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Messages - trl0731

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Ask a Question / Re: IOS and Android Development 2016
« on: December 29, 2016, 02:16:10 pm »
As far as I know, it cannot be done. The process requires saving multiple keys locally onto the mac computer, so I'm quite unsure if it could be possible at all. I have not heard of anyone succeeding either.

Ask a Question / Re: Collision conditions
« on: December 28, 2016, 09:29:43 pm »
As long as they are NOT set to cannot move, then it's fine. It could be a few issues instead that I'm unaware of.

Ask a Question / Re: Collision conditions
« on: December 28, 2016, 06:59:08 pm »
Okay, this could be the problem. If either actor is set to "cannot move" in their pyshics properties then they have problems detecting collision.

Ask a Question / Re: Collision conditions
« on: December 27, 2016, 10:11:37 am »
Things look fine from what I see, I may suggest making sure that the bus' and kid's actor groups are set up to collide with each other (under the properties tab).  This can be checked under Settings>groups.

P.s. Try not to rely on Game Attributes too much for trivial things. I may suggest using some techniques from here instead;

Also, maybe add a random noise to play when honking and when not, making it easier to debug when the honk is happening. .3 seconds is an extremely short time

Ask a Question / Re: Displaying the Game version to the user
« on: December 27, 2016, 10:00:03 am »
Well, since app versions do not change so often I don't believe there's an official or correct way to do this. All I could suggest is to create a text game attribute named "Current Version" and manually change the version in Stencyl before updating. Then just use a drawing block wherever necessary.

This is the best way I can think of, I hope it helps!

Ask a Question / Re: Best way to learn how build this "code"
« on: December 22, 2016, 08:13:45 pm »
Well first off, welcome to Stencyl!
Thank you! And I hope this isn't a stupid post...
Well I hope this isn't a stupid answer, and it may not be the answer you want. But it just takes time to understand, if you are constantly making things in Stencyl, you'll start to become familiar with everything it has to offer. I started messing with Stencyl over two years ago, but I'm finally learning some of the things that could be considered "the basics." Yes, it's super easy to look at some code of premade behaviors and say "duh, of course that's how it works." Then when you get to making something yourself, all the code blocks seem overwhelming. So no, your question wasn't stupid.

One tip I have that you may find helpful is to go through everything in the Stencylpedia. Don't just look for what you need to know, but look at everything before you start your projects. There is almost always an easier way to do things. For example, I could have saved dozens of hours learning lists for my first game, but instead, I made an unlock attribute for every character. I didn't see this as a problem as I only had 8 characters, and the game compiled just fine. But the coding was cumbersome, but I thought that was expected when putting together a game. I had no idea the Stencylpedia had golden information to my problems. So again, you can work more efficiently when you know there's an answer out there, even if you can't remember exactly what the answer is.

And if you've read the Stencylpedia, and run into a problem, the forums are always hear to help!

Ask a Question / Re: Publishing to Steam?
« on: December 22, 2016, 10:52:50 am »
Thank you all for replying! @Rob1221, do you mind sharing where we could find your Steam games on the store? What type of promotion did you do to help get your games through Greenlight?

Ask a Question / Publishing to Steam?
« on: December 21, 2016, 12:09:26 pm »
Hi Guys! I know a few of you have experience publishing to Steam. I, as I assume many others as well, am quite interested in the prospect of getting a quality game on steam. Would someone with experience care to share how the process was for them? How difficult is it to get there from Stencyl? Was it worth it? Would you do it again or recommend it to others?

P.s. If anyone else has questions or comments, or has also been curious about it, feel free to post below as well!

Thanks in advance,

Windows / Mac / Flash / HTML5 / Re: New Game Demo
« on: December 20, 2016, 11:32:47 am »
I gave it a go, and I liked it overall! Here's my rundown;

- Fun!
- There were a lot of upgrades to get
- The game challenges me well enough in a good way
- Graphics are fun (I like how the the bumpers change colors when hit)

- Upgrades needed to be manually selected after purchased
- I'm not exactly sure how upgrades work, what currency I am using
- In the main menu, it doesn't seem to track the gold stars I got from Level 3
- I didn't really understand how everything worked, I know there were the hints & tips and I know this is an early demo, but I think it needs to show me how everything works more, rather than telling me

Again, I think it's on track to be a fun, great experience!

