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Sep. 13, 2014 - Exhaustion

Posted on September 13, 2014 at 2:00 PM

Recently I have been really exhausted, both physically and mentally. Mostly due to real life stuff. That's why progress on game development has been slow.

Just posting to let you guys know that I am still alive and stuff.

May. 02, 2014 - Goodbye, IDLE PLANET

Posted on May 1, 2014 at 2:30 PM

Recently I've decided to abandon IDLE PLANET, because it was too difficult to code and involved way too much effort. Working on a project and constantly thinking that it won't be done in the next 7 years is not particularly encouraging (especially if you get no money for that). Also someone else made a game called "Idle Planet", so yeah.

But, good news! I've decided that the art I originally designed for IDLE PLANET (which is terrible, by the way) just cannot go to waste. So I decided to use them in a new project, and I think this one is even better than IDLE PLANET! It is not a platformer game like IDLE PLANET, but a puzzle game! The game is largely unfinished at the moment but I decided to post a screenshot of it anyway:

As you can see, it's called Idlemon and it's a puzzle idle game. We're all familiar with this kind of puzzle game, where you click groups of same color blocks to destroy them, but this one has several twists! And additionally, I think this is also the first idle game that includes puzzle game mechanics in it, so bonus points and stuff! And we all love capturing monsters. Even more bonus points!

Currently, the puzzle game is playable, but there are no monsters or attacking and stuff yet. But implementing that should be easy! The most ridiculous thing in this game is going to be the monster database and balancing. Right now I have the art for approximately 150 monsters (of course, that includes recolors). If I actually work on this, I'm going to be able to release this some time in 2014.

I have a feeling someone else is going to make another game called "Idlemon" soon, or a game with similar gameplay to Idlemon, if I'm not fast enough. I swear, if someone makes this game before me, I'm going to burn several houses - this time it's me destroying houses rather than triangles. Sorry Anti-Idlers.

Nov. 01, 2013 - I'M STILL ALIVE

Posted on November 1, 2013 at 7:10 AM

HI EVERYONE!!!1! It's been so long since I last updated this website (and since I appeared anywhere on the Internet), and I'm not even sure if anyone is reading this anymore, but yeah, I still exist!

I have been a bit busy recently. I am currently on a trip to Earth, which will last somewhere from 4 to 7 years. This is not the first time I've been to Earth, but this trip is a little... different. It lasts a lot longer, it was unexpected, and there are a lot of "problems" I have to deal with. For example, I actually have to "work" and meet "people" on Earth and I have a lot less free time. I also have restricted Internet access and cannot freely play games on Kongregate like I used to.

But I suppose everything else is fine. I still exist and stuff, and I'm still working on my games in my free time.

So, see you all later!

May. 31, 2013 - Challenge Mode

Posted on May 31, 2013 at 10:50 PM

I haven't blogged about Anti-Idle for a good while, so I guess I should today!!!!1!!

Well, yesterday, I had a strange dream about a "CRAZY Mode" for Anti-Idle, which was even harder than the Impossible difficulty we have now. It would be ridiculously difficult, with leveling rate as slow as the very first versions of the game.

And I thought, hey, this is a pretty good idea!! Since many people are complaining about how easy the game is now, it would be a pretty great idea to include a hard mode! But I don't want to make it more ridiculous by adding insane EXP rate reductions, so I decided to make it actually FUN to play instead! And later that day, I saw a forum thread about an Anti-Idle challenge!!!1! And I thought, why not make it OFFICIAL?!

So, I decided to add Challenge Mode!

If it isn't obvious enough for you already, this is a screenshot of Challenge Mode!!!1!

What is so fun about it, you ask? Well, every month or so there will be a new challenge, automatically added to the game, with different rules, objectives and stuff! As you can see above, the very poorly designed (or maybe not) first challenge will involve beating the Special Arena without using the Battle Arena menu, and you cannot mine, and you have to play on Hardcore! If you clear the challenge before the deadline, you'll get a trophy. The trophy is awesome!! Just by keeping the trophy in your inventory, you will get a +1% Drop Rate bonus!!!!1! But what if you don't complete it before the deadline? Well, even after the deadline, you can still play the challenge, and if you beat it, you will get an exclusive skin and medal (oh, by the way, you do get them if you beat it before the challenge too), just not the trophy.

