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Messages - ceosol

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Ask a Question / Re: Game starts at 60 FPS then declines
« on: August 18, 2017, 03:19:33 pm »
I would take control away from the actor and make them minimal. Control for tons of little guys like this should in the scene. Using push and box2D physics ramps up the cost of an actor a ton.

Windows / Mac / Flash / HTML5 / Re: problem
« on: August 16, 2017, 06:54:25 pm »
Try Ask a Question of the Help forums.

Chit-Chat / Re: How creative have you ever gotten for/about a game?
« on: August 08, 2017, 10:04:54 pm »
I have written a lot of D&D storylines. I cannot recall ever writing fan fictions, etc., about a video game.

1.) Why is Stencyl the game engine of your choice?
I do not understand anything about coding. As far as I can tell, coding is copying and pasting someone else's code. The coding blocks in Stencyl allow me to create all of the same functions that a coder could without needing to search everywhere for copy/paste syntax (minus obvious exceptions like advertising extensions, etc.).

2.) Have you ever tried another engine, and why don't you use it anymore?
Unity - the entire interface is ugly and whenever anybody talks about using Unity they always have to mention that it took them 3-4 weeks of tutorials to even get an object to move around on screen. Even after that point, 99% of Unity users rely on purchasing code in the asset store or copy/pasting code from other programmers.
Unreal - I just haven't had the time to dig deeper, but I have not had many problems using blueprints.
Amazon - The assets management is not very good. You have to go through menu after menu after menu to even place an object into a level/scene.

3.) Do you have serious plans in chasing a gamedev career, or is this just a hobby?
I have been full time for almost 3 years.

4.) What are your biggest fears/challenges as a game developer?
That I will fail. Contract work has allowed me to continue working as a game dev all of this time. Am I good enough to do something on my own? Will I need to continue being a contractor forever?

5.) How long do you prefer each tutorial to be?
I do not know since I do not watch many tutorials. 10-30 minutes for most topics would be sufficient. Anything larger than that is no longer a tutorial (in my opinion). If you are making a larger game as a tutorial, break it up into big chunks of mechanics - all in the 10-30 minute area.

6.) How often would you like to see a new video being uploaded?
No comment.

7.) What are you missing in my tutorials?
I do not know your catalog. What I would like to see is an "extensions for dummies" tutorial. Even the so called easier guides for extensions are light years beyond my understanding. I would need to be spoken to like I am 4 years old and have never seen a computer before :)

8.) Would you like to have more detailed explanations of complex functions?
Only extensions. Everything else I enjoy playing around to find answers more than watching someone else do something for me. I learn zero from reading and minimal from listening/watching people.

9.) If I would also create paid tutorials series, would you be interested in buying them, and why?
Possibly, just to help boost your sales. Being honest, I most likely would not watch all or most of them even if I paid.

10.) Would you like to actively help and spread TiS content if there was a reward system in place?
I have been re/tweeting indiedev content for the past few weeks. I don't need any rewards, just let me know what you want me to tweet about.

Ask a Question / Re: Is simple, low-level path finding possible?
« on: July 13, 2017, 09:26:18 pm »
I usually create waypoints and have the actors continue to move towards a waypoint before switching to another waypoint.

Chit-Chat / Re: Horror post
« on: July 12, 2017, 01:50:30 pm »
I am a huge fan of creating prototypes. I best suggestion would be to create a list of game mechanics that you would like to play with. Don't take the time to develop them into full games (right now anyway). After having some fun making prototypes, you can then decide which mechanics you want to explore further.

Glad to see you are back. You are always welcome to discuss your feeling on your brother or anything else. You can private message me if you want a conversation to be more discreet.

The math is pretty easy regardless of an extension.

sqrt ( ( x1 - x2 )^2 + ( y1 - y2 )^2 )

Basically find the hypotenuse of a triangle.

Ask a Question / Re: How to do an actor that not exits a region?
« on: July 03, 2017, 01:53:04 pm »
It seems a bit complicated
If you want simple solutions, do not create complicated problems - such as polygon regions.

