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Messages - ceosol

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Chit-Chat / Re: Mechanics mini Jam starting May the 8th
« on: April 26, 2017, 01:41:05 pm »
@ceosol, out of curiosity, what do you mean by "infinite shadow clones"?

Say you move right to jump on a platform but it is too high. Rewind to before you were jumping and a clone will appear going along your previous path. You can then jump on your clone that is attempting the jump. But say this jump still isn't high enough, rewind a little bit more and a new clone pops out, jumping on the first clone. Then you have two clones that you can use. Keep rewinding and you could fill the screen with clones.

The first thing you might think is that the game framerate would drop to zero. This may be true. What I would like to prototype is passing the clone instructions to each individual having them running autonomously. This should decrease the  amount of resources required to keep track.

Chit-Chat / Re: Mechanics mini Jam starting May the 8th
« on: April 26, 2017, 12:47:14 pm »
I love prototyping. I've been thinking about ways to prototype Fallout Shelter in Stencyl. This will give me an excuse to try it out :)

Or I had another idea of creating infinite (well maybe not infinite) shadow clones in a puzzle -platformer.

I do not need much of a reason to test some wacky prototypes.

Journals / Re: HTML5 Journal : A Small World for Two
« on: April 24, 2017, 08:04:01 am »
Awesome work M.E.

To everyone reading this who thinks there should be one-shot-fits-all multiplayer integrated into Stencyl, M.E. is probably the best server developer in the Stencyl community. He can attest that multiplayer is not something where you snap your fingers and everything just appears.

Here's my entry. I didn't feel like working on it today :)$25161

@thechaosengine, Would you like a Online multiplayer Turn Based extension? Or UDP Extension with Near realtime online multiplayer network communication?

M.E. was working on a different system more recently (ADP maybe???). From what I remember, it was closer to real time than UDP. If you wanted something for a schmup type of game with very specific timing, UDP is definitely not fast enough.

Jumping around the world you just created :)

Not sure where to take this. It starts with creating a small world.

Journals / Re: Huck 'n Barrel Bee Shooter Lundum Dare 38
« on: April 22, 2017, 09:57:40 am »
No prizes. The jam lasts for 72 hours (ending Monday). You can use previous code and assets. However, if you use too many premade things, it is customary to opt out of judging on that category. Compo is meant to be by yourself with 100% done within the 48 hours.

Jams in general are meant to be top-to-bottom all made within the time period. That means all code, graphics and sound.

Journals / Re: Huck 'n Barrel Bee Shooter Lundum Dare 38
« on: April 22, 2017, 09:50:33 am »
This looks a lot like your other game. Are you joining the jam instead of the compo? Compo has to be done all from scratch.

I'm back from the convention. So what day time were you guys thinking of? What about something like Saturday at 3pm GMT?  That would be 8am for PST people and 11pm for Philippines. If someone else has a suggestion, I can do any time as long as I have prior notice.


Interesting because you seem to have a very profound understanding of Stencyl already.
I would probably use Unity for 2D though.

As far as working together goes, I'm more interested in just looking over someone else's shoulder to learn a few things. I'm worried that doing a collaboration might be very time consuming and you get stuck in a project that you can't abandon. I saw that in the Unity community there are skype groups that do “coding nights” where they just throw something together in a single session. I'd be very interested in something like that or simply watching each other, but I made a thread here recently and no one was interested.

When you previously talked about a skype group, I thought you wanted a chat when we already have discord. I'd totally be interested in a coding night. I joined a local community of game developers. The theme is supposed to be "get S@#$ done". However, I've only recently been able to get them to start moving in that direction. I keep stressing that community involvement in a project would do more good than giving a lecture series.

So I'm going to ECGC over the next few days (hopefully getting to shake hands with John Romero). When I get back, I'd love to start up something with you. It would be awesome to livestream on Youtube and Twitch - both helping us grow as a group and possibly increasing the size of the Stencyl community. My skype is hakarn1 and you have my email.

If kongregate is killing your spirits - stop uploading to kongregate.

Also, if things are slow in Stencyl, they will be even slower than Unity. At the local game jams, the teams usually have three unity developers (i.e. programming students and professional coders). They do as much work in 48 hours as I would have completed in 10 hours using Stencyl by myself.

Paid Work / Re: Search Stencyl projects completed ?
« on: April 09, 2017, 07:57:57 pm »
Squeeb has some:,50022.0.html

I make prototypes with code on

I think TheIndieStation has some stuff that he sells, too.

If you feel like contacting me, I can give you a list of prototypes I have already.

« on: April 07, 2017, 09:34:45 am »
Try in the Ask a Question forum.

I haven't seen that error before.

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