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Innermike
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Response to The Flash 'Reg' Lounge Apr. 7th, 2013 @ 08:00 PM Reply

At 4/7/13 06:43 PM, Glaiel-Gamer wrote: bioshock infinite:
Opinionz

I agree with most of what you said, I think the mechanics aren't as good as the original, didn't feel like Comstock was a very good (or very present) villain either I only felt driven to continue by my interest in Elizabeth, the ending had a hearty helping of fan-service and to me at least it's like 50% of what I liked about what is a mostly forgettable, albeit pretty shooting gallery, seriously I think it's one of the better endings in a game (plot-holes considered) I got a vibe from it reminiscent of The Machinist.

Dunno, I had more fun with Dishonored gameplay wise, I expected Infinite to be similar but better I guess? A fusion of the two would be more of a GOTY contender for me. Although lately I've had a bit of a bias against longer games, ever since I got around to playing Uncharted 3 which I think is a masterstroke in pacing and wraps up in 6 hours I've kind of felt like every narrative driven game should take a lesson from it, even though U3 itself doesn't have the most compelling story.

Ignore me, I know nothing about video games, I play like 6 a year
PS I can't stress enough how much I loved the ending. THAT IS ALL.

Concerned Joe (not mine but still cool)

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Innermike
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Response to The Flash 'Reg' Lounge Apr. 7th, 2013 @ 08:13 PM Reply

At 4/7/13 06:43 PM, Glaiel-Gamer wrote: bioshock infinite:
Opinionz

I agree with most of what you said, I think the mechanics aren't as good as the original, didn't feel like Comstock was a very good (or very present) villain either I only felt driven to continue by my interest in Elizabeth, the ending had a hearty helping of fan-service and to me at least it's like 50% of what I liked about what is a mostly forgettable, albeit pretty shooting gallery, seriously I think it's one of the better endings in a game (plot-holes considered) I got a vibe from it reminiscent of The Machinist.

Dunno, I had more fun with Dishonored gameplay wise, I expected Infinite to be similar but better I guess? A fusion of the two would be more of a GOTY contender for me. Although lately I've had a bit of a bias against longer games, ever since I got around to playing Uncharted 3 which I think is a masterstroke in pacing and wraps up in 6 hours I've kind of felt like every narrative driven game should take a lesson from it, even though U3 itself doesn't have the most compelling story.

Ignore me, I know nothing about video games, I play like 6 a year
PS I can't stress enough how much I loved the ending. THAT IS ALL.

Concerned Joe (not mine but still cool)

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egg82
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Response to The Flash 'Reg' Lounge Apr. 7th, 2013 @ 10:43 PM Reply

The double-post was for effect :P

So, apparently there's a FB account with the name "We Know The Secrets of The Federal Reserve" which my friends have taken a liking to.
I took a quick look at it and figured out pretty quickly that it's a bunch of overblown conspiracy theories based on small portions of truth.

unfortunately, my friends seem to take it as absolute fact. I remember these people as having above-average intelligence, what in the hell happened?


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Response to The Flash 'Reg' Lounge Apr. 7th, 2013 @ 10:49 PM Reply

At 4/7/13 10:43 PM, egg82 wrote: unfortunately, my friends seem to take it as absolute fact. I remember these people as having above-average intelligence, what in the hell happened?

Drugs.

or a lack of DotA

This class that was a huge time sink (we spent 12 hours one day in studio) is finally almost over. One final report to do for Wed, and it's finally actually over. I'm gonna have so much free time, it'll be glorious. One of the guys who judged the big competition took this class a few years ago, and he said it remains one of the most stressful things he's ever done.

egg82
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Response to The Flash 'Reg' Lounge Apr. 7th, 2013 @ 10:49 PM Reply

also, these make me angry 3:<


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Rustygames
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Response to The Flash 'Reg' Lounge Apr. 8th, 2013 @ 03:59 PM Reply

At 4/7/13 10:49 PM, egg82 wrote: also, these make me angry 3:<

Not as bad as "Blah blah blah cancer. Like if you hate cancer, ignore if you suck the devil's D"


- Matt, Rustyarcade.com

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Response to The Flash 'Reg' Lounge Apr. 8th, 2013 @ 06:10 PM Reply

Hey guys, if anybody knows a thing or two about web coding i'm all ears (please).

Also would appreciate some feedback on me portfolio site. Here's the link TomGameson.co.uk ( & this if you like )

Ta :)


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egg82
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Response to The Flash 'Reg' Lounge Apr. 9th, 2013 @ 01:45 AM Reply

I'm going to rage -.-'

been working with openGL on android for school projects, and i'm trying to get a 1px by 1px square to render out. Seems simple, right? Apparently not.

