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Messages - thechaosengine

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1
Mechanics Mini Jam - Ends May 15th / Re: HOOPSMACHINE
« on: May 19, 2017, 12:25:55 am »
Didn't really finish this, ended up focusing on making a mobile release out of it instead :o

@thechaosengine this looks fun!! just tried the flash version. how do i do the joints ?? curious :D

What do you mean? How do you make them? It's just Revolute joints attached to the floor and the arms.

2
Mechanics Mini Jam - Ends May 15th / Re: HOOPSMACHINE
« on: May 11, 2017, 06:31:24 am »
Thