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Messages - fillergames

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1
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 14, 2018, 08:20:05 pm »


Been making the caves feel less open, and more "tunnel" like by making the base area use less basic, geometric line based designs for the walls.

2
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 12, 2018, 02:22:52 pm »


WIP of the cave map. The tileset may not be final.



Map layout concept.

3
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 11, 2018, 04:33:31 pm »
Sorta like this?



The whole characters looking dark issue was another thing, as in order to adjust the lighting and mood, I have it set to change the colour settings of an actor upon creation.

4
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 10, 2018, 09:09:06 pm »


Turned it from a static lightsource to a dynamic one that follows you around. This is the same scene with the lights on, and off. As you can tell, it's pretty WIP.

5
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 09, 2018, 08:15:43 pm »
The floor was just me being quite lazy with designing the graphics, as I sorta just made the tiles a layer behind the map, and just looped tiles. I'll fix it sooner or later.

Also, been testing the fake-light source things I planned out for the cave maps awhile back.



Personally, I think it didn't go well, may just scrap it for something more logical, like a light source defined on the player.

6
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 04, 2018, 09:46:22 am »


And this room is now finished!

7
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 03, 2018, 06:47:32 am »
Thank you!

Didn't expect the videos to count as a flash element.

8
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 03, 2018, 06:18:12 am »
I thought this would have been a funny detail to add for those who always keep doing the same action on a single thing, and expect something to change.

https://www.youtube.com/watch?v=QtVQfze2vCs (I seriously don't see the option to embed videos on this site. Am I blind or something?)

There's probably some grammatical errors in the text, because I didn't proofread it yet.

9
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 02, 2018, 04:01:30 pm »


(Map is an heavy WIP, and not final)

Experimenting with some smaller rooms such as bathrooms. Because video games never have these things. I'll never understand why, either. I mean, if people are afraid it's because of sanitary reasons, then design a clean bathroom.

I mean, if all these video games nowadays can render thousands of polygons with realistic textures, then how can you say your game is realistic if there's no room to wash your hands?

10
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: December 26, 2017, 05:02:20 pm »

The next real update worth posting will be towards overhauling my flawed "reels" mechanic. Where a battle would start with 3 random modifiers.

This has been overhauled into the challenge mechanic. Where upon start, the game will give you the following:

  • The challenge itself (for example not using items)
  • The reward for doing the challenge (forced item drop, double EXP)
  • Challenge level (for example, a level 2 challenge will be harder than a level 1 challenge, but will reward more)
As you can see, the lack of negative impact to the game makes these optional. This was due to the reception over an idea of forced, negative challenges enforced upon you. And honestly, this system is more what I intended anyways.

11
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: December 16, 2017, 02:32:34 pm »
After a month break, I think it's time to get back to work.

It'll be hard, but I think I can manage getting back in the mindset of making stuff.

12
Ask a Question / Re: Sprite making software?
« on: December 14, 2017, 01:22:52 pm »
I tend to use GIMP to make sprites. I tend to add more details with another layer like working with an actual drawing.



Good pixel-art focuses on technique than software used, as you can make amazing pixel art even on MS Paint.

13
Ask a Question / Re: Testing in Flash results in black screen of death
« on: November 29, 2017, 09:58:35 pm »
Just to note: You don't need the paid version to test an EXE game. It'll have a trial-mode watermark in the top-left if you don't.

I typically test both game formats to see if everything runs correctly on both ends.

14
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: November 29, 2017, 08:59:47 pm »
Been lacking the motivation to work on this game again.

My issue is writing things up, and placing it into the game. I'd rather spend my time available doing things I want for unproductive stuff than just work on a game, as my life has been stressful enough already.

15
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: November 25, 2017, 11:55:42 pm »
I've been feeling quite horrible lately (not related to making stuff. Just in mood). Which has caused me to just not doing anything and sloth around.

Well, I made this? It's the first house sprite I made in GIMP. Think it's too small, though.


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