Tikikala's Journal thread


  • Posts: 42
I am so happy so I am posting these.

for my first game, a point and click escape

The first attachment (code2 correct) is where it will create first, something that's not really part of the inventory but will be useful for the game. Then, it will check the list attribute to see if it matches the item's name, where if it is true, it will create a picture, a separate, inventory actor on screen.
on second attachment, clickable backgorund, it is where items found on the background will only shows up if you haven't click it yet.
once you click it, it will be added to the inventory list, and then kill itself and reload the scene to update the inventory.
on the last pic, item background, it will check if the item is found yet. if it isn't, then it will be created on the scene. if it's not, it won't be created. as seen earlier, once it's clicked it will refresh, so it won't be created.
the loop just check if it has the item, straight to the point
also the list attributes item are just 0, then when it's updated it won't be 0


  • Posts: 42
so after asking the questions and have time to work on game again, i'm back.

I created booleans for checking if it's true or false after you click something, because some actions require combining actions.
Then I created a group of booleans called events to see if you used or placed an object/actor, so that once  you do a thing, it's set to true and it can't go back.

because all my events are concnetraed on one scene, I have to use cascading If conditions to check if the events are true, so that when you go to the scene or it reloads, it will create things in order.

the second image, simply. check if you click somethign and then something else, it will reset the wrong combination back to false. ... but I'm prob not doing it in the most efficient way. what it seems to happen is that the boolean and if only checks if the event related to the actor is done. Once it's done, it sets the true false of "did i click the other object before" of every inventory items to false.  it might be redundant though because the separate booleans for event already let the actor be invisible or visible based on if the event is activated yet.

It also check that if the event had happened,  it will just hide the actor from appearing  again for players to click them.


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  • Posts: 2275
Do you have screenshots of this in action? I am not exactly sure what you are trying to do, but it looks a lot more complicated that is probably should be. Aren't you going to wind up with massive if statements after finishing up your inventory lists?

For something like an inventory, I just call things as numbers. For instance, instead of tp inv, I would just call it the number 0. Then you can associate everything to zero.
get item #0 from list
spawn actor with name 0 as text
set any random attribute to 0

Making everything as a number you can then simplify your inventory spawning:
repeat 20 times (current loop count)
    if get item (current loop count) from list >0
        create actor with name (current loop count as text)

That would work the same will all inventory actors all in one loop with one if statement.


  • Posts: 42
I kind of just published my game, but im down for simplifying steps.



  • Posts: 42
SORRY to double post but i made a revision to my game using text things.

so I have a text attribute. that when you click on actors, it will set text to something else. And that when certain events have been done, they will display different texts as clues. so basically a whole bunch of if = true/false blocks to dictate what the text says, and when you enter final scene, I reset the text back to what it says

I also made a scene behavior and attach it to all the scenes that uses it, and on the scenes also enable it under when created. IDK if this is redundant.

I'm also saving this "center text" thing for future reference

in the draw text behavior that i attach and enable to all scenes:
when drawing
set font to whatever
draw (text attribute) at : X= (scene width/2) - (get width for text attribute using font T/2), Y= whatever

and then i attached this cascading if statement to this actor, the gate/door. that when created, will set text to whatever based on true false of events. so that it's only showing when you're on that scene with that actor.

the new version is now re-published on kong and on stencyl. it's like 90 something mb now


  • Posts: 42
Just posting screen shot for future reference

first one is a scene event that let you move up or down the screen using keys up and down.

second one is mute button

third one is pause button. I didn't tint the screen or whatever but I drew a text.
the fill color might not be needed since my font already have the color


  • Posts: 42
saving for future reference

drawing Hp Bar on top. a "empty" bar for underneath the full hp bar
then a bar for decreasing hp

and then drawing things when game over or level cleared is true


  • Posts: 42
I'm going to also document how i solved log viewer errors okay? knowing how to solve my own problems can save your game making confusion too!

Unexpected attribute type: UNSELECTED
Level:     WARN
When:      2017-10-09 23:48:30:415
From:      stencyl.sw.editors.snippet.designer.block.BlockSceneObjectChooser

Solution: Those block things in a scene/actor are also called snippets, and they weren't attached properly to like, the block above it


  • Posts: 42
I keep on forgetting to do this
so I participated in LD41, while working two shifts and sleeping like normal
and it was the weekend before i start my new job so i guess i did okay given my time constraints.

this is the link: https://ldjam.com/events/ludum-dare/41/little-wings
my results:
Overall: 922nd (3.083 average from 38 ratings)
Fun: 1037th (2.722 average from 38 ratings)
Innovation: 915th (2.944 average from 38 ratings)
Theme: 930th (3.056 average from 38 ratings)
Graphics: 1013th (2.542 average from 38 ratings)
Humor: 678th (2.717 average from 32 ratings)
Mood: 905th (2.886 average from 37 ratings)

well im sorry that my art has to suffer since im riding solo and im still learning how to computer art. but im glad to see my humor is highest score LMAO

overall the experience was sorta fun and satisfying. I did the game for myself and practice so basically f the scoring bc i knew i wasnt even aiming for scores. ironically, i did played some good games during the jam that just needed polishing. One i saw was even on Kongregate and got badged. (jealous)

now as a note to self, i liked how i planned this before i make the game in time limit

1) outline in shitty ass spiral notebook and pre-sketch anything im going to draw
2) trying to coming up with decent writings about an organisms' whose primary sense is smell isnt easy
3) writing down a list of booleans or projected attributes is good for the mind, i think less chaotically
4) i had also mapped out the scenes and actions that leads to scene transitions. it's easier to work with this way, from paper to game
5) music is like the VERY last thing i did for sure


  • Posts: 42

I went hiatus from making game for so long. I started on and off working on this game, originally for Kongregate Y10 game jam. That didn't happen. But I liked my balloon art so much I wanted to keep making this game. Then Real Life things happened and motivations up and down etc. etc. by last couple months I was so tired and unmotivated I was just like, welp. Let me jsut finish making this game but make every thing ultra simple.

I did not make upgrades. i apologized for not making mute or pause button despite it'll prob take me 5 mins to make. 

I went in and out of this game project for so long I got unmotivated and decided to just publish this practice game.

but i did like my soda can and balloon art XD


  • Posts: 42

I finally finished this game. My first platformer with some story telling elements. Had this idea years ago but kept on putting it down and picking it back up a few times. I have ultimately decided to try and finish it, because why not. The whole game making process took me like a month.

I've learned a lot of things, got frustrated with a lot things.
Apparently save/load blocks save all the purple game attributes and that was messing me up for a day or two.

Motivating myself to make new art for new game was kinda a struggle, but it felt good to finally put this gmae idea behind me and called it done. It isn't perfect, it's not the best, but it's a practice.

I definitely put in music last.  This game is simple physics to reduce lags and shit. I had to redraw a lot of things, and ask people opinion on a lot of art things.