The Sim Project

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Re: The Sim Project

Postby Zeus Kabob » Sat Jun 23, 2012 2:09 am

Thought of a revision to my earlier idea. The prize pool could be a combined online pool that's based on either:

P = P0 * a * e^(W * k)
or
P = P0 * a * e^(k * sqrt(n))

where
P0 = original prize pool
P = current prize pool
n = number of plays of game (total, combined between all players of the game)
W = total number of times that said prize has been won
a and k are constants that are not shared.

For the non-mathies, that means that as the number of plays increases, the prize for winning increases. This will adequately account for the increased difficulty once people have made many high scores. To make sure people don't throw the numbers, the score system might have to be hidden.

Thanks for reading!
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Re: The Sim Project

Postby KaTsuO_O » Sat Jun 23, 2012 8:57 pm

@FMC "You can't turn, discard, replace or change the current pipe but that is actually a part of the challenge." Turn, discard and replace is really important for the versions where you have to build a long pipe before the time runs out but the time won't be any problem in my version. Instead you need to use each pipe wisely. It would be too easy if you can use any pipes you want.

@Zeus Kabob I don't know if increasing the reward depending on how many times you've played is a good idea. I think that the difficulty of the competition should increase if you got good high scores.

There we go, now I've created a car engine. I can't say what it is going to be used for but it is going to be used for something.

Up - forward
Down - backward
Left - Turn left
Right - Turn right
Space - Brake

Click to Play
(Javascript Required)

Driving 2.swf [ 1.93 KiB | Viewed 3522 times ]

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Re: The Sim Project

Postby BlueLight » Sat Jun 23, 2012 10:00 pm

Dot the middle of the road
Put up a speed limit sigh
Add a cop car if you go to fast or drive on the wrong side of the road.

You've not go a weird game sorta... YA!
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Re: The Sim Project

Postby OwnerOfSuccuby » Sat Jun 23, 2012 10:51 pm

When i learn at school that was game like this - it was named Castrol Racing. You can fire there and there were 4 cars on the race. Like RocknRoll racing on sega but 2d :mrgreen: So wery good idea. I already forget about such a good games - but now i remember them ;) :mrgreen: So thank you :D

Good idea for your game. For example in Ganguro Girl was some thing like ping pong :mrgreen:
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Re: The Sim Project

Postby FMC » Sun Jun 24, 2012 1:07 am

Eh. Just make it so that you don't have to use seven pipes like you did in your preview of the game. Maybe not discard or replace, but you can place them anywhere to 'get rid of them' at the expense of having a tile being used up. Though I guess that might make it too easy, too...
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Re: The Sim Project

Postby Zeus Kabob » Sun Jun 24, 2012 6:07 am

My idea was that it was an online high-score system, where the reward is for achieving certain high scores. If no-one's gotten a high score before, you'll win $X. If a bunch of people have already won a prize (read: if the score is very hard to beat), you get much more than $X.

It would require a network high score system, making it much harder to implement.

EDIT: You should make it such that the car decelerates over time.
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Re: The Sim Project

Postby BlueLight » Sun Jun 24, 2012 7:57 am

I would love a game that allowed me to drive a car at the speed i wanted but wouldn't take to long to get to top speed and would slow down if i didn't hold the peddle
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Re: The Sim Project

Postby KaTsuO_O » Sun Jun 24, 2012 1:50 pm

@BlueLight There will be something similar but more free.

@OwnerOfSuccuby It is sad that the ping pong game was one of the good things about Ganguro Girl. I will add ping pong to the arcade.

@FMC The reason why you have to use the six pipes you get is because there is no more pipes added. It is not like it would continue to give you different pipes if I remove the limits of six. I have to manually add each pipe you get in the level which is also why you get the exact same pipes in the exact same order every time. I could get that to work If I add some pipes that is supposed to be useless that you're supposed to get rid of but that could potentially ruin the game. It could give possibilities to complete a level in a way that you're not supposed to complete it in. It would even mean that the game will think that you've failed a level even if you managed to connect the two sides.

@Zeus Kabob Oh, you mean an actual online high score system. Yeah, I don't think it would be easy to set up and someone could just cheat to make it impossible for everyone else. I also want a reasonable high scores that's scripted so even if you're not the greatest you'll still be able to win.

You're supposed to drive pretty casually so I don't know if that is a good idea.

@BlueLight I thought I wouldn't be able to make it work like that But I think I know how.
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Re: The Sim Project

Postby FMC » Sun Jun 24, 2012 5:59 pm

Huh. I thought you coded it so it'd recognize that the the two sides had a path between them, but I guess that'd take way too much coding to get to work. I also thought you'd put in a randomizer so it randomly gives you a pipe instead of having the same exact pipe every time you play.

But if you're doing it the way you say, then that works. Just give a warning of how many pipes you have left to place so we're not suddenly hit with 'YOU LOSE' out of nowhere, please?
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Re: The Sim Project

Postby Red.Sheer » Mon Jun 25, 2012 5:09 am

BlueLight Wrote:I would love a game that allowed me to drive a car at the speed i wanted but wouldn't take to long to get to top speed and would slow down if i didn't hold the peddle


Hehe :D I think we should keep in mind that the driving stage is meant to be a transition of some sort, it's not meant to be a racing-arcade-game ^^ I mean it's mandatory that we test those functions but the "beef" of the game lies somewhere else :D
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Re: The Sim Project

Postby Zeus Kabob » Mon Jun 25, 2012 2:32 pm

Ah, okay. I thought it was a minigame.
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Re: The Sim Project

Postby KaTsuO_O » Mon Jun 25, 2012 5:11 pm

@FMC I know, I should have explained it earlier. I have actually added that so it will be more clear what you have to do, I just haven't uploaded it.

