Creepy Waka

havana24

  • *
  • Posts: 505
Creepy Waka
by havana24


This is my entry, the real story of the Waka Waka yellow ball!
Basically you can't see around you, but you can shoot balls that illuminate walls.
Illuminated Walls can reveal the distance of traps.

I don't have much time unfortunately,  will edit the descrition later! XD
Happy contest to everyone! :)

-Alessandro

« Last Edit: October 16, 2016, 04:35:11 am by havana24 »
My Website: www.havana24.net

Donni11

  • *
  • Posts: 2182
WOW! Graphics and style of play is amazing! Great Job!
Peace


mdotedot

  • Posts: 1569
Awesome!

Please make this into a mobile game with lots of levels!


Hanging out in the Chat:  http://www.stencyl.com/chat/

Proud member of the League of Idiotic Stencylers! Doing things in Stencyl that probably shouldn't be done.

havana24

  • *
  • Posts: 505
Thanks guys, I'm glad that you like it! :)
The game is a little bit short because I wasn't able to work on it on Friday and Saturday.
I got the whole mechanics ready but with no levels at all, so I made all of them on Sunday morning, really close to the deadline.
I got also monsters that follow you but I didn't got time to implement them! :(

@mdotedot I don't know if it is suitable for mobile device... how to implement the movement + mouse shot?

-Alessandro
My Website: www.havana24.net

mdotedot

  • Posts: 1569
Hey Alessandro,

Quickly I  made a proof-of-concept using two joysticks. Tested on Android and it works, but you would need to do something with the sensativity of the joysticks as they move and point far to quickly now.

Hanging out in the Chat:  http://www.stencyl.com/chat/

Proud member of the League of Idiotic Stencylers! Doing things in Stencyl that probably shouldn't be done.

havana24

  • *
  • Posts: 505
Wow, thank you very much mdot, seems a good behavior! :)
You are always very kind!

-Alessandro
My Website: www.havana24.net

gurigraphics

  • Posts: 688
I agree that would be a good mobile game.
The art was very good.
Now lack only more variations in Level Design.

tigerteeth

  • Posts: 734
Wow, thank you very much mdot, seems a good behavior! :)
You are always very kind!

-Alessandro

Alessandro, I spent around 6 months of my life trying to create a grid based movement system as neat as yours. How are you doing it? Could you possibly share that behaviour? is it simply tweening?

havana24

  • *
  • Posts: 505
Hi tiger!

I can't share the full behavior because is hue and full of stuff that doesn't concern the grid movement.
See the attachment.

Basically the behavior is inside the Actor.
The actor should have the size of your tileset (in my game was 32x32 pixel) and should be put in the scene with the magnet (snap to grid) button activated.
You set the StartX and StartY divided by the tile size (32px) so you can use the "Data for tile at row: X column: X" that works from 0 to the number of tiles of the scene - 1.

Every time you press the arrow button (like the UP arrow) you check the Data of the tileset, changing the StartY (if you are pressing the UP or DOWN button) or the StartX (if you are pressing  the RIGHT or LEFT button).
If the Data of the tileset where you are trying to going doesn't have an "X" you can slide your character to that position and change the StartX and StartY accordingly.
Basically you just need to put an "X" on the Data field of every wall of your tileset.

If you need more info just let me know.
-Alessandro
My Website: www.havana24.net