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Topics - ICLHStudios

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Come watch me be pretty decent at level design, but pretty terrible at streaming.

Ask a Question / Transitioning between different collision boxes.
« on: August 14, 2017, 02:51:13 am »
This is a problem I've had in a couple of different games I've tried making, but never managed to solve it satisfactorily.

So, I generally really want to make collision boxes match as closely as possible with the sprites of the player character, but have some trouble, especially with slopes. If the base of the collision box (and the sprite as well) matches the angle of the ground they tend to glitch out a bit when transitioning between different angles.

This is just a specific example, but I've run into variants of this problem or transitioning between miss-matched collision boxes a couple times.

Ludum Dare 29 / Petrichor (completed post LD)
« on: April 29, 2014, 04:39:33 am »

Petrichor is a short survival-horror game made (although not quite completed in time) for Ludum Dare. There isn't much in the way of sound (and no music), a few elements are kinda wonky, and the art (especially the ground, which is really pretty bare) is not as polished as I'd like; but given that this is my first LD, I missed the first day, and had problems with my computer so that I had to use an old version of Stencyl, I'm pretty proud of it.

Chit-Chat / I have a webcomic now!
« on: May 30, 2013, 02:49:01 am »
I just uploaded the first pages of my new fantasy webcomic, The Great Fireflood, on my DA:

Not much really happens yet, but it will get pretty epic. There will be new pages every week so check it out, give feedback, favorite it, spread the word, or just ignore it if you want.

Chit-Chat / Help naming a fantasy race
« on: March 13, 2013, 03:32:13 am »
I've got this fantasy world building project I've been working on for the past couple years, and am almost done with my first story set in it (it's a comic, not a game, although there will be games set in this world).

I've got a small dilemma though, throughout the first couple eras there are three sapient species in the world, in the common tongue they are the Vaalnier (lit. Children of the Light) who in English I call "Lightlings", the Saknier (Children of the Tree) I call "Treeborn", and the Crynier (Children of the Grass) for whom I don't have an English name.

I'm looking for suggestions as to what I can call them as the "Children of x" is a bit cumbersome, I don't want to have them be the only species with an untranslated name (although if I can't find a suitable translated name that's what I'll do), I don't want to reuse suffixes (I also have reserved "kind" as a suffix for a race that shows up in later ages), and I want their English name to have something to do with their untranslated one (the grass thing has to do with both their origins and their main habitat).

Game Ideas / Exampleman
« on: February 08, 2013, 02:34:56 pm »
A while ago I created this character named Exampleman; in pictures and diagrams he would demonstrate concepts that I talked about (mostly in my almost-never-updated blog). So I decided that it’s high time he get himself a game.

Here is an example of him demonstrating standard platformer jump mechanics:

And then showing how these "unrealistic" jumping mechanics can actually be MORE realistic than the "realistic" ones (no changing direction or jump height mid-air):

Exampleman will, through constantly changing gameplay, demonstrate various game design elements and concepts such as the above. For example, when I talk about the classic “Run” button for instance (its uselessness as a gameplay mechanic and usefulness as a player placating mechanic), he will suddenly have one; and that section will be designed to show the possible design moments that arise or are shot down by that particular mechanic.

Each level discusses different ideas about a design topic. The second world, for example, is all about platformers. One level will be about jumping mechanics, showing how slight changes to the jump mechanics change the feel of the game, how the kinds of challenges are expanded or limited based on how jumping works, different potential ways to do jump mechanics, etc. While another level in the same world will be about the versatility of the 2D platformer as a base system of gameplay, how it fits with and affects different genres of gameplay, the limitations of what can be done in it, how to use it as a cohesive connector for vastly different gameplay elements, etc.

At various points the game will delve into subjects like RPGs and RPG elements, grinding and leveling, bosses, sudden shifts in gameplay style, enemy design, level design, what makes a game fun, storytelling, choice, game balance, health systems, and more.

My ultimate goal for Exampleman is to try to get it greenlit on Steam, I think the concept is the kind that might have a real chance to catch the eye of the indie gaming community, and Exampleman's simple look could potentially become pretty iconic. I can probably handle making the game myself, but in the interest of quality and time I would be very, very interested in a good programmer to work with.

Windows / Mac / Flash / HTML5 / Blop Demo
« on: January 27, 2013, 04:56:34 am »
I've finally finished enough of my first game to release the demo, I haven't done most of the graphics or any of the menus, so it's pretty much just an intro to the gameplay (which admittedly, other than the health system, is pretty standard platformer stuff), but considering how hard programming is for me, I'm pretty proud of how it turned out.

I'd love to hear any thoughts you have on it; suggestions, criticisms, complements, or just neutral comments.

Also, let me know if it lags, I've only really tested it on my one computer so far, and it's a pretty decent one so I haven't had any problems.

Ask a Question / How to do Save State checkpoints?
« on: January 11, 2013, 06:57:19 pm »
For my primary game in development I’m trying to use a checkpoint system that essentially “save states” the game; upon death the player can restart from a previous checkpoint (the player needs to be able to choose from multiple previous checkpoints) with the same health, position, score, and enemy conditions that they had upon reaching it in the first place.

I think I’m managing ok with the player position and health and such, but I’m at a loss for how to keep track of enemies and item instances.

Has anyone else tried to do something like this, and how would you go about it?

Resolved Questions / [SOLVED] Time rewind. Is it possible?
« on: February 16, 2012, 01:11:55 am »
One of my (far too many) games I'm planning requires a time rewinding mechanic that works something like this:

The player is one of the party members and attacks the enemy:

Then rewinds time and switches to another party member and co-ordinates attacks and such with his former self:

What I need to know is if this is possible and/or feasible in Stencyl or if this particular game should be saved for another route.

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