Stencyl Jam 17 / Re: Endless Mountain
« on: December 19, 2016, 02:33:40 pm »
Wow! The presentation of the game is awesome, everything from the opening of the mountain slowly scrolling to the ambient noises. This is easily the best COLD Jam game I have played so far.
I really just wish that I could just explore the slopes,  without the gates having  to be passed through, I wish I could just fly down the hill avoiding trees, it seems it could still be challenging enough to be a game or even just make it a practice mode. Anyway, Great work! I love the graphics!

Hey Guys! I was recently inspired by Ceosol to be a little more transparent and help everyone out there by supplying them with all the information they can get. That being said, here is the numbers for my game, Pocket Change!, in its first two weeks on mobile platforms.

iOS Downloads:
First Day: 37 Downloads
2nd Day: 10 Downloads
3rd Day: 10 Downloads
4th Day: 18 Downloads
5th Day: 16 Downloads
Next two weeks: 26 Downloads

Total Downloads on iOS after two weeks: 117

Android Downloads:
First Day: 2 Downloads
2nd Day: 1 Download
3rd Day: 0 Downloads
4th Day: 0 Downloads
5th Day: 1 Download
Next two weeks: 40 Downloads

Total Downloads on iOS after two weeks: 45

Admob Revenue:
First Day: $0.36
2nd Day: $0.00
3rd Day: $3.45
4th Day: $1.16
5th Day: $0.96
Next two weeks: $20.81

My Ad Revenue was much less consistent, so I'm attaching a screenshot of my AdMob graph below to give everyone a better idea. My most successful day yielded around $9.00, but it was followed by days that made almost nothing.

Again, I am giving you the information. Interpret however you would like! If you have any other questions, I would be happy to answer anything down below!

Just gave it a go! Wow! I think it was a great first game!
After about 5-10 minutes; here's my input.

- Tutorial Explains things well
- Game is challenging (Sometimes in a good way)
- There are a lot of options to play, I like the double tap for quick play and single tap
- The vibration adds to giving feedback to the player to know they screwed up, this is great
- Graphics are definitely a plus! (Assuming the background is a pre-made asset, it kind of clashes with the helicopter. But I like the helicopter and the colorful block scheme!)
- Different colored stars with different bonuses

- Game is challenging (Sometimes in a not so good way, it doesn't feel like it gives me time to develop my skills. Maybe have the helicopter start at a slower speed until they reach the first checkpoint, and then increment the speed each checkpoint)
- Tutorial Explains things well (but is very text heavy, I would suggest trying to show the player how to play, instead of just telling them)
- A recommendation I have is to give more visual feedback to the player. Especially when they hit a wall. You may have ran into a problem with the programming, but if the helicopter hits the wall, it should bounce back instead of flying through, maybe even slow down for a bit. Most games do this so the player can gather themselves after screwing up. You do grant invincibility but I think actually seeing the Copter interact with the walls makes the game feel more alive.
- Video Ads were showing up while I was in the middle of a round. (I think it took them too long to load)

Again, I think this is a great first game! Real good work! I will rate it on the App Store for you!  :)

Paid Work / Looking for pixel artist/animator for 2D Fighting Game
« on: December 17, 2016, 01:12:06 am »
Hi! My name is Thomas! I hope the title says enough, but here's more info on the game:

- The game will be a 2D fighting game with a lot of animation work.
- There will be RPG elements with training mini games (adding more animation)
- The style will be reminiscent of Mike Tyson's Punch-Out! with it being 2D but conveying 3D with sprite sizes and layering.
- We are still designing many of our fighters, but there will be about 15 opponents and the main character.

Compensation will be paid throughout the project, and we may possibly add some revenue share as well. We can negotiate rates of course.

If you are still interested, please contact me at my email below!

Chit-Chat / Re: What Have You Been Playing Lately?
« on: December 17, 2016, 01:03:32 am »
Just started Darkest Dungeon since it is on sale on PSN. It's so great! Would recommend to anyone who likes RPG's

Ask a Question / Re: Text Displayed in Currency Format
« on: December 15, 2016, 03:23:37 pm »
Thanks a million Liberado! I got way to complex with my solution that didn't even work! Again, thanks!

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