Has anyone here considered using AS to make custom visualisations for AP entries? That way, programmers can animate and submit to the movies portal too.
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Has anyone here considered using AS to make custom visualisations for AP entries? That way, programmers can animate and submit to the movies portal too.
At 4/6/13 04:18 PM, PSvils wrote:At 4/6/13 02:01 AM, FlyingColours wrote: Has anyone here considered using AS to make custom visualisations for AP entries? That way, programmers can animate and submit to the movies portal too.Erm, you mean music videos?
there are many
Well, not just music videos because they're generated with code and, unlike most music videos, aren't that silly.
At 4/6/13 09:08 PM, FlyingColours wrote: Well, not just music videos because they're generated with code and, unlike most music videos, aren't that silly.
a visualization?
There's tons, and they're easy to make with AS3.
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bioshock infinite:
nice plot, presentation, production values, music, and setting. enjoyable
shitty gameplay, shoot the same 3 enemies for the entire game, tons of spots where you cant progress unless you kill every one (and there's always a few hiding), weird minor "moral choices" that pop up only a couple of times in the game and don't really effect anything, unbalanced vigors (used crows only for the entire game), only 1 track of battle music, used for every single fight in the game, only a couple of actual characters in the game (bioshock 1 had a lot of them that you would meet throughout exploring rapture, B:I only has like... 2 or 3), holding only 2 guns at a time means I just used the same one the whole game instead of switching them around a lot like I did in bioshock 1.
and yet everyone is like "omg best game ever GOTY so good". It was enjoyable... but the gameplay really got in the way of that sometimes.
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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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.
Programming stuffs (tutorials and extras)
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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"
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 :)
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.
Programming stuffs (tutorials and extras)
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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
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
At 4/5/13 08:56 AM, Mogly wrote:At 3/27/13 05:50 PM, Rustygames wrote: Congrats :DNot 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.
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 :(
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?
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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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.
Well, i'm having a lot of fun. Still can't get textures to work properly, though... Hmm...
P, your shtuff looks awesome :3
Programming stuffs (tutorials and extras)
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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?
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.
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.
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.
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.
Programming stuffs (tutorials and extras)
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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.
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
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.
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)
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
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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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!
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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At 4/17/13 10:58 AM, egg82 wrote: There's got to be a reason for it, so why in the world should you limit yourself to five class members at once?
Beside that a 5 members maximum seems like a arbitrary number, having small classes is viewed as a good thing. To quote the book Clean Code (which is by the way a interesting read for anyone who wants to write better code) : "The fewer methods a class has, the better. The fewer variables a function knows about, the better. The fewer instance variables a class has, the better.".
It describes what ideal code should look like. To name a few guidelines:
Maximum 400 lines per class (200 lines is ideal)
No more than 3 arguments on a method (the fewer the better)
"The first rule of functions is that they should be small. The second rule of functions is that
they should be smaller than that." (I think it comes down to about 5 lines)
The book covers on almost everything related to writing code, from variable names to class organization.
At first I thought these strict constraints would bog everything down, but I'm starting to see why they came up with these rules.