Ultimate Gear War
Join the alien war, prepare your gear and protect your base at all cost!
4.21 / 5.00 14,764 ViewsAt 3/8/13 03:17 PM, I-smel wrote: Speaking of Newgrounds I've got a post about why Newgrounds is the best flash game site in the chamber, and I MIGHT enter the "make a Newgrounds ad" contest.
Ad contest? Where?
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 3/8/13 09:39 PM, egg82 wrote: Ad contest? Where?
http://www.newgrounds.com/bbs/topic/1328768
At 3/8/13 09:22 PM, Archawn wrote: I modified the ANT build script for our project to call a shell script to generate and publish our javadoc and commit and push our code every time we compiled and downloaded to the robot.
Interesting. I think I will consider looking into something like this in the future. That is something I have always found tedious is remembering to actually push the code to git >_>
At 3/3/13 02:58 PM, PrettyMuchBryce wrote: PSVils This looks really cool. I have heard of Ogre. What do you think of it so far ? I probably don't have enough time at the moment to give you the help you deserve. :[ I'll shoot you a PM if that changes, though.
Talk about a late response!
Ogre3D is super awesome! High-level, easy to setup, really flexible. To enable shadows, all I needed to do was myEntity->setEnabledShadows( true);, and BOOM!
And definitely do see if you can help out! The way we're programming it's really easy to split up jobs, really fine divisions between different functions of the engine, so you could be in charge of something small or little or revamping something. Just if you're interested though! :)
P.
At 3/8/13 09:22 PM, Archawn wrote:At 3/8/13 12:45 PM, Rustygames wrote: Actually now you mention it, does anyone use any automated build processes here?I've been using Java quite a bit for robotics stuff and it got to the point where generating and distributing code/documentation between collaborators (even with the help of GitHub) became a pain. I modified the ANT build script for our project to call a shell script to generate and publish our javadoc and commit and push our code every time we compiled and downloaded to the robot. Very useful, I'm getting into scripty-type things and they're a blast to play with. (plus they certainly make life a whole lot easier)
I've been using a simple ant script to do a few bits and bobs for my current project
I'm using it for a similar thing really, I've got some server side java stuff, a couple of xml files and a flash. One ANT script compiles and uploads everything I need to test and also pops up a little firefox window with a couple of swf's set to auto login. It used to take me 5 minutes to do all that every time I wanted to run the code, so a 5 second script was a huge productivity boost for me :)
- Matt, Rustyarcade.com
Since we actually are talking about deployment and automation now, I am not the biggest ANT/Maven fan. I think I would prefer to write a build script on my own with Ruby, or Node. In terms of deployment, I've had good luck with capistrano. :)
Lets not talk about deployment. lets talk about projects we are working on, and fun stuff.
http://www.newgrounds.com/dump/item/4cd9bc6174cb3b5e15102c34 c868a589
Here's my rhythm baseball game that you guys should totally play. just click the random level button, don't worry about the rest.
UP - jump
DOWN - duck under shit
LEFT - swing
RIGHT - break rocks
At 3/9/13 08:05 PM, PrettyMuchBryce wrote: Since we actually are talking about deployment and automation now, I am not the biggest ANT/Maven fan. I think I would prefer to write a build script on my own with Ruby, or Node. In terms of deployment, I've had good luck with capistrano. :)
I'm getting sick of wrapping calls to other languages inside of calls to other languages inside of calls to other languages...
At 3/9/13 08:49 PM, GeoKureli wrote: Lets not talk about deployment. lets talk about projects we are working on, and fun stuff.
I think deployment is fun stuff for them
Weirdos
Look no further: http://msghero.newgrounds.com/
At 3/9/13 08:49 PM, GeoKureli wrote: Lets not talk about deployment. lets talk about projects we are working on, and fun stuff.
http://www.newgrounds.com/dump/item/4cd9bc6174cb3b5e15102c34 c868a589
Here's my rhythm baseball game that you guys should totally play. just click the random level button, don't worry about the rest.
