working exclusively, that is more the domain of your overall system architecture.
Although it is very handy when working in teams to be able to speak in a language everyone can understand by saying "it's a factory" instead of "it's one of those thingies where you pass in a constant and it spits out an instance of a class corresponding to that constant already set up for you".


- Matt, Rustyarcade.com

MSGhero
MSGhero
  • Member since: Dec. 15, 2010
  • Offline.
Forum Stats
Supporter
Level 16
Game Developer
Response to The Flash 'Reg' Lounge 2013-10-21 13:26:34 Reply

At 10/21/13 01:01 PM, Rustygames wrote: I'd say a design pattern is just some method of solving a problem.

I use the Gettin' It Done design pattern that I made up. I have no idea if it's one or multiple actual design patterns, but it works and it's organized so whatever.

On an unrelated note, TweenLite.delayedCall is my favorite function right now. Chaining animations together is way easier than how I've been doing it before. I'll probably still use FrameLabel events for movieclips since that gives me more control (and I don't want to change the working code), but for blitting it's perfect.

I might try to get into Intro to AI next semester. It's in python, but I can probably pick that up pretty easily at this point.

Rustygames
Rustygames
  • Member since: May. 7, 2005
  • Offline.
Forum Stats
Member
Level 19
Programmer
Response to The Flash 'Reg' Lounge 2013-10-21 13:35:11 Reply

At 10/21/13 01:26 PM, MSGhero wrote:
At 10/21/13 01:01 PM, Rustygames wrote: I'd say a design pattern is just some method of solving a problem.
I use the Gettin' It Done design pattern that I made up. I have no idea if it's one or multiple actual design patterns, but it works and it's organized so whatever.

I would like to see some of your source code metal gear solid bamboo, just because I'm nosey :D

On an unrelated note, TweenLite.delayedCall is my favorite function right now. Chaining animations together is way easier than how I've been doing it before. I'll probably still use FrameLabel events for movieclips since that gives me more control (and I don't want to change the working code), but for blitting it's perfect.

I might try to get into Intro to AI next semester. It's in python, but I can probably pick that up pretty easily at this point.

I made something for handling queueing of animations, tweens, delays and function calls in Flash. You can have it if you want?

The syntax is something like (from memory):

var sequence:Sequence = new Sequence();

sequence.add(new Animation("someFrame"));
sequence.add(new AnimationFunction(someFun, param));
sequence.add(new Delay(1000));

var cluster:Cluster = new Cluster();
cluster.add(new Animation("someFrame"));
cluster.add(new Animation("someOtherFrame"));

sequence.add(cluser);


- Matt, Rustyarcade.com

Archawn
Archawn
  • Member since: Sep. 9, 2007
  • Offline.
Forum Stats
Member
Level 27
Game Developer
Response to The Flash 'Reg' Lounge 2013-10-21 14:44:56 Reply

At 10/21/13 01:26 PM, MSGhero wrote: I might try to get into Intro to AI next semester. It's in python, but I can probably pick that up pretty easily at this point.

Python makes hard things simple and simple things hard. It's a pretty standard language for AI / ML (Natural Language Processing, especially) when performance isn't a huge concern. Udacity and Coursera use it in most of their NLP/ML classes (or Octave).

List comprehensions and lambda functions are nice, but they make code almost completely unreadable sometimes.

MSGhero
MSGhero
  • Member since: Dec. 15, 2010
  • Offline.
Forum Stats
Supporter
Level 16
Game Developer
Response to The Flash 'Reg' Lounge 2013-10-21 15:27:48 Reply

At 10/21/13 01:35 PM, Rustygames wrote: I would like to see some of your source code metal gear solid bamboo, just because I'm nosey :D

My doc class has public references to a bunch of manager classes which handle a certain aspect of the game (Item, Inventory, Fade, Quest, Assets). They all have a reference to the main class, so they have access to other manager's methods. None of them have common methods; the methods are literally what I need that class to do (inv.getItems, party.addMember), so in that regard it's a bit messy. I would have gone the extra effort to make them singletons, but I didn't feel like it.

just don't be an idiot by setting the reference to something else, that's my logic

The ChildManager uses overridden addChild to display things backwards. The fade layer should always be on top, even through states getting added and removed, and the dialogue layer under the fade, etc.

StateManager holds the current state and updates/renders that. The states implement an interface. Some states can be "suspended" rather than replaced if I don't want to completely exit it (the overworld persists when you open the menu rather than being replaced by it). Blah, blah, blah

It was all inspired by P telling me to group aspects of the game into a class that manages it.

I made something for handling queueing of animations, tweens, delays and function calls in Flash. You can have it if you want?

I'm comfortable with what I have now, but you can post it if you want.

Glaiel-Gamer
Glaiel-Gamer
  • Member since: Dec. 28, 2004
  • Offline.
Forum Stats
Member
Level 28
Game Developer
Response to The Flash 'Reg' Lounge 2013-10-21 16:16:11 Reply

At 10/21/13 01:01 PM, Rustygames wrote: So do you just spaghetti mess your code?

this is more accurate than you'd think ;)

knugen
knugen
  • Member since: Feb. 7, 2005
  • Offline.
Forum Stats
Member
Level 42
Programmer
Response to The Flash 'Reg' Lounge 2013-10-21 18:59:28 Reply

Sooo after 2.5 years or so away from Flash I'm finally getting back into it by picking up an old project :)

Flash might be dying or whatever, maybe my time would be better spent on learning something new, but dammit I'm not done with you yet!

egg82
egg82
  • Member since: Jun. 24, 2006
  • Offline.
Forum Stats
Member
Level 05
Game Developer
Response to The Flash 'Reg' Lounge 2013-10-21 19:33:46 Reply

At 10/21/13 06:59 PM, knugen wrote: Sooo after 2.5 years or so away from Flash I'm finally getting back into it by picking up an old project :)

a new-oldie? An old-newie?


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

BBS Signature
egg82
egg82
  • Member since: Jun. 24, 2006
  • Offline.
Forum Stats
Member
Level 05
Game Developer
Response to The Flash 'Reg' Lounge 2013-10-22 01:59:04 Reply

after 10 PM I seem to completely melt down and lose the ability to basic maths.

Correct me if i'm wrong, but when
2(-7/6) + 9/2 - z = 1
z does not equal 292

got that answer, looked at the problem again, and went "wait, what?" - checked my math four times (the page is full of writing) and I come out with that answer every time.

If anyone's curious, i'm solving a system of equations. Yay.
2x + y - z = 1
x - 2y + z = -9
x - y - 2z = -8

figured x = -7/6 and y = 9/2
maybe i'm wrong with those, as well. Fuck it, i'm going to bed.


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

BBS Signature
MSGhero
MSGhero
  • Member since: Dec. 15, 2010
  • Offline.
Forum Stats
Supporter
Level 16
Game Developer
Response to The Flash 'Reg' Lounge 2013-10-22 08:49:43 Reply

At 10/22/13 01:59 AM, egg82 wrote: after 10 PM I seem to completely melt down and lose the ability to basic maths.

There's a linear algebra solver in as3 if you need it. I do my most creative coding after midnight, but I need to start going to sleep earlier...

Tree-SkyLark-BCE
Tree-SkyLark-BCE
  • Member since: Aug. 6, 2005
  • Offline.
Forum Stats
Member
Level 35
Programmer
Response to The Flash 'Reg' Lounge 2013-10-22 09:49:15 Reply

At 10/22/13 01:59 AM, egg82 wrote: If anyone's curious, i'm solving a system of equations. Yay.
2x + y - z = 1
x - 2y + z = -9
x - y - 2z = -8

In the words of a teacher I had years ago, "RREF that baby."

Solution with WolframAlpha


BBS Signature
OmarShehata
OmarShehata
  • Member since: Aug. 1, 2008
  • Online!
Forum Stats
Moderator
Level 13
Game Developer
Response to The Flash 'Reg' Lounge 2013-10-23 13:22:13 Reply

You guys!

I need some help with haXe/nme/openFL. I'm trying to make a launcher for Concerned Joe, basically a neat little file you download or send to whomever, and it automatically checks for the latest version of the game and downloads it. If the game is already downloaded, it serves to check for if a new version exists as well as configuring launch settings for the game.

Since Love has some restrictions on filesystem and haXe looks like a very attractive option, I tried it out, and it works wonderfully, except it compiles with the assets outside the exe and a bunch of dll's around.

My question is, is it possible to somehow put everything inside one handy executable?