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The Flash 'Reg' Lounge

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Response to The Flash 'Reg' Lounge 2017-05-25 16:02:16 (edited 2017-05-25 16:02:58)


At 5/23/17 04:10 PM, MSGhero wrote: Should it be feature-complete and just lacking content? Should the discount be related to how complete the game is?

don't do it unless its a multiplayer game or an open sandbox game

edit: or a heavy user generated content game

Response to The Flash 'Reg' Lounge 2017-05-26 00:04:59 (edited 2017-05-26 00:05:51)


At 5/23/17 04:10 PM, MSGhero wrote: What are the considerations for putting a game demo on some kind of "early access" platform for a cheaper price? Like itch.io as opposed to Steam Early Access.
Should it be feature-complete and just lacking content? Should the discount be related to how complete the game is?

I wouldn't get an early access game with little content no matter how fleshed out the structure and mechanics are. Maybe just put out a free demo or teaser of the completed first section, or enough to get the idea of the game.

6000th post yaaaaaaaaaaaaaaaaaaaaaaaaaaaaay

I should go outside

Response to The Flash 'Reg' Lounge 2017-05-26 00:59:34


At 5/26/17 12:04 AM, GeoKureli wrote:
I should go outside

I heard the graphics are unparalleled, and it doesn't even need a GPU!
People complain about the tutorial a lot, though..


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Response to The Flash 'Reg' Lounge 2017-05-27 00:12:26


For the first time in my programming life, I'm actually enjoying coding UI. Mainly because I'm not doing much coding, mostly XML. HaxeUI handles styling components with CSS, so something like ".item:hover { }" lets me define what happens during a mouse over for a particular class. The flixel backend I wrote is basically translating HaxeUI's demands into something flixel can understand, but the core lib is doing all the heavy lifting here.

I don't think it fits my use-case, but you can also essentially inject haxe code based off of component events, like doing something on a button press. It's easier if I define those kinds of things in real code, but still neato.

Response to The Flash 'Reg' Lounge 2017-05-27 06:38:10


So I looked into bitcoin recently and holy fuck has it skyrocketed. I kinda wish that I'd got on to it last year when it crashed at 148/$ but ehh*

Warning - don't use any trading sites that are based in China. I used BTER to store my bitcoins (yeah bad idea especially considering they got hacked some time after I did, but it wasn't a significant amount, and I'd gotten all of it from taps for free so *shrugs*) for about 2 years and now I find that they've disabled bitcoin transactions (something about the chinese government and all), and if you have dogecoin or something they require your passport info (no thanks!)

I eventually ended up getting my $25 worth of bitcoin** out through converting it to NXT and then withdrawing it, converting it back to BTC and then sending it to my coinbase address. All at a slight loss of course, but it's nbd. Free $20!

*One of the things that kept me from diving in was that I didn't know if there were any trade services at the time to _sell_ bitcoin - there have been a few now, but the most I can do with this is buy stuff, rather than HODL on to it and cash out when it jumps again.

**For reference, it was "only $2" when I had it back in 2015. Which became "only $6" sometime later. A ten-fold increase, god damn that's high.


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Response to The Flash 'Reg' Lounge 2017-06-12 19:23:06


Devolver Digital won E3.
I dunno what that entails, but they sure as hell won it.


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Response to The Flash 'Reg' Lounge 2017-06-16 00:58:11 (edited 2017-06-16 01:01:12)


I was wondering where all the rocks were... found them in Zone 0,0.

Edit: oh shit I found a weird bug because of this configuration. Glad I forgot to distribute the rocks across the 64 maps?

The Flash 'Reg' Lounge

Response to The Flash 'Reg' Lounge 2017-06-16 15:28:54


At 6/16/17 12:58 AM, MSGhero wrote: I was wondering where all the rocks were... found them in Zone 0,0.

Edit: oh shit I found a weird bug because of this configuration. Glad I forgot to distribute the rocks across the 64 maps?

I dislike that tree border. Feels limiting.
Also, I like to think you put rocks down, were really confused as to where they all ran off to, then went on a scavenger hunt for them.


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Response to The Flash 'Reg' Lounge 2017-06-16 16:47:12


At 6/16/17 03:28 PM, egg82 wrote: I dislike that tree border. Feels limiting.
Also, I like to think you put rocks down, were really confused as to where they all ran off to, then went on a scavenger hunt for them.

Well the top and left are the borders of the game, so you mean the bottom and right borders?

Response to The Flash 'Reg' Lounge 2017-06-16 16:53:56


At 6/16/17 04:47 PM, MSGhero wrote:
Also, I like to think you put rocks down, were really confused as to where they all ran off to, then went on a scavenger hunt for them.

I can also see myself in your position, standing up and proclaiming loudly, "I found them! I found my rocks!" and then having my girlfriend stare at me oddly.
Game development.