UP - jump
DOWN - duck under shit
LEFT - swing
RIGHT - break rocks
Veryy coool. I like it alot! keep up the good work. I think the animation for breaking the rocks should be a stand up shoulder smash. The slide smash seems like you could use that to slide under the high blocks. Its looking good.
Here is what I have been working on for far to long. This is just a demo and only includes one level that repeats over and over.
for some reason it does not work right in dumping grounds so you'll have to download it. Why is it not working on dumping grounds?? It works fine locally when i run it in browsers and straight in Flash Player.
At 3/10/13 12:05 AM, swishcheese wrote: for some reason it does not work right in dumping grounds so you'll have to download it. Why is it not working on dumping grounds?? It works fine locally when i run it in browsers and straight in Flash Player.
Does it connect to something, like ng api or something? That kind of stuff doesn't work in the dump. Try creating a project and uploading it to the preview there. Or maybe it loads files or something
Look no further: http://msghero.newgrounds.com/
At 3/10/13 12:05 AM, swishcheese wrote: Here is what I have been working on for far to long. This is just a demo and only includes one level that repeats over and over.
HERE IS THE DEMO
for some reason it does not work right in dumping grounds so you'll have to download it. Why is it not working on dumping grounds?? It works fine locally when i run it in browsers and straight in Flash Player.
I. Fucking. Love. Push block puzzles! Can't wait to see the finished game. how do I get passed the 2 portals 3 rows down from the top?
It would be nice if I moved left when I tap left, instead of turning that direction and having to press it again
At 3/10/13 12:31 AM, GeoKureli wrote:At 3/10/13 12:05 AM, swishcheese wrote: Here is what I have been working on for far to long. This is just a demo and only includes one level that repeats over and over.I. Fucking. Love. Push block puzzles! Can't wait to see the finished game. how do I get passed the 2 portals 3 rows down from the top?
HERE IS THE DEMO
for some reason it does not work right in dumping grounds so you'll have to download it. Why is it not working on dumping grounds?? It works fine locally when i run it in browsers and straight in Flash Player.
It would be nice if I moved left when I tap left, instead of turning that direction and having to press it again
Thanks Man!! :D the problem with the tap left move left is there is situations in the game where you want to shoot left but not move left and you are not facing left.
here is picture trying to explain how to beat it
ohhh and z to stab, x to shoot, and once you get it c to grapnel hook.
and MSGhero, Thats the weird thing. Im not using NG API or loading files. Everything in Embedded. Im not sure what the problem is. Im using FlashDevelop using its default preloader class. Could that be an issue??
At 3/10/13 12:43 AM, swishcheese wrote: Thanks Man!! :D the problem with the tap left move left is there is situations in the game where you want to shoot left but not move left and you are not facing left.
gotcha. The thing is 90% of the game is moving, so easy moving controls should really have priority. what if you held space to lock your position and turn with arrows, or you hold attack and press a direction to attack? neither of my ideas are that great, but I would still prefer it to tapping twice to move. given how often I'm zig zagging in the game. just a thought
here is picture trying to explain how to beat it
ah it seems so obvious now.
and MSGhero, Thats the weird thing. I'm not using NG API or loading files. Everything in Embedded. Im not sure what the problem is. Im using FlashDevelop using its default preloader class. Could that be an issue??
maybe you're only checking if its loaded once at the beginning, then it would only work locally even when it is tested locally on a browser.
At 3/10/13 01:07 AM, GeoKureli wrote:At 3/10/13 12:43 AM, swishcheese wrote: Thanks Man!! :D the problem with the tap left move left is there is situations in the game where you want to shoot left but not move left and you are not facing left.gotcha. The thing is 90% of the game is moving, so easy moving controls should really have priority. what if you held space to lock your position and turn with arrows, or you hold attack and press a direction to attack? neither of my ideas are that great, but I would still prefer it to tapping twice to move. given how often I'm zig zagging in the game. just a thought
Yeah, That is a good idea! I was actually thinking of having an option menu for key binding and what not. I will definitely add that to the options as well!
maybe you're only checking if its loaded once at the beginning, then it would only work locally even when it is tested :locally on a browser.
