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Topics - kynbo

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Whenever I tried to make a game before, I often do very little to no planning because I only focused on having fun and getting better at using Stencyl. However, my new goal now is that I want my game to be successful and finished. I used to just add game functions as I make it and it would end up being a mess. Now I realized how crucial it is to plan before making a game. Actually, it has to be planned very well otherwise it will not be finished from my past experience.

I think one way is to put down all the game info and gameplay in a word document, game behaviors and what it should do, etc... into a word document and make it as organized as possible. Perhaps a map of game mechanics? Please tell me what you think on this.

Ask a Question / Can't open anything
« on: January 28, 2013, 02:55:27 pm »
The game runs fine when I test it but when I try to open actors, scenes, behaviors, or whatever Stencyl will keep saying "Opening...". This happened to one of my games before and no one helped me so I ended up giving up on it. Now I would either try to fix it or give up on using Stencyl.

Ask a Question / Covering unexplored areas
« on: January 09, 2013, 08:24:18 pm »
So I have just made a basic dungeon generator and now I have no idea how to cover unexplored tiles. The only way that I could think of is create an actor for every unexplored tile but that would create massive lags or maybe a better approach would be creating another layer of tiles?

Also, I'm using a black transparent actor that is 2 times bigger than the screen size to create the "vision" effect and I wonder if there's a way to reduce the lag because the actor is too big and it's always active and follow the actor when it moves.

Ask a Question / Blocks in behaviors get removed after I restarted stencyl!
« on: November 16, 2012, 05:18:22 pm »
I tested my game and it was buggy for some reason so I restarted Stencyl. Then when I started Stencyl again I opened the behaviors that I was working on and they are all gone...Also I got a lot of errors. I'm so upset right now because there were important behaviors and I have spent at least 1 month working on them.

Also I was running out of disk space so that could the problem but now I really need to recover the behaviors :(

Game Ideas / Project Infinity (RPG)
« on: October 14, 2012, 11:37:33 am »
Hello everyone! I've been working on this game for almost 3 months and I'm planning to finish it by the end of 2012.The game is a top-down RPG and the enemies scale in level and difficulty as the player gets stronger. There will be 5 modes in this game: easy, normal, hard, survival, and hardcore. You can choose to explore or get in a dungeon before you start killing mobs. Exploring will be easier than dungeon and it would be good for leveling up. Dungeons are more challenging and you have higher chance of getting better items. There are 5 item tiers: Common, Uncommon, Rare, Epic, and Legendary.

There are currently 24 stats (might add more) in the game and you can improve them to fight stronger enemies with items and skills. List with explanation:

Accuracy (Reduces enemies' chance of dodging your attacks)
Armor penetration (Reduces enemies' armor, which decrease their physical damage reduction)
Attack speed (The amount of your normal attacks per second)
Bonus XP Gain (Increases your experience gain by %)
Block (Has a chance to block enemies' attacks, reducing their damage by half)
Cast speed (Reduces time to cast some skills)
Critical chance (Chance to deal damage + critical damage)
Critical damage (Extra damage when you attack an enemy with critical strike)
Damage (Decreases enemies' health)
Defense (Reduces physical damage taken)
Dodge (Chance to ignore damage)
Energy after kill (Amount of energy gain after you kill an enemy)
Energy regeneration (Amount of energy gain per second)
Health after kill (Amount of health gain after you kill an enemy
Health regeneration (Amount of health gain per second)
Life on hit (Gain health on melee attacks and melee skills)
Life on strike (Gain health on any attacks and when you use skills)
Life steal (Gain health base on the damage that you are dealing to enemies)
Magic (Increases magic skills damage and effectiveness)
Magic find (Better chance of getting higher tier items)
Magic penetration (Reduces enemies' magic resistance when you attack with magic skills)
Magic resistance (Reduces magic damage taken)
Max Energy (Using skills cost energy)
Max Health (Die when you have 0 or less health)

I'm currently working on the skills system and making skill ideas. After I finished the skill system I will move on to mobs, levels, balancing the game, and finally testing. Also, if you want to help me with backgrounds and sprites please post in this topic or send me messages because I'm terrible at making them.

Screenshots soon.

Chit-Chat / How to focus and be motivated?
« on: September 21, 2012, 02:07:24 pm »
There are always many distractions when I work on my game...I have to go to school too so i don't have much time. Any idea?

