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Messages - Dreames

Pages: 1
1
Suggestion Archives / Re: "Game Behavior"
« on: March 31, 2015, 09:59:24 am »
So Bringing the subject of Game Behavior back up...

In our game we needed a clock to persist across the entire game.

I created a Scene behavior and attached it to every single scene.

Is there a way to do this without having to attach a behavior to all the scenes? Such as an "Add to all, now and forevermore."

2
Ask a Question / Re: Keep timer running?
« on: March 31, 2015, 09:56:42 am »
I Had this same problem.
We have a timer that we need to persist throughout the entire game.

I created a Time Scene Behavior.
We have 6 clocks, so I created a Game Attribute List
Every 1 second, it loops through and adds 1 to each row in the list.

We then added this behavior to every single  scene.

3
Ask a Question / Re: Keep actors from respawning after leaving screen?
« on: March 31, 2015, 09:51:39 am »
When you click the inventory, is it a new scene?
What action are you doing to enter and exit the inventory?

You may have the actors being created in a "Created" event.
An option would be to have Game Attribute booleans for "Found/not found"
and have if statements.


Code: [Select]
If Found = False
Create object.

Code: [Select]
When "Killed"
Found = True

I'm not a big fan of lots of Game Attributes, but if they need to persist across multiple behaviors/scenes then it may become necessary.
If you have a lot of scenes with a lot of actors; Consider creating a Map or List and reference that.

4
Ask a Question / Re: Actor Reflection?
« on: March 30, 2015, 04:35:33 pm »
@Liberado
I literally just stared at those frogs jumping for maybe 5 minutes... Hypnotoad?

5
Ask a Question / Re: How could I do this?
« on: March 30, 2015, 04:27:47 pm »
I would recommend using a basic If statement.
This would look like creating  2 attributes (Number) (Possibly Game Attributes) for
_MaxLives
_CurrentLives

For your particular situation it would be
When created:
Code: [Select]
_MaxLives = 3
_CurrentLives = _MaxLives

When Updating
Code: [Select]
if _CurrentLives > 0
{
 Decrement _CurrentLives  by 1
 Reload Screen
}
If _CurrentLives = 0
{
 _Current Lives = _MaxLives
 reload game
}

Reload game could look like setting the scene to whatever the first scene is.

6
Game Art / Re: IGB Phase #2 - Creating your own Graphics
« on: March 30, 2015, 04:13:55 pm »
What size are most of the images and animations?

As in, if I were to implement several graphics into a top-down rpg, am I looking to break 20mb?

7
Game Art / Re: New site with music and soundscapes for games
« on: March 30, 2015, 03:03:00 pm »
Spectacular work!!

I'm sure I can find place for some of these and offer some pretty donations for the great work :)

8
Game Art / Re: Looking for 2D artist
« on: March 30, 2015, 09:58:01 am »
Link to super ALPHA version of game:
http://www.kongregate.com/games/Oninou/idle-life-rpg

Also some samples of what we currently have.

We had help with some of the original scenes.

Most of our menus and dialog boxes are all generic, single color filled, shapes from stencyl. They have no images of their own. So design work for an interface and a HUD would be extremely helpful as well :)

We need to redo a LOT of the monsters as they are currently copies from Final Fantasy.



9
Game Art / Looking for 2D artist
« on: March 27, 2015, 03:53:17 pm »
2D
Animations
32Bit
Medieval
Fantasy
Sci-Fi


Background:
Currently myself and one other are in the progress of creating an RPG/Business/Idle hybrid.
I have several years of programming experience.
The guy I have teamed up with has very little to no experience programming, but the game was based around his idea, and he is a hard worker.

The area we are lacking in the most is graphic design work.
What we have graphically is close to complete and utter garbage. It functions though.

The general theme is fairly top-down / fantasy / medieval (with a few sci-fi twists). It takes a lot of concepts from older final fantasy games, but with more of a Zelda/Link feel and animations. It also has scenes similar to what would be found in "Adventure Capitalist" but we are trying to design that to look more like our theme.

Let me know what you think.

One of the other reasons I really want a talented designer who is enthusiastic, is how the end game will be developed.
If this game becomes popular enough that we implement additional ways to generate income to fund game development..
I'm not a fan of "Pay to Win" shops, but instead something similar to what is found in League of Legends. You pay for awesome visuals that enhance the game play.
------

Our goal:
We are both extremely excited about our game and that is what drives us. Money is great,  and we already know we will profit regardless; The initial beta version is already generating income.
The money is not our driving factor.
If this does bring in above a certain line, we do want to move towards more of a game making business and not just on our free time.
We aren't quitting our day jobs to make this game.