I have a constructor that takes four values. X, Y, with, and height.
Putting in 0, 0, 1, 1 will give me a square that goes from the center to the top right corner.

I figured "alright, must be an axis thing. 0, 0 is at the center and 1, 1 is at the edge of the screen"
Tried 0.5 in all values, got a full screen of square.
Tried dividing by screen width, same thing, etc etc. So far, everything i've tried has resulted in a full screen square, no square, or that weird square.


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MrRandomist
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Response to The Flash 'Reg' Lounge Apr. 9th, 2013 @ 04:32 AM Reply

At 4/7/13 10:49 PM, egg82 wrote: also, these make me angry 3:<

more like keep going train, and while you're at it enter the facebook dimension status and run over ALL the comments.

opinionz
Glaiel-Gamer
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Response to The Flash 'Reg' Lounge Apr. 9th, 2013 @ 01:36 PM Reply

At 4/9/13 01:45 AM, egg82 wrote: Tried dividing by screen width, same thing, etc etc. So far, everything i've tried has resulted in a full screen square, no square, or that weird square.

you need to use glOrtho to set up your coordinate system

Rustygames
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Response to The Flash 'Reg' Lounge Apr. 9th, 2013 @ 03:24 PM Reply

At 4/5/13 08:56 AM, Mogly wrote:
At 3/27/13 05:50 PM, Rustygames wrote: Congrats :D
Where did you travel to? Where are you working now?

I grew up a bit and went into the big bad world of work, which doesn't leave a whole lot of time for the fun little flash stuff I do on the side :(
Not working anywhere at the mo, looking though. Am as skint now as i've ever been in my life, so not the most fun position to be in. I just wanna get a bar job that way I can keep animating (how I wanna) on the side.

Been all over actually ha, just got back from Mainland Europe, went Amsterdam, Berlin, Budapest, Prague, Krakow, Vienna. Check it! - http://www.youtube.com/watch?v=0XmkAUyxckQ . Not as much travelling as Luis but im on his coat tail.

Are you working in the industry?

Sorry I saw this and forgot to reply until now, apologies; sounds like you had quite the trip!

I'm working in gambling at the moment, making blackjack, roulette, slots machines etc. Flash / HTML5.

Where about's in England are you based?


- Matt, Rustyarcade.com

egg82
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Response to The Flash 'Reg' Lounge Apr. 10th, 2013 @ 09:57 AM 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


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Response to The Flash 'Reg' Lounge Apr. 11th, 2013 @ 07:20 AM 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...

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Response to The Flash 'Reg' Lounge Apr. 11th, 2013 @ 12:01 PM 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
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Response to The Flash 'Reg' Lounge Apr. 11th, 2013 @ 10:05 PM 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

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MrRandomist
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Response to The Flash 'Reg' Lounge Apr. 13th, 2013 @ 02:50 PM 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
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Response to The Flash 'Reg' Lounge Apr. 14th, 2013 @ 05:11 AM 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.

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Response to The Flash 'Reg' Lounge Apr. 14th, 2013 @ 03:05 PM 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.

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Response to The Flash 'Reg' Lounge Apr. 14th, 2013 @ 10:44 PM 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
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Response to The Flash 'Reg' Lounge Apr. 15th, 2013 @ 08:10 AM 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.

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Response to The Flash 'Reg' Lounge Apr. 15th, 2013 @ 11:17 AM 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.

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Response to The Flash 'Reg' Lounge Apr. 15th, 2013 @ 03:03 PM 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.


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Response to The Flash 'Reg' Lounge Apr. 15th, 2013 @ 05:44 PM 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.

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Response to The Flash 'Reg' Lounge Apr. 15th, 2013 @ 06:10 PM 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
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Response to The Flash 'Reg' Lounge Apr. 15th, 2013 @ 08:09 PM 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.

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Response to The Flash 'Reg' Lounge Apr. 16th, 2013 @ 06:52 PM 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 nub.

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Response to The Flash 'Reg' Lounge Apr. 17th, 2013 @ 04:58 AM 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

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Response to The Flash 'Reg' Lounge Apr. 17th, 2013 @ 10:34 AM 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?


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Response to The Flash 'Reg' Lounge Apr. 17th, 2013 @ 10:45 AM 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.

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Response to The Flash 'Reg' Lounge Apr. 17th, 2013 @ 10:58 AM 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?


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