Ask a Question / Item stats bonuses to character on equipping
« on: July 03, 2012, 07:39:41 pm »
Hi, I'm working on the equipment system. I made 2 lists for each item. The first list stores the IDs of the attributes that will be added to the character on equipping and the second list stores the values of the attributes. For example, first list then second list:

Code: [Select]
Index Value
0 0 //Name
1 1 //Rarity
2 2 //Item level
3 3 //Type
4 4 //Defense
5 5 //Damage

Index Value
0 Sword
1 Normal
2 1
3 Main hand
4 0
5 1

Those are the attributes that must be on the items. There will be a lot more stats like Strength, Vitality, Magic,...and they will be generated randomly when you pick them up. So my main question is What is an optimal way to add the attributes on the items to the character's stats? For example, my item has "+5 strength" on it; when I equip the item I should be able to gain 5 strength, and when i un-equip the item I lose 5 strength. What I was going to do is make a "Bonus Strength From Item" attribute so when you equip the value will increase. But if I'm going to do that, then I will have to make like hundreds of "Bonus X From Items" attributes...

Game Art / Need some tips with GUIs
« on: June 23, 2012, 07:21:50 pm »
Hi guys! I'm currently working on an RPG game and I have been focusing on programming. I have Photoshop, but I'm not using it because It's complicated for me and I don't have time to learn how to use it. Now I'm using Paint.NET and my GUIs look way too simple and ugly. Can you give me feedback and tips?

Paid Work / [NEED HELP] Female top down hairstyle
« on: June 17, 2012, 11:07:10 pm »
I'm currently working on my character creation scene and I have no idea how to make a female character. If you help me, then all I can offer is I will put you in the credits when the game is completed.

Ask a Question / Drawing a circle under the actor
« on: June 16, 2012, 05:57:31 pm »
I'm trying to draw a circle under my character, but I can't find a way. The circle changes the actor's color when it's on top of the actor.

Ask a Question / Need "Can rotate?" code
« on: May 02, 2012, 06:36:41 pm »
I need someone to give me the code, so that I can disable/enable rotation for the actors in their behaviors.
Thank you.

Ask a Question / NaN problem after saving game
« on: April 16, 2012, 10:29:19 pm »
See attachments


I'm a new programmer, and I need an artist to help me with my top down RPG project because I cannot work on both graphics and coding at the same time. I started to learn how to use Stencyl last week, and it was quite easy for me because I have some experiences with LUA script. That is also why I'm accepting a beginner artist. However, I need a person that willing to work with me for a long time, not lazy, and try to improve on his/her skills. About the revenue share, the minimum amount is 10% if you are really horrible, but it would be 40% if you are decent (don't worry, I'm not picky  :))  ). Also, if the first game can get successful, then I will team up with you and make more games. For my background informations, I'm still a highschool student and I have been in the US for almost 3 years, and that's the reason why you might have caught some grammar mistakes   :-[.

OK, I will show you what I have done now (also look at the attachments).
- HP/Energy HUDs and regeneration
- Experience/Level HUDs
- Enemy basics (move, attack, stats, HUDs, item drops, gold drops)
- Player basics (move, attack, stats, HUDs)
- Inventory
- Item functions (drag, remove, drop)
- Scene changing (north, east, south, west)
- Etc...

The inventory was the hardest thing to make for me, but I actually made it after a few days.
I work on the project from 3:30 PM - 10:00 PM on week days, PST: Pacific Standard Time (Including eating and other things). On weekends and holidays, I work from 10:00 AM-11:00 PM (I'm having a Springbreak until April 23).

Those are the necessary things to write that I can think of now. Please post below if you have questions, requests, or whatever you need to say about the project. Message me if you are interested and give me your informations so we can comunicate.

Thank you for your time!

Ask a Question / Drag and drop actions in inventory
« on: April 10, 2012, 10:24:45 pm »
I have items (behavior image attachment 1) in an inventory, and when I drag them around, they fits into inventory slots. (only the first 5 slots in the first row) (attachment 1)
I don't know if there are other ways to make it simpler because if I want to check my mouse X and Y and the inventory slot X and Y like that I have to make 30 "If..then.." statements to check 30 slots in my inventory, which would causes some lags in my opinion.

Also, sorry about my English.

Edit: just to be clear, the "30 If..Then.. Statements" thing i was talking about starts from "If mouse was released" block. I only made 5 If...then.. statements just to test.

Ask a Question / Need help with inventory slot
« on: April 09, 2012, 07:15:18 pm »
Hi, I'm using luyren's inventory pack and I'm trying to draw the items in my inventory everytime I open it. (attachment 1).

I have created 4 items in the inventory (attachment 2).

However, the item in slot 1 and 3 has the same name, and the item in slot 3 is drawn on top of the item in slot 1 everytime I open my inventory. (attachment 3).

Also, I have set the maximum amount of item to 1.

EDIT: OK, so I think found out what causes the problem. The "Index of [Item name] in list [Listt]" custom block will stop after it found the item's name's index in a list but I don't know how to fix this (attachment 4).

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