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Messages - ceosol

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So icloud is cross-platform between android and iOS (and anything else)?

I appreciate it, but how would you do that for a million players? 
The way I usually do it is assign a random number to the player. In the example I showed, it was a nine digit number. Having nine digits already allows for 999,999,999 players. If you have played Nintendo's new Fire Emblem mobile game, you'll notice that they also used a random nine digit number (e.g. my player number is something like 555556053). Another way to do it is with a login. An example of that is for Crashlands they created a butterscotchID platform where you can log in to all of their games from any device under the same account. FYI: This is also a good way to retain a player base for any games you want to release in the future.

Each time you get a new player that has elected to start from scratch, create a random nine digit number and check the server for availability (and repeat the creation/check until it goes in). Then, each time they hit the cloud-save button, send the info to the server. When the enter a game and choose to type in their nine-digit number (or login), you pull the information back from the server.

- Sync support (iOS / Android): The ability for games to sync progress between devices. Technically I would accept any option that allows players to sync progress on either platform but obviously iCloud-based would be highly preferred on iOS. Note that I'm not talking about restoring purchases, I mean that if I play a game on my phone and then open the same game on another device, I have the same score and unlocked characters etc available.

Been getting a lot of requests for this one in particular, so *bump*

My last game did p well so I'm willing to pay good money for any of these. $100 - $250 range, more if you can make a case for it. Also ok w making them public , that's up to you as the creator if you want to keep it exclusive or sell it to more people or put it out there for everyone to use, I'll invest in it regardless.

That one is not incredibly difficult. I made in 3 days for stencyljam. If you open it, you will see room 1 has 2109xxxxx vs. 2603yyyyy. If I open the game, I will see the same. If I go on gamejolt, I will see the same. If I open it on mac, pc, whatever else, I will also see the same two players. Even if I check out my server (screenshot attached), I see the two players are in room 1.

Having values become cross platform (flash-mac-pc-ios-android) simply takes having a server and sending/retrieving the values. Just like in most games with a "cloud storage" option, you can have a button to upload - its sends the data - then open it on any other device and download the data.

Chit-Chat / Re: The road to succes with TheIndieStation
« on: March 20, 2017, 10:49:30 am »
It is really cool seeing another one of these blogs. Thank you so much for taking the time to write it :)

I whipped this up tonight. It has the different things you needed.

All you have to do is add your artwork and maybe adjust the coins/obstacles.

Chit-Chat / Re: Can anybody remember this behavior???
« on: March 17, 2017, 08:58:58 am »
Another way is setting the image of the actor to an image, like you said. And then set part of the image (e.g. x:0 y:0 w:10 h:10 and x:10 y:0 w:10 h:10, etc.) to make a whole bunch of small broken fragments of the original. At that point, you could  have those small fragment images move whenever you want them to.

It is definitely not as easy as Stencyl. Stencyl will probably remain my main source of revenue for the rest of my gamedev career :)

Here's an update on my current projects:

1. Radical Spectrum Volume 2 - Almost finished (3 or 4 bug fixes and adding sfx/music)
2. Asteroid BLAST! - Most of the game has been reformatted to 16:9 aspect ratio. We are currently starting marketing and looking into possible publishers
3. Chivee World - Taking a little break while the artist is doing some other stuff.
4 and 5. Morpho and Atypical Hero are on temporary hiatus until the summer while the designers finish up school.
6. Fat Samurai - We has many of the base mechanics finished. We need to figure out difficulty progression.
7. Tethers! - Hiatus until I can finish up some other projects.
8. Jacbil Gobbet - Close to early alpha release, just need a few more background pieces of artwork and placeable objects.
9. Cancer Charity Game - Can't tell exactly where we are on this. The designer does not really give instructions on what he wants.
10. Started playing around with Amazon Lumberyard to see what I can figure out.

iPhone / iPad / Android / Re: Golf Zero Out on iOS now!
« on: March 15, 2017, 10:43:03 am »
I'm not a fan of skill-jump pixel-perfect platformers. Yet, I had a lot of fun playing this. I think the addition of the slow motion putt putt golf was hugely innovative. Your game has some interesting mechanics.

ipad 4, whatever the newest ios version is.

I wasn't actually watching the screen when any of the static things happened. There isn't much to look at so I was doing work and just listening. When I said the screen goes black, I mean literally black, nothing at all on there and no sounds. It comes back about 30-60 seconds later.

I keep having a random occurrence where the screen goes black.

- The first time it happened, he was getting ready to leave the ship. I was able to get back in but the story skipped ahead three or four options. I later found out that he exited, went right and pushed on. The story started overlapping with two sounds going at the same time. I was able to save him from dying since there was overlapping stories and new options appeared before he was dead.

- The second time he was also about to leave the ship. I was paying more attention the second time and heard a static noise right before it went black. When I got back in, it had not skipped ahead.

- The third time was after the river, something was chasing him and he tossed what sounded like a slow bomb (it was indistinct with all of the bg noise). I heard the static noise again and it went black. That time I could not get back in because the game was frozen.


"That water is orange, what should I do?"

"Jump in"

"Ugh the water is toxic.... RIP"


So this is a Lifeline style game, but using voice instead of text. That's cool. The only issue I see is that you have to be able to hear. That means a deaf person would not be able to play it and anybody in a public place without earbuds would not be able to play it (unless they want to annoy everybody around them).

For me, the game crashes 4/5 of the time at the splash screen.

Chit-Chat / Re: What could be the next big thing in Stencyl ?
« on: March 13, 2017, 10:29:28 am »
Instead of start a new thread, why not just put it here:,50137.0.html. Or as Justin suggested in that thread, use the issue tracker.

Journals / Re: Unexplored: Project ZERO
« on: March 10, 2017, 11:45:32 am »
I'd love to see some early screenshots :)

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