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Messages - merrak

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Thanks! I was originally thinking about some kind of hybrid between an RTS and city-building game. There's code for different kinds of ships (both enemy and friendly), more sophisticated structures, multi-screen expansion, and of course saving (which is not completely implemented).

On the city-building side, I used the AI graph toolset to manage how structures are linked together, so I could implement some kind of agent-based simulation. The population numbers are small enough that managing the colony can be done on a person-by-person basis.

Once I realized I wouldn't have the time to do all that, I scaled it back to a simpler idle game. I think it works well enough that way for the jam, but I wish I had more variations of buildings to unlock so there's more of a sense of progression.

Journals / Re: Bunosphere! - LD38
« on: April 24, 2017, 08:23:42 pm »
This is pretty clever! I've seen quite a few of the mini 3D globes in the LD feed, but it's neat to see one done in Stencyl. Plus I think your result looks nicer than the variations done with the 3D engines.

This is my game:

As usual I think I took on too much to complete in 48 hours, but I'm still pretty happy with how this came out.

Test 1 seems like the best fit to me, too. Somehow the raycasting approach didn't seem right.

I like the quick test :D. I don't think it is as far removed from the real thing as you might be thinking, but I wouldn't use either in a tile based game. If you were to do something like Test 2, I'd use Bresenham's line algorithm, which can be implemented using the Tile API and is far simpler and quicker than raycasting.

Building a mining colony

This seems like a complicated way to check for invincibility. I'd set a boolean ("invincible") and set it to false after 3 seconds. Then replace the "if lives > 0" with "if invincible"

Sunday at 9PM Eastern (New York)

The collision detection events don't trigger just once when the collision first occurs--they trigger on every engine step (1/100th second) that the bodies are colliding. The simple fix is to have a brief period of invincibility after taking a life.

I have final exams to write and papers to review, so I haven't any idea where I'll find the time, but I had a neat idea for a Sim City like game, so I'll give it a shot. Maybe I can cut out sleep. Who needs that? :P

Windows / Mac / Flash / HTML5 / Re: Infinite Rogue
« on: April 20, 2017, 10:27:44 pm »
What do you suggest for making it better?

Bringing the rooms closer together sounds like a good idea to me. Finding the stairs after the clearing out most of the monsters got tedious, mainly because of the time it took to explore. Walking speed versus the monster speed seems good to me, but shortening the corridors would make exploration faster.

"Lorebites" sounds really interesting to me, especially since there's the potential to have a randomized storyline. I was planning to use A* to do something similar myself, although in a different way and to a different end.

If you haven't seen it yet, I think it's worth reading about Hectate's Metroid Generator and the "Lock and Keys" concept. The algorithm described would be a good approach to generating levels that have a sense of progression (get X to get to Y)... for example, finding a particular weapon or powerup to enable you to defeat a particular boss.

Windows / Mac / Flash / HTML5 / Re: Infinite Rogue
« on: April 20, 2017, 08:46:26 pm »
I think it's off to a great start. I got to level 5 before I got stuck between several monsters and died. Once I got into the game it was easy to pick up. I did have trouble getting into the game, though. There wasn't any real indication that my first character name was too long. Then I started out immediately under attack--kind of a rough way to begin :P So the level generation could use some polishing... but gameplay itself felt pretty well balanced.

Ask a Question / Re: Two Strange Bugs
« on: April 19, 2017, 11:05:30 pm »
I don't think you need to enable debug drawing every frame--just once is all that's necessary. But I don't think that's the cause of either problem, just an observation.

Have you tried putting the "switch to scene coordinates" in the drawing event, before drawing anything?

I remember that thread, but I think I had the same impression Ceosol did.

Something like a "coding night" sounds like a great idea to me. I like seeing how other people solve the same problems I run into. It'd also be good to see more live streamers. I've sometimes thought about trying it myself, but I can't imagine it'd be interesting to watch me code :P

Ask a Question / Re: Is there any way to make actor jump?
« on: April 17, 2017, 08:52:57 am »
In the script you wrote (2017-04-17_161042.png), you have a positive y-value. Pushing 'sharply', like TheIndieStation suggested, will solve half of the problem. The other problem is that you're launching your character into the ground. Negative y-value is up. So push sharply toward y-dir -1, then give the character a good push.

Also, make sure you have gravity enabled in the scene and set appropriately. I'm not familiar with the run and jump movement you're using, but jumping behaviors often rely on ground detection to determine when the player can jump. If gravity isn't enabled, then collision with the ground won't work and the player won't be allowed to jump. If you write your own, then I suppose you can have jump with 0 gravity in the scene. But then you can only jump once, so that one jump better be a good one.

Ask a Question / Re: Detect when not touching tiles?
« on: April 16, 2017, 10:39:10 pm »
Try this script, but use 'tiles' instead of 'players':

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