Hmmm. I have other files i uploaded with same preloader now thinking of it. And it does get to the sponsor intro after the preloader. I tried taking out the sponsor intro and its still not working. Im sure I'll figure it out later on (hopefully).
At 3/9/13 08:05 PM, PrettyMuchBryce wrote: Since we actually are talking about deployment and automation now, I am not the biggest ANT/Maven fan. I think I would prefer to write a build script on my own with Ruby, or Node. In terms of deployment, I've had good luck with capistrano. :)
Using something a lot of people use and has a lot of documentation is desirable over a custom solution because it's easier for people to learn (and they might already know it) when you add people to a team or company which uses it. It's why PureMVC is very appealing to me.
And ha ha we tricked you into talking about it! :D
- Matt, Rustyarcade.com
At 3/10/13 09:58 AM, Rustygames wrote: Using something a lot of people use and has a lot of documentation is desirable over a custom solution because it's easier for people to learn (and they might already know it) when you add people to a team or company which uses it. It's why PureMVC is very appealing to me.
And ha ha we tricked you into talking about it! :D
I hear what you're saying there. If you want to talk about skills that will add value to your career then I definitely wouldn't put anything related to flash on that list over the long term. Everything you know about flash will most likely be completely useless in 10 years, unless you find yourself maintaining legacy code or in some really niche situation.
At 3/10/13 01:01 PM, PrettyMuchBryce wrote:At 3/10/13 09:58 AM, Rustygames wrote: Using something a lot of people use and has a lot of documentation is desirable over a custom solution because it's easier for people to learn (and they might already know it) when you add people to a team or company which uses it. It's why PureMVC is very appealing to me.I hear what you're saying there. If you want to talk about skills that will add value to your career then I definitely wouldn't put anything related to flash on that list over the long term. Everything you know about flash will most likely be completely useless in 10 years, unless you find yourself maintaining legacy code or in some really niche situation.
And ha ha we tricked you into talking about it! :D
PureMVC is such a good one because it's simple concepts which can be transferred into most languages regardless of their feature set
It's all about transferable skills. If you know Actionscript then you just have to swallow some bleach then you'll be smart enough to do Javascript. Game development is game development, regardless of platform, syntax is the easy part.
- Matt, Rustyarcade.com
At 3/10/13 02:00 PM, Rustygames wrote: It's all about transferable skills. If you know Actionscript then you just have to swallow some bleach then you'll be smart enough to do Javascript. Game development is game development, regardless of platform, syntax is the easy part.
I agree that a lot of the skills are transferrable, but I would argue against this notion that javascript is just 'dumbed down' Actionscript. There are a lot of different programming paradigms with javascript, and it's more than just syntax. Yes both of them are programming languages, and a certain amount of that knowledge is transferrable. It would take you time to become great at it, just as it would a great Java or C++ developer trying to learn Actionscript. It is going to take you a few years before you are completely comfortable with the language, the frameworks, the design patterns, etc. That's my opinion anyway.
Javascript is dumbed down Actionscript (again, just my opinion) :)
(I'm sure some Javascript fanboys are going to come and kick my arse now...)
- Matt, Rustyarcade.com
At 3/10/13 01:22 AM, swishcheese wrote: Hmmm. I have other files i uploaded with same preloader now thinking of it. And it does get to the sponsor intro after the preloader. I tried taking out the sponsor intro and its still not working. Im sure I'll figure it out later on (hopefully).
Just tried downloading it, and it doesn't work for me locally either (chrome). It says "loaded" then the "sponsor intro" then blank grey screen. Idk why not, my swf that connects to stuff works fine locally...
Look no further: http://msghero.newgrounds.com/
At 3/10/13 08:35 PM, MSGhero wrote:At 3/10/13 01:22 AM, swishcheese wrote: Hmmm. I have other files i uploaded with same preloader now thinking of it. And it does get to the sponsor intro after the preloader. I tried taking out the sponsor intro and its still not working. Im sure I'll figure it out later on (hopefully).Just tried downloading it, and it doesn't work for me locally either (chrome). It says "loaded" then the "sponsor intro" then blank grey screen. Idk why not, my swf that connects to stuff works fine locally...