The driving is supposed to be causal but now when we got an arcade, we should add a racing game. The arcade games is also going to be pixelated so that they differ in style as well.

Controls:

Shift - Speed up
Control - Speed down
Up - Drive
Down - Backwards
Left - Turn left
Right - Turn Right

Click to Play
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Driving 3.swf [ 3.32 KiB | Viewed 3111 times ]



If you drive when the speed is 0 then you'll slowly move forward which is something that I need to fix.
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Re: The Sim Project

Postby BlueLight » Mon Jun 25, 2012 11:16 pm

Moving backwards is faster than just normally moving forwards. If you move forwards and hit space bar you'll move backwards at a crawl.
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Re: The Sim Project

Postby Icelink256 » Tue Jul 03, 2012 9:10 pm

Oi, sorry for disappearing so suddenly. But three of my guys quit on me at work last week before a big work shipment. DX ...Though now that the god-awful Canada day is done, I'll have a lot more free time for art.

So... To make up for my disappearance, here's a dog lady:

HNI_0013_JPG.JPG
My old OC, it's been a while.


By the way, I still suck at hands. But at this point i'm just going to say screw it-- I can always fix them up before they need to be modulized and traced up into vectors. As for digitigrade legs, i've gone back to my roots for some practice drawing Sexy, uhm, I mean... Renamon. Because she's simple to draw, and very common.

I wasn't able to even touch my art desk for the last while, so i'll post up a corrected version of the character sheet once it's been fixed. (A few more, once they're more or less finished.)

Edit: Oh yeah, my pc has internet now (finally). So I can now test/read work on whatever I need to. Cool car demo, though the zero speed glitch mentioned above is a little obvious. Have you considered programming a proper speed/momentum/friction system for the player's speed?
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Re: The Sim Project

Postby KaTsuO_O » Tue Jul 03, 2012 11:25 pm

@BlueLight sorry for the late reply, I usually wait until there's more than one to reply to. You hold down Shift to increase speed and then when you hold down up you'll move faster. That way you can actually choose your own speed and drive when you hold down the button like you suggested.


@Icelink256 I was actually a bit worried so it is great to see you back!

The dog lady is not looking bad, I like her upper body. The lower part is a bit confusing though.

I'm glad you'll try to fix the hands. If you're having real trouble then I can try to fix them as well.

It is going to be interesting to see Hind's characters drawn by you.

I'm actually a noob when it comes to programming. I copied the code that makes the car go in the direction the front is pointing and then I used key.isDown, variables for numbers, if and else and x and y for the rest of the code. I'm sure there is better ways to handle acceleration but I'm just happy as long as it works. So when it comes to more complicated coding I'm not making things properly because I can't, just using what I can.
Don't create a porn game if you're only interested in porn.
Wise words regarding criticism http://www.youtube.com/watch?v=-98ZFl1sKt4
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Re: The Sim Project

Postby BlueLight » Wed Jul 04, 2012 6:52 am

Katsu are you at least commenting your code.
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Re: The Sim Project

Postby Icelink256 » Fri Jul 13, 2012 12:29 am

Uh, yeah... Whenever I run out of canvas room-- something always goes and gets f*cked up.
Such as her legs, and after spending a bit of time with an eraser, and then with the tablet again, back and forth for a bloody hour... I just said "screw this! I can fix her later with a redraw!"
(She's basically wearing a trench-coat with the back of it being pushed up by her tail. I'll post a sheet later.)

Oh... Right, my apologies for disappearing. But today we finally have some new goons at work.
(Yay! GOONS! :P )

So today I was finally able to get away from work at a decent hour. (As opposed to twelve at night.)
The point being, I'll finally have enough time to POST art, not only just sketch it before work/sleep.

I have a few pieces that have been in progress for a while now-- "I'll see if I can get it up by the end of the day."
(That's what HE said! *snicker*)

Ahem, sorry.
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Re: The Sim Project

Postby KaTsuO_O » Fri Jul 13, 2012 12:59 am

@BlueLight I haven't done it yet but I'll try to keep it in mind for the real thing.

@Icelink256 I've been really worried that you haven't had time to do any art lately. I got some more time before my endless freedom ends... Okay, I will still have quite some time on my hands but not as much.

Btw, no need to post traced work, focus on the pen and upload pictures. That way you won't have to spend as much time.
Don't create a porn game if you're only interested in porn.
Wise words regarding criticism http://www.youtube.com/watch?v=-98ZFl1sKt4
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Re: The Sim Project

Postby BlueLight » Fri Jul 13, 2012 2:32 am

KaTsuO_O Wrote:@BlueLight I haven't done it yet but I'll try to keep it in mind for the real thing.

@Icelink256 I've been really worried that you haven't had time to do any art lately. I got some more time before my endless freedom ends... Okay, I will still have quite some time on my hands but not as much.

Btw, no need to post traced work, focus on the pen and upload pictures. That way you won't have to spend as much time.


If other people are ever going to look over your code, then you need comments.
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Re: The Sim Project

Postby KaTsuO_O » Fri Jul 13, 2012 6:30 pm

@BlueLight Okay, this is the third time you're the only one so I'm not going to wait with this one.

I know it is good for other people, it is the only reason to add comments unless you're having a hard time remembering what does what. Though I don't think anyone will look at the code but if people want that, then that's up to them.

If there is someone who want to help out with the coding as a part of the team then I'm going to make sure there is explanations for most things.
Don't create a porn game if you're only interested in porn.
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