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Author Topic: Kazz's Games  (Read 6819 times)

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Fredward

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Re: Kazz's Games
« Reply #20 on: September 25, 2008, 04:18:12 PM »

I still can't believe this thing is over 900 lines of code Kazz.  Did you really bruteforce all possible solutions?

Vegeta! What does the sc-

oh. nm. :slow:
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Brentai

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Re: Kazz's Games
« Reply #21 on: September 25, 2008, 04:52:35 PM »

What does Kazz's code and a bundle of penises have in common?

More than you think!
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Disposable Ninja

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Re: Kazz's Games
« Reply #22 on: September 25, 2008, 06:19:25 PM »

he wrote an entire game with his penis?

Hardcore.
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MadMAxJr

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Re: Kazz's Games
« Reply #23 on: September 25, 2008, 06:28:29 PM »

Not much longer until Kazz makes Dynasty Warriors: Captain Condom.*

Or Captain Condom Musou if you prefer.
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Brentai

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Re: Kazz's Games
« Reply #24 on: September 25, 2008, 07:01:43 PM »

My girlfriend made Captain Condom Musou once.

.
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Kazz

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Re: Kazz's Games
« Reply #25 on: November 25, 2008, 07:57:16 PM »

crappy missile command

works terribly in browser
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Guild

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Re: Kazz's Games
« Reply #26 on: November 25, 2008, 08:08:26 PM »

level 5 in three tries
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Guild

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Re: Kazz's Games
« Reply #27 on: November 25, 2008, 08:10:17 PM »

do you get rollover-bullets?

I want rollover-bullets.
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Guild

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Re: Kazz's Games
« Reply #28 on: November 25, 2008, 08:11:36 PM »

i like this game
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Guild

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Re: Kazz's Games
« Reply #29 on: November 25, 2008, 08:14:09 PM »

level 6 in 7 tries
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Brentai

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Re: Kazz's Games
« Reply #30 on: November 25, 2008, 08:27:42 PM »

Level 6 in... 2 tries.  The first time because I didn't realize you had limited ammo and was all like WHEEEEEEEE!
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Guild

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Re: Kazz's Games
« Reply #31 on: November 25, 2008, 09:05:01 PM »

your stupid
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Kazz

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Re: Kazz's Games
« Reply #32 on: November 25, 2008, 09:26:25 PM »

The blast radius and hit detection don't sync up right; I was shooting down missiles that were nowhere near where I was shooting (the hitbox is square?). The bullet count should probably go up with the level count too (more than one per level). Maybe some city graphics around the AAA to answer the question of "Why did I lose, the missile came down on bare ground?"

This game isn't being updated.  I'll have new stuff soon.  AFAIK the hitbox is accurate to the graphics; it does actually extend for a bit further because there is transparency around the explosion.

Quote
And yeah, bloody Flash running at a completely different framerate in browsers than in the IDE. That's one of the reasons I gave up trying to do anything serious with it.

Good coders know how to use timer-based animations and make sure things run well on all browsers and machine speeds.  I'm not a good coder yet.

Also, c'mon guys, it says Bullets Left on the lower right.
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Friday

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Re: Kazz's Games
« Reply #33 on: November 26, 2008, 03:49:20 AM »

who are you
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Kazz

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Re: Kazz's Games
« Reply #34 on: November 26, 2008, 04:57:08 AM »

 :;-(:
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James Edward Smith

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Re: Kazz's Games
« Reply #35 on: November 26, 2008, 06:28:52 PM »

Yeah, any game that is meant to be played in real time should always have its animations and movement of objects based on actual time as gotten from the clock and never rely on the frame rate. For starters, fixed framerates are dumb on anything that isn't battery powered and even in those instances it is really more of an upper limit.

Multitasking computers can run into framerate drops at the drop of a hat and so it is always better to base everything on the amount of milliseconds that have actually transpired and then just let the computer pump out those frames as fast as it can. Our eyes only require 30 frames per second to be fooled in perceiving motion, but two lost frames of movement or anination calculation can really mess up the resulting effect if it happens with any frequency.
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Talk? Talk is for lovers, Merlin. I need a sword to be king.

James Edward Smith

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Re: Kazz's Games
« Reply #36 on: November 26, 2008, 07:42:38 PM »

You're missing the point, Demi.

If Mario takes 5 seconds to walk 5 powerblock widths to the right when the d-pad is pressed in the right direction, then he needs to take 5 seconds to do that regardless or whether my frame rate remains at a constant 40fps or dips to 25 for a fraction of a second. Loss of frame rate is irritating to gamers, but if the actual gameplay of the game is affected by the timing of actions being affected by the framerate whether it be high or low, then the game becomes very irritating to play.

If adding a single timer and a listener for that timer to your code, whatever the language, causes considerable framerate loss, then the whole discussion is moot anyway as whatever is running your code clearly can't perform well enough to execute your program properly, whatever it may be.
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Brentai

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Re: Kazz's Games
« Reply #37 on: November 26, 2008, 08:02:37 PM »

Caveat is that some things are fucking hell to code in a timer-based environment rather than a frame-based one.  Collision detection especially.
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Kazz

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Re: Kazz's Games
« Reply #38 on: December 17, 2008, 04:07:36 AM »

Potato Gunner

2-Player Arcade Action!  Rack up your multiplier by hitting several targets at once, then drop your potato on one of the glowy bonus places!  Wow, this might be the most fun ever.

What started as a physical experiment about air resistance ended up causing dementia and seizures.  Enjoy!
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Zaratustra

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Re: Kazz's Games
« Reply #39 on: December 17, 2008, 04:53:55 AM »

Wow. Scorched Earth Pachinko.
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