YAY!! Got it to work. Here is the REAL demo. Thanks for the suggestions guys, turns out put this code:
fscommand("trapallkeys", "false");
In my key input handler class initialization was a mistake.
I took this command out and it worked (pain in the ass finding this error), but it worked locally for me.
What is the reason behind this working for me locally and not working when submitting to newgrounds??
ohhh and MSGhero, how do you like the look and background of the demo?? (I added a little diagonal pattern)
At 3/11/13 01:21 AM, swishcheese wrote: ohhh and MSGhero, how do you like the look and background of the demo?? (I added a little diagonal pattern)
Yeah, looks really nice. I agree with Geo about going instead of facing when I press a direction.
Look no further: http://msghero.newgrounds.com/
At 3/11/13 04:21 PM, MSGhero wrote:At 3/11/13 01:21 AM, swishcheese wrote: ohhh and MSGhero, how do you like the look and background of the demo?? (I added a little diagonal pattern)Yeah, looks really nice. I agree with Geo about going instead of facing when I press a direction.
Thanks man. Cool. Thanks for feedback. I will add that as a default option. That and an ending cut scene and I should be done with this game :D!!! maybe some sound effects too...
At 3/11/13 08:45 PM, swishcheese wrote: Thanks man. Cool. Thanks for feedback. I will add that as a default option. That and an ending cut scene and I should be done with this game :D!!! maybe some sound effects too...
I thought you said there was only one level so far?
At 3/11/13 08:47 PM, GeoKureli wrote:At 3/11/13 08:45 PM, swishcheese wrote: Thanks man. Cool. Thanks for feedback. I will add that as a default option. That and an ending cut scene and I should be done with this game :D!!! maybe some sound effects too...I thought you said there was only one level so far?
No, no. I have all of them complete. I just put that up as a demo to show everybody (don't want everyone completing all the levels before the game is released). I'll probably need some tester soon as well. I can never get myself to start the cut scene tho cause I want it to be badass and Im not the greatest artist. That cut scene and some other little things what holding me back from releasing. For some reason when I make "place holder art" I take my time trying to make it look as good as possible cause I am OCD about it. Then I end up saying, "ehh, art is good enough, I do not need an artist".
I also have to add medals and a score board. Do you add those after you get a sponsor tho?? I was thinking of trying to go on FGL, etc to get it published. I would like for NG to sponsor it tho. Does NG do sponsorships or do they just give you the in game ads?? Or am I crazy and is this game not that good enough for sponsorship?? Idk, guess I'll address it when I get there, maybe this attitude is why I have been making this game for soooo longgg. lol.
At 3/11/13 11:28 PM, swishcheese wrote: No, no. I have all of them complete.
Sweet!
I was thinking of trying to go on FGL
What's FGL?
Also, I spent a long time compiling a list of sites that will pay for games. There's no reason to submit your game to one site unless they sponsor you, even still you might make more by submitting it on multiple sites. I'll shorten the list to brief descriptions.
Newgrounds and Kongregate pay you for traffic (link for details and percentages). you can put your own ads using the newgrounds api, or you can use mochimedia on any site. ArmorGames offers sponsorships for finished games. If they sponsor you, you can still submit your games elsewhere, I'm not sure if they offer exclusive sponsorships. Kongregate has weekly and monthly cash prizes for games as well.
At 3/12/13 12:01 AM, GeoKureli wrote: What's FGL?
Flash Game(or Gaming) License. check it out
Basically from what I know about it is, you setup an account then post your game. Then sponsors bid on your game with different offers and you can choose the offer you like the best.
And thanks a lot for the links and info, it's much appreciated!!
At 3/12/13 12:06 AM, swishcheese wrote: Flash Game(or Gaming) License. check it out
Sweet! Thanks for the info, apparently FGL has non-exclusive offers as well, so you can distribute your game elsewhere too.
- Matt, Rustyarcade.com
At 3/12/13 02:40 PM, Rustygames wrote: I can't see the demo :(
Really?? Were you logged in when you tried to view it?? Its restricted to ng users. Did you see the intro then gray screen?? And what browser? Sorry for all the questions. lol.