Ask a Question / Re: Weird Colision problems with a simple script
« on: July 03, 2017, 01:51:38 pm »
I usually do things with a boolean attribute.

    When Self hits a sonic:
     if boolean = false
     set boolean to true
     do after 1 second
     for each actor of type sonic
       kill actor of type

Ask a Question / Re: How to do an actor that not exits a region?
« on: July 03, 2017, 12:44:00 pm »
You know the points of the polygon. Say three of the points are:
100, 200
200, 100
200, 300

That might be the left hand corner of the polygon. From these points, you can make two slopes:

if x of actor + 100 > y of actor AND 300 - x of actor < y of actor (you know that the x of the actor is within the left corner of the polygon)

Ask a Question / Re: How to do an actor that not exits a region?
« on: July 03, 2017, 10:37:20 am »
The only way I can think of for a polygon of space is writing the slope equations.

Chit-Chat / Re: [Giveaway] TheIndieStation mailing list
« on: July 02, 2017, 07:22:02 pm »
subscribed :)

Chit-Chat / Re: Stencyl MUD (Live)
« on: June 30, 2017, 01:13:29 am »
Alright! That worked. You can now see who is currently online on the bottom right. Of course, there probably won't be many people on until the game is further along. I'll try to stay on for a while tomorrow if anybody feels like popping in to test it.

Ask a Question / Re: I'm crying please help
« on: June 29, 2017, 10:55:14 pm »
Listener for a null actor means that you have a reference to an actor that does not exist in the game. For instance:

If x of player actor > 10....

If the "player actor" has not spawned or not placed in the scene, the game will crash because of a null actor.

Here is one of the very early prototypes of Jacbil Gobbet:
Use arrow keys to move and Enter to dig.

Jacbil is made with the image API. All "physics" are image API based. The squares at the bottom of the actor represent the locations of "get pixel x,y in image" that determine whether a pixel is colored or blank. Pressing enter uses the mask Stencyl block in the image API to dig. Since masking eliminates pixels from an image, the actor then falls as if a hole was made in the ground.

About me: I have Ph.D. in environmental microbiology and genetics. I was a microbiology professor before becoming a game developer 3 years ago. I spent a few years looking into game development and Stencyl before deciding to switch. Even though I thought I knew what I was getting into, I knew nothing. I had zero education or experience in game development before. Even now, I keep realizing that there is so much more to learn and so many new techniques to figure out.

Best practices: come up with simple projects that you can get done in less than a month. If you spend longer than one month, you will probably never finish. Once you have a bunch of small games under your belt, you will have the confidence and experience to begin thinking about larger projects.

Valuable tutorials/guides: I have no idea. I have not used tutorials. My guide has been playing around. I use the "draw" blocks constantly. When I first start on a new prototype, the entire screen is filled with drawn text. I draw x-values, speeds, calculations, booleans, lists, and anything else I might need. I keep playing around with block configurations until something works. I learn best by doing. I am not book smart. I get nothing out of sitting through a lecture or watching a tutorial. I play until something clicks and then I can remember the method I used for figuring it out the next time I try it. Normally, playing also allows me to discover out better ways of accomplishing something that I tried to figure out before.

Good materials: I make my own stuff or hire out work to designers/artists/musicians. I would recommend against using assets from open sources because you never know if they are stolen. I also only recommend using someone else's code if you need a reference point for learning a new mechanic. I still think people should play around with creating their own style of coding rather than copy/pasting someone else's code. If you want to hire someone to code something for you, that is fine. But most people's errors they seem to have in games (just check out the Ask a Question forum) come from using other people's code.

Work after Stencyl: I have been a full time game developer for almost 3 years. Quite a few people are making a living on Stencyl (check out Colin Lane as a great example). There are no rules saying that there needs to be an "after" Stencyl. That being said, you can learn computer logic and even haxe coding (you can use view code commands) with Stencyl. Learning computer logic alone would be most applicable to other visual engines - such as UE node-based blueprints. Learning the haxe coding behind the Stencyl blocks would be applicable for understanding any object oriented computer language. You would just need to learn the new syntax.

Best of luck to all of you!

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