Well the top and left are the borders of the game, so you mean the bottom and right borders?

Just seems unnatural. Too many squares. Square border, square lake..


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Response to The Flash 'Reg' Lounge 2017-06-29 23:30:59 (edited 2017-06-29 23:50:41)


I was doing well today, crushing bugs and adding features. I tried exporting to CPP for the first time in several years (a Haxe bug prevented me). After like 20 mins, "fatal error C1002: compiler is out of heap space in pass 2"

Apparently I have a cpp file that's 4 MB large, when all the data files that go into it make up about 750 KB. Where do 56,000 lines of code come from? It's taking json and txt files but parsing them during compilation to avoid runtime parsing. But still...

Should I leave the jsons as .json files and parse at runtime? I save hundreds of thousands of allocations in flash and a second of runtime by parsing earlier. I guess I can split up the data structure into multiple files?

Edit: my 585 KB spritesheet is 3.5 MB of that... I guess I have to split it up or just parse it normally.

The Flash 'Reg' Lounge

Response to The Flash 'Reg' Lounge 2017-06-30 01:25:34 (edited 2017-06-30 01:26:08)


Y'know, my spritesheet JSON is automatically generated, so I've never paid any attention to it or the sprites that go in it. There are 2600 sprites and 23,000 lines of JSON data... so I'll split that up some.

It all fit into a 1000x1000 spritesheet, so I didn't think twice.

Response to The Flash 'Reg' Lounge 2017-07-12 12:03:20 (edited 2017-07-12 12:13:16)


I didn't notice it earlier, but wonderfl seems to have been discontinued silently. Their website now redirects to a link for their parent company site, stating it ended on 2017/3/31.

Also, I'm currently thinking of making a dynamically-generated audio application; which language should I use for it? Java and AS3 seem like good contenders - despite AS3's general weakness compared to Java, it apparently has native support for dynamic audio. It is worth noting that Java does too, though. I might go with Java just since I haven't done much with it earlier and I want to get my feet wet with it, but are there any potential setbacks that I might encounter on this part then?


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Response to The Flash 'Reg' Lounge 2017-07-15 18:19:08


Someone give me a small game idea that I can work on so I don't burn myself out on this roguelite. No platformers. No ideas that I will feature-creep the hell out of.

Response to The Flash 'Reg' Lounge 2017-07-15 23:05:46 (edited 2017-07-15 23:07:02)


At 7/15/17 06:19 PM, MSGhero wrote: Someone give me a small game idea that I can work on so I don't burn myself out on this roguelite. No platformers. No ideas that I will feature-creep the hell out of.

spitballin...

A virtual version of that game where one person puts their hands on yours and you have to slap them before they pull away (Picture for clarity). 2 players - left/right joysticks control the hands. 2 for flinching.

Ouroboros: Snake but the object is to touch your tail when enemies or things are inside the created loop as a means of devouring them

Response to The Flash 'Reg' Lounge 2017-07-16 00:12:56


At 7/15/17 06:19 PM, MSGhero wrote: Someone give me a small game idea that I can work on so I don't burn myself out on this roguelite. No platformers. No ideas that I will feature-creep the hell out of.

Ludum Dare?


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Response to The Flash 'Reg' Lounge 2017-07-16 00:16:40


At 7/16/17 12:12 AM, egg82 wrote: Ludum Dare?

Bigger than LD but smaller than RPG.

Response to The Flash 'Reg' Lounge 2017-07-29 13:38:42


Well flash is going to cease development in 2020, and Adobe has no plans to open source it.

As I get older I realize how crazy it is that we trust these companies so much to align themselves with our interests. Unity is the same rodeo all over again.

Response to The Flash 'Reg' Lounge 2017-07-30 09:57:47


At 7/29/17 01:38 PM, PrettyMuchBryce wrote: Well flash is going to cease development in 2020, and Adobe has no plans to open source it.

As I get older I realize how crazy it is that we trust these companies so much to align themselves with our interests. Unity is the same rodeo all over again.

something tells me that Unity won't last anywhere near as long as Flash, though. And tbh, only the flash web player is going to be abandoned, much like another language starting with "Ja" and ending with "va" - apparently Adobe still has plans to continue flash for AIR.


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Response to The Flash 'Reg' Lounge 2017-07-30 14:10:20


At 7/30/17 09:57 AM, Gimmick wrote: something tells me that Unity won't last anywhere near as long as Flash, though. And tbh, only the flash web player is going to be abandoned, much like another language starting with "Ja" and ending with "va" - apparently Adobe still has plans to continue flash for AIR.

Might as well use C#, then. Since I created a framework that makes creating and moving a circle (or sprite from a sprite-sheet) around the screen just as easy as Flash, I don't see why I would want AIR any more. Hell, you can even skip my framework and use SFML directly with only a few lines of code more.