And what's better? It's YOU who design the challenges!!!!!1!! Now you finally have the opportunity to turn Anti-Idle into YOUR game!!!1! You think Supply Crates are overpowered? You can get rid of them completely! You think the obviously overpowered Humblebee Armor shouldn't have been added in the first place? You can BAN them from your custom challenge! You think EXP gain from Spooky Crypt is way too high? You can nerf EXP gain from that area, or even remove it completely!!1! If ascending or reaching level 9001 or other stuff is way too boring for you, you can change the objective of the game to something else instead, such as getting all achievements or beating CHAOS with a Newbie Stick!!!1! A forum thread will be opened where you can post your challenges, and the best ones will be picked and added as OFFICIAL challenges!!1! Can it get any better than that?

Each challenge will run for a month or so (but you can replay old challenges, you just don't get the trophy), and once a challenge is over another one will start automatically, and if your challenge is great it will be added to the list, and you will only need to wait for it to begin and enjoy seeing other people rage at your challenge and complain about how difficult it is!!!!1!

And here's a super awesome in-game screenshot of me playing the challenge I designed myself!

When you finish the challenge, the timer will freeze and your best time will be recorded and you will get a stamp in the main menu to brag to all of your friends, and people you don't know!!!1

That's it for now! Enjoy!!!!1!

May. 14, 2013 - Anti-Cheating Mechanism

Posted on May 14, 2013 at 9:25 AM

I've added an anti-cheating mechanism to my new game, making it absolutely unhackable!!!1 (hopefully...)

Basically, what it does is cloning most of the important variables and encoding them. When these variables are legitimately changed (through in-game means), the cloned variables also change accordingly. These two variables must always match. When you use a cheating tool to change the main variable, the cloned variable doesn't change accordingly so the two variables no longer match, and thus, the player is detected as a cheater.

For example:

Player is currently level 1337. The game stores two variables: level = 1337 and level2 = !##& (encoded "1337", though it's more complicated in the acutal thing).

Player gains enough EXP and reaches level 1338. level is then increased to 1338, and level2 is accordingly changed to !##* (encoded "1338").

Player uses cheating tool to change the level variable to 9001. However, level2 variable is still !##* (encoded "1338"). level and level2 no longer match, so the game accuses the player of cheating, then sends him to a virtual jail and all that stuff.

And to prevent .sol Editing, I already have the encoding function featured a few posts below. Now I know how to prevent most of the common hacks!!!!!!1 Yay! Unfortunately, leaderboard hacking is impossible to prevent since it's Kong's fault...

As usual, I have no intention to implement this to Anti-Idle as it requires a full recode and I cannot be bothered to do that anymore.

May. 09, 2013 - Font

Posted on May 9, 2013 at 7:30 AM

I haven't done much recently. I have no motivation to continue working on Anti-Idle, nor do I have motivation to work on any of my new games. So I decided to try something new.

I remembered that all of the pixel fonts I have downloaded so far are not to my satisfaction. Letters are blurry and unreadable on low graphic quality, the zeros look weird, the number '1' is smaller than others so the length of the number is changed all the time, the '~' symbol is not to my liking. So I went to some font sites to download some others to use, but they all had the same problems, and the good ones had licensing problems. But in one of the files I downloaded I saw a link to a free font creation website (which is apparently safe), called FontStruct. So, I thought, why not create my own one? After 3 hours of messing with stuff, here is what I came up with:

The above image is not a screenshot of any upcoming project and is for demonstration purposes only.

It looks pretty nice, don't you think? I guess the nicest thing about it is that I can edit letters and numbers I am unhappy about at any time, and that I don't have to worry about copyright problems anymore. I can also add weird symbols that are unavailable in any other fonts to use in my games.

Enough with this nonsense stuff about fonts though. I have made some... nevermind, I haven't made any new progress in game development lately. So that's it for now. Until next time!

Ah, I forgot. About the new game. There were some unexpected problems so I decided to start recoding from scratch before it's too late. In the new game (if it is ever released), there will be six different heroes who share stats, but each one has different abilities, and you can switch between heroes at any time! That's all I can reveal at the moment though.

Mar. 12, 2013 - Kreds!

Posted on March 12, 2013 at 5:50 AM

Apparently, the Dragon of Wisdom finally decided to give me the Kreds that other people donated to me, and now I have over 2,000 Kreds to spend! I'm not sure what to spend them on though...

