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Topics - jlsheriff

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Latest Demo! 11/28/12

Destiny Island----
-Randomized loot system.  For real.  Drops and bonus stats are randomly generated, and if you're lucky you will get a rare bonus stat or two. 
-6 classes to choose from.
-Skill/Talent tree lets you customize your playing experience, and drastically increase the replayability factor.
-Non-linear gameplay lets you pick which islands to explore next, and a world map prevents you from losing your way.  Islands will be color coded at their entry points to let you know the recommended level you may need to survive.

My vision for this game is not to make an RPG with a rich storyline, slow battles, and towns.  Destiny Island is an action/rpg/shooter/adventure that has tons of enemies coming at you and attacking you in real time.  I made a fantastic skill/spell targeting system that is very much like League of Legends if you have ever played that game.

Instead of Towns, Menus, and Inns that create a lot of downtime, I have created these portals that you stand on if you would like to save your game, or buy/sell loot.  They are all around Destiny Island, and allow you to jump right back into the action.

I have created many types of monsters that all act differently and have different HP, Damage, Skills.  Monsters come in waves from spawners that I have created.  They are triggered by walking into their area, or may be triggered by a specific event in the game.  You must destroy the spawner to prevent it from summoning more monsters, or to find a key to get to the next level. 

Each level is a different island with different exit paths to more islands.  You will have to complete the level using different color coded keys to open doors, and sometimes you will have to destroy some epic monsters.  Since I created an RPG without a story, I may choose to create mini-stories or sidequests on certain islands.

I may implement some code to make the monsters stronger as you level up so you can go back and farm for more loot or something.  That, or I multiply enemy stats for hardcore mode.

Movement - WASD
Basic Attack - Left Mouse Button
**Skills are still under graphical construction but if you want to see a preview check out the Vampire Class**
Skill Preset 1 - Q 
Skill Preset 2 - E
**Inventory, and map are still under graphical construction**
HP Potion - 1
MP Potion - 2

Latest Sneak Peek---

Title screen, Level to choose your class, and a level that teaches you how the game works are included.  Stay tuned for level one soon!
I also created the HUD that has working HP, MP, and EXP bars. 

Let me know what you think!  I do all the art and programming.  Soundtrack by DST royalty free

Moved thread to the game ideas forum, and will keep it there for now.,

I followed Abigale's tutorial instructions on how to get the bullets to fire from the actor center towards the location of the mouse.

With the attached code that I've quadruple checked for errors, it is working with some issues.

The "bullet" actor IS being created at my character, although it isn't the center of it.  They come from the bottom right of the character. I have the characters origin in the center.

The bullets are moving at the correct velocity, but they are not going towards the mouse's location.  If I move the mouse towards the bottom right of my screen (outside the bounds of the game), I can find the origin of where it is calculating where the center of the actor is.  I don't understand why it is doing this so maybe you guys can spot a problem in my code.


I'm sorry for asking so many questions lately, but I really love this game I'm making, and I want to do things right.   8)

I have about 30 actors in my scene that rotate 360 degrees 2 times every second.

Should I use the Tweening code block for spinning? (using it now, but getting laggy)

Should I make an animation of it instead of code for it?

Or are there other ways to do it with Minimal cost to FPS?

You guys all rock by the way!  I've fixed a lot of things and gotten much farther with your continuous help and support!

This is what it says:

TypeError: Error #1034: Type Coercion failed: cannot convert stencyl.api.engine::GameState@47160b1 to
   at stencyl.api.engine.behavior::Behavior/initScript()[/home/stencyl/]
   at stencyl.api.engine.behavior::BehaviorManager/initScripts()[/home/stencyl/]
   at stencyl.api.engine::GameState$/initBehaviors()[/home/stencyl/]
   at stencyl.api.engine::GameState/loadScene()[/home/stencyl/]
   at stencyl.api.engine::GameState/begin()[/home/stencyl/]
   at Function/<anonymous>()[C:\Users\Yogi\AppData\Roaming\Stencyl\stencylworks\preview\scripts\]

Anyone remember the Gauntlet series? 

My game has spawners that sit in place, and when a player gets near it keeps creating mobs until you destroy the spawner.  Very much like Gauntlet mechanics if not exactly like it.  The spawners create one kind of monster that is relevant to the spawners type.

Something like this is what I'm trying to do:

If Player enters region X and Spawner X is alive
     Then spawn monster X at region Y every X seconds

I haven't dealt with regions before, and I'm not sure if I would need attributes or what to do this, but I'm hitting a wall here.

Any help would be appreciated!!!

Game Ideas / Destiny Island - Work in Progress
« on: November 05, 2012, 11:30:45 am »
Hello everyone, I'm new to the Stencyl community and I would like to start off by saying hi.


I have a game that I've been working on for a little bit that I call "Destiny Island."  It's an Action/Adventure/RPG where the fighting is all real time like gauntlet and diablo, and I plan to make it intense, very responsive, and clean executing so the battles are white knuckle crazy sometimes. 

It has everything you love in a game like this:
-Random Loot/Rare Loot
-Leveling up
-Variety of classes to play (I've made the Vampire, Minotaur, and Swordsman classes so far)
-Skill trees that add even more variety
-I would like to create a random island generator as well.  Instead of dungeons, you're alone on a string of islands.  Each island is connected by bridges, 100x100 tiles big, and I want multiple paths for you to explore a seemingly endless bunch of islands(levels).

The HUD that you see in the sample picture will have a minimap on the right, and your inventory/hp/mp/status, etc.

I've drawn everything in this game because I don't like using sprites off the internet.  The Ground/Wall tiles are very basic, as you can see, but I want that old school feel to it.  The doodads, player, enemies, and everything else is drawn in better detail, but still using 32x32 pixels.  Character animations for the vampire class are done so I can test things out.

I have a LOT of work to do, but I would love to hear some feedback of any sort about this. 

Since I'm new to Stencyl, I have a lot of logic to figure out, like whats the best way to have the player open treasure chests, and how to keep the walking animation from stopping while going diagonal.  But I have a good amount of experience in programming, so I'm sure it will work out in the end :P

Thanks for your time!

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