I want C# or even Java for web. Unity does this, sure, but I want something as ubiquitous as Flash.

[rant]
Instead here we are with JavaScript being the next gamedev language for web. How the hell did we do this to ourselves?
[/rant]


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Response to The Flash 'Reg' Lounge 2017-07-31 12:49:15 (edited 2017-07-31 12:50:25)


At 7/30/17 02:10 PM, egg82 wrote: I want C# or even Java for web. Unity does this, sure, but I want something as ubiquitous as Flash.

You mean Silverlight or Java applets? Yeah, because that went so well. I guess Flash had its advantage because of the faster VM startup compared to Java, and, well Java applets had the same security issues that Flash did, although I don't remember exactly why or when Java web applets died out. As for silverlight, well...it never took off to begin with.

[rant]
Instead here we are with JavaScript being the next gamedev language for web. How the hell did we do this to ourselves?
[/rant]

We're a buncha masochists.
But the real reason? I'm betting it's because of mobile. JS is supported by all browsers, and so it should be universally accessible, right?
...right?


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Response to The Flash 'Reg' Lounge 2017-08-01 14:57:44


At 7/30/17 02:10 PM, egg82 wrote: Instead here we are with JavaScript being the next gamedev language for web. How the hell did we do this to ourselves?

Typescript is awesome, use that :)


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Response to The Flash 'Reg' Lounge 2017-08-02 12:35:03


At 8/1/17 02:57 PM, Rustygames wrote:
At 7/30/17 02:10 PM, egg82 wrote: Instead here we are with JavaScript being the next gamedev language for web. How the hell did we do this to ourselves?
Typescript is awesome, use that :)

Looks vaguely like AS, nice


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Response to The Flash 'Reg' Lounge 2017-08-02 14:41:41


At 8/2/17 12:35 PM, Gimmick wrote:
At 8/1/17 02:57 PM, Rustygames wrote:
At 7/30/17 02:10 PM, egg82 wrote: Instead here we are with JavaScript being the next gamedev language for web. How the hell did we do this to ourselves?
Typescript is awesome, use that :)
Looks vaguely like AS, nice

Typescript vs Haxe, written by one of the Haxe maintainers: https://blog.onthewings.net/2015/08/05/typescript-vs-haxe/

Interesting browsing through this two years later because Haxe is finally adding short lambdas now, plus other changes.

Still no support for the or-equals ||= operator though

Response to The Flash 'Reg' Lounge 2017-08-02 14:45:59


At 8/1/17 02:57 PM, Rustygames wrote: Typescript is awesome, use that :)

I took a quick glance at it. Looks pretty good, actually!
Not sure how it handles multithreading, file I/O, or generics though.


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Response to The Flash 'Reg' Lounge 2017-08-05 05:47:31


Maybe it's just me, but I've found out that there are blocking modal dialogs available for AIR which don't interfere with the UI thread. If you want to test it out, install the WindowsMessageBox ANE and call MessageBox.show(); no code will run until the message box closes, and yet, you can interact with the stage and potentially open more dialogs.


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Response to The Flash 'Reg' Lounge 2017-08-09 19:53:01 (edited 2017-08-09 19:53:11)


I had 3 PRs in a row for OpenFL TextField-related stuff. There are so many edge cases in text...

Response to The Flash 'Reg' Lounge 2017-08-16 12:32:51


At 8/9/17 07:53 PM, MSGhero wrote: I had 3 PRs in a row for OpenFL TextField-related stuff. There are so many edge cases in text...

Is everything over there coded in Haxe? How do you contribute to OpenFL? I've been meaning to get started, but I'm confused as where and how to.


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Response to The Flash 'Reg' Lounge 2017-08-16 14:41:04


At 8/16/17 12:32 PM, Gimmick wrote: Is everything over there coded in Haxe? How do you contribute to OpenFL? I've been meaning to get started, but I'm confused as where and how to.

Yes. So the way it works is that the Lime library hooks into SDL and all that low level stuff. Lime itself is written in Haxe, but it uses Haxe magic to interface with CPP libraries. (It gives you an API to interface with CPP libraries, so you're never actually touching CPP.)

OpenFL is Lime but with the Flash API on top of it. It's completely written in Haxe, basically interfacing with the Lime API. There are certain platform specific parts, like "js.Lib.browser.console.log()", but you're still writing those bits with Haxe.

Was there something in particular you wanted to contribute?

Response to The Flash 'Reg' Lounge 2017-08-17 10:37:12


At 8/16/17 02:41 PM, MSGhero wrote:
At 8/16/17 12:32 PM, Gimmick wrote:
Yes. [...] you're still writing those bits with Haxe.

Hmm, I see.

Was there something in particular you wanted to contribute?

No, not particularly. Just been interested in it and wondering where to start.


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