Clarify: If you stick with us until release, you will own a portion of the game and receive royalties. Exact specifics can be discussed if you are interested in joining us.

----
What we REALLY want:
- Someone who has talent for 2D art, and 2D animations(primarily weapon attacks)
- Someone who's primary motivation is excitement about the game.
- In the very unlikely event that game is a bust, is willing to accept that we have an awesome game for us to play and boast to our friends about. (but if you hear the full plan, this is doubtful; We are hitting into a lot of unreached game niches)
-BONUS you can do sound as well.
---
Limitations:
20MB
What this means is art that is probably not going to be above 32bit. We want as much prettiness and animations, while remaining optimized. I am currently minimizing code size as much as possible.
- we are at under 6mb so far.

-we are also limited to only 1 graphic designer.

---

If you are interested:
Post to the forum
or
Send me a message

Seeing some examples of your work would be great.
I can give you more spoilers about the game. Right, now I don't want to share TOO much publicly as it has several original ideas.

10
Fixed Bugs (3.x) / Re: Upgrading game to 3.3
« on: March 21, 2015, 06:22:03 pm »
I just tried deleting all of my stencyl folders including in the APPDATA, still getting the errors.

11
Fixed Bugs (3.x) / Upgrading game to 3.3
« on: March 21, 2015, 06:15:22 pm »
When I open the game,  I get a prompt to upgrade to 3.3
Then I get an error and the "saving..." dialog remains on the screen.

12
Suggestion Archives / Re: "Game Behavior"
« on: March 20, 2015, 08:53:37 pm »
The third option almost works.

Except most of the math functions create "asNumber" which causes the code to fail.

13
Suggestion Archives / Re: "Game Behavior"
« on: March 20, 2015, 02:50:55 pm »
If I use a custom code inside of an Event to create an attribute, will that attribute be displayed under the attributes in the design mode?
( I would try this, but I don't have access to stencyl right now.)

If yes,
Since the attribute was created inside of the event, it would then be technically localized and accessible right?

if not,
 I create an Event variable, do I need to use code to access it?

Basically,
I would rather do really complicated math using variables that are only going to be used to do the math, then disposed.

14
Suggestion Archives / Re: "Game Behavior"
« on: March 20, 2015, 02:10:17 pm »
So I tried that actually. It was the first thing I noticed.

But when trying to call that global custom block from another behavior I kept getting errors.

GlobalBehavior : has global custom block

Actor Behavior:  calls global custom block:
Unable to access attributes of GlobalBehavior

I can post the exact errors if you need me to, but it will be a few hours.

EDIT:
Ohhh... I think I just realized the problem.

I need the attributes localized to the global block, not to the behavior.

15
Suggestion Archives / "Game Behavior"
« on: March 20, 2015, 01:55:03 pm »
I'm having trouble creating a common class with functionality that can be shared between the other behaviors.

For instance I have a need for numbers to be displayed using a certain format.
I have a custom block that I pass the number into, the event does a lot of custom work and math then returns a string withe the formatted number result.

I want to be able to use this anywhere in the entire game, whether a scene behavior is calling it or an actor behavior. I don't want to have to create a scene behavior or actor behavior and attach it everywhere to call this functionality.

Therefore "Game behaviors".
It can hold common events that would be called from different actor and scene behaviors as necessary. It would also not be necessary to attach it to anything within a scene for it to be used.

I believe code wise it would look something like:
The Game behavior could be called GameCommon
Code: [Select]
[assembly: AssemblyTitle("GameCommon")]
which would create a GameCommon.dll
Then events under it would be coded:
Code: [Select]
namespace GameCommon.GameEvents
{
     public class EventName
     {
     }

//or for my instance

     public class Numbers{
        public static string displayNumber( int inputNumber){
        inputNumber++;
        return inputNumber.toString();
     }
}

I would then have
using GameCommon.;
at the top of every behavior created.
I could then have my number I want displayed and have

Code: [Select]
Using GameCommon;
...other code and behavior creation...
String displayText = GameEvents.Numbers.displayNumber( 10 );
Text.Draw(displayText);
and it would draw "11" as a string.

I could draw up with the blocks would look like.
I believe the GameBehavior should have its own color code. Technically it is a behavior, however unique, so maybe a different shade of red.

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