Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - sumguy67

Pages: 1
1
Ask a Question / Re: Is it possible to make game like this?
« on: December 30, 2014, 08:32:14 pm »
You can use the Tile API, which is now bundled with Stencyl under Scene->World, to generate tiles at runtime. It's up to you to determine how to actually store, read, and generate them depending on what you want to do.

2
Ask a Question / Re: Is it possible to make game like this?
« on: December 30, 2014, 07:04:34 pm »

3
Paid Work / Re: i need a stencyl tutor
« on: December 30, 2014, 05:54:31 pm »
PM'ed you

4
Ask a Question / Re: Is it possible to make game like this?
« on: December 30, 2014, 05:29:38 pm »
Totally doable. You just need to use the built in accelerometer blocks.

5
Ludum Dare 31 / Re: Mission Control
« on: December 08, 2014, 08:24:30 pm »
That's not a bad idea on the timer. I tried to keep animations and whatnot fast so it wouldn't be too time consuming for transmissions without decisions to make, but I agree that would be even better.

And thanks! Glad you enjoyed the missions!

6
Ludum Dare 31 / Re: Mission Control
« on: December 08, 2014, 07:45:25 pm »
Oops! Good catch. Patched it up.

Ha, it gets easier once you play it a time or two.

7
Ludum Dare 31 / Mission Control
« on: December 08, 2014, 07:14:57 pm »
Mission Control

Oversee manned missions to the Moon, Mars, or Pluto in Mission Control. Manage your crew, ensure the completion of the mission, and try to get at least some crew members back alive!

" class="bbc_img

" class="bbc_img

Not my first game jam, but my first time in the Ludum Dare. Actually didn't get to join until halfway through the jam so I'm pretty happy with what I ended up with. Of course, if I had the full 72 hours I would be much happier with it, but that's how it goes sometimes.

The adventure is randomly generated, though there are probabilities to each outcome that allow you to learn the game overtime. Have fun!

http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=47621

http://www.stencyl.com/game/play/29072

8
Windows / Mac / Flash / HTML5 / Geote
« on: October 06, 2014, 11:32:30 am »
Hi all, just wanted to share with you my game Geote, a minimalist platformer and target shooter. I've been working on this in my free time over the course of the past few months and have finally gotten it sponsored and released!

Trailer here: https://www.youtube.com/watch?v=hoHAZ8_ERK0



You can check it out on Newgrounds here: http://www.newgrounds.com/portal/view/646631

9
Suggestion Archives / FGL Ads Preloader
« on: October 01, 2014, 08:01:38 pm »
With FGL being one of the primary ways to still make money on your games, combined with the requirement of FGL Ads implementation to put your game up on FlashGamesDistribution, it makes sense to me to incorporate a preloader using FGL Ads, or at the very least complete the documentation on custom preloaders so that others may have a chance to get it working.  Seeing as how it has already been ported (https://github.com/benlowry/openfl-fglads-preloader) to OpenFL, it just needs to be properly implemented in Stencyl.

10
Extensions / Re: Virtual Joysticks Extension [2.0]
« on: July 20, 2014, 05:14:47 pm »
Thanks so much for doing this! Works well and is very helpful.

11
Bug Archives / Enabling FPS Monitor alters published games
« on: July 13, 2014, 07:50:12 am »
The solution (to disable the FPS Monitor in published games) has been found in my other thread, but I wanted to point it out directly to the devs so that maybe it could be fixed. So here's the issue as it was in the other thread:

My game works by creating and destroying distance joints to allow for Spiderman-style swinging. To prevent any weird physics, the joint is automatically destroyed when the player lands on the ground. You can also adjust the length of the joint.

When testing my current game out, by pressing "Test Game", everything works as expected. When I take the same game and publish it, it no longer works properly. When landing on the ground, the joint never gets destroyed and the player slides along the ground. The joint should be destroyed whenever the bottom of the player collides with anything, which is obviously occurring since the player moves along the ground. Both times the game is done in Flash with no changes made to it whatsoever. I test it, make sure it works, and then publish it.

Below are both versions of the game. The correct one I pulled from the "games-generated/game_name/Export/flash/bin" folder and the other one is from publishing. The easiest way to recreate the bug is to stand on the ground where you start, fire directly above you, shorten the joint to lift you off the ground, and then lower yourself back down.
Controls: A&D to move, Space to jump, Hold LMB to fire a "web" and swing. W & S to shorten/lengthen the joint
This is how the game should act: http://goo.gl/mGSrjA
And this is how it acts when published: http://goo.gl/71A0w5


I've attached my logs to this thread and can confirm that the bug goes away when disabling the FPS Monitor for publishing and that the bug does not occur when I pulled the Test Game and still have the FPS Monitor enabled.

12
Not a bad idea. I think I will as it definitely hurts playtesting potential.

13
Wow, disabling the FPS monitor actually worked. The problem still occurs if I rename the file after publishing, but that is much more acceptable than having to dig into the test projects. It's a bit of a shame, as it would be helpful to be able to monitor performance on other computers without having to pull the Test Game.

14
Resolved Questions / Test Game works fine, but Publishing has issues
« on: July 12, 2014, 09:48:29 pm »
My game works by creating and destroying distance joints to allow for Spiderman-style swinging. To prevent any weird physics, the joint is automatically destroyed when the player lands on the ground. You can also adjust the length of the joint.

When testing my current game out, by pressing "Test Game", everything works as expected. When I take the same game and publish it, it no longer works properly. When landing on the ground, the joint never gets destroyed and the player slides along the ground. The joint should be destroyed whenever the bottom of the player collides with anything, which is obviously occurring since the player moves along the ground. Both times the game is done in Flash with no changes made to it whatsoever. I test it, make sure it works, and then publish it.

Below are both versions of the game. The correct one I pulled from the "games-generated/game_name/Export/flash/bin" folder and the other one is from publishing. The easiest way to recreate the bug is to stand on the ground where you start, fire directly above you, shorten the joint to lift you off the ground, and then lower yourself back down.
Controls: A&D to move, Space to jump, Hold LMB to fire a "web" and swing. W & S to shorten/lengthen the joint
This is how the game should act: http://goo.gl/mGSrjA
And this is how it acts when published: http://goo.gl/71A0w5

I've attached my logs.  Any help with this would be greatly appreciated.

Pages: 1