As for game development, I haven't done much recently. I made a basic rhythm "game" engine though! There's no gameplay, but I managed to make a light that flashes based on the BPM of the song (and it works perfectly, unlike the other engines that I find on the Internet and ones that I made years ago). What do you think this can be used for? Platformer idle game in which monsters attack based on the rhythm of the BGM? Woah, that would be so epic!

Sadly, it isn't perfectly in sync. But that's probably not what Flash is designed for. Maybe that explains why so few Flash rhythm games use a strict accuracy judgement system.

Mar. 08, 2013 - Progress Report

Posted on March 7, 2013 at 2:35 PM

Nothing much recently, but - I've finally found a way to make savefiles impossible to edit... the hard way.

Back when I made Anti-Idle: The Game in 2009, I wanted to make it uncheatable. So I tried to make a variable that changes itself based on other variables, and if that variable is set to a wrong value, the player will be banned from the game. However, it ended up malfunctioning, causing legitimate players to get banned and hackers to get away with it. So I decided to remove the anti-cheating system from Anti-Idle.

A few months after that, I noticed that some games used a savefile encryption system or something to make the savefiles unreadable. I then attempted to search for tutorials on how to do that on the Internet. However, all of the free tutorials I found didn't work, some others are for ActionScript 3 only, and others want me to pay $100 before giving me the scripts.

And now, today, I can't sleep for some odd reason so I decided to make my own savefile encryption system. And, well, I made it! It works perfectly well, should never accuse legitimate players of cheating and punish all cheaters. It also makes the savefile nearly impossible to edit.

In this picture: Flash handling the weird function I made. A number is given to it, it attempts to encode it and then decode it again, to return the original number. The weird thing you see in the "encoded" line is the thing stored in the savefile.

What it does is that it converts numbers into weird strings that .sol Editor cannot comprehend. Flash, however, can convert these strings back to the original number.

What the players see when they open .sol Editor. It's the same number as seen in the first picture.

When the players attempt to modify these encoded numbers in the .sol file, they will be sent to an in-game jail, where they can choose to reset their savefile or "contact" the developer for help (in case it's accidental).

This function supports numbers from -999,999,999,990,000 to 999,999,999,999,999, up to 5 digits after the decimal point!

Unlike other similar functions created by other developers, this still allows you to see the variable names and edit their values (though, it will only result in being sent to jail). It's not 100% perfect for professional use, but for my simple games, it works perfectly.


You know, it's really weird coding all this and asking myself "Why the hell does it work?". I mean, it's only 120 lines of poorly written code, no way it can work! Or maybe all other programmers ask themselves questions like that too. Hopefully it isn't just me...

Feb. 09, 2013 - Progress Report

Posted on February 8, 2013 at 12:00 PM

I'm still working on the House system in Anti-Idle. For the decoration part, I decided to bring back most of the old items from the old House (and copied its codes too, I'm too lazy to recode something functional, LOL) and added some new stuff, and changed the item prices. There will be more in the House this time, though! The most important thing of all is that there will be a room in the House in which you can buy functional things that give you bonuses!

... Though, that took too long and some other things killed my motivation, so I decided to work on that other game first.

Well, I managed to make a proper inventory system!

(Yes, I'm awear that ther is a typo in the item description and the sword has no icon... yet)

As you can see, the item descriptions also show the base stats, so when you loot something from a monster, you can easily tell if it's better than the base stats, and when you enhance the item you can easily see how it affected the item. It also allows some other things that couldn't be done in Anti-Idle's inventory system:

1. This one allows me to change item stats in the item database, which will cause all the already obtained items to change accordingly. In Anti-Idle, I have to manually search everyone's inventory for the changed items and update them.

2. This one leaves space for new potential kinds of enhancements, such as enhancements that add stats based on the item's base stats, and also allows the players to reset the item to its base stats. In Anti-Idle, this cannot be done.

3. I don't know. This one just looks more professionally done and I like it more.

There's also this consumable item inventory, which featured a concept that wasn't in Anti-Idle: stacking same items in one slot! (There's a limit per slot depending on the item though - in the above case, 500). As you can see, instead of having 900 of that purple... stuff in 900 slots, they stay in 2 slots and the item count is shown in the bottom right corner! It was harder to implement than I thought. It requires a lot of coding to work correctly.

You can also notice that there's a scroll bar in the inventory. I'm more used to making scroll bars now! I wonder what other good things I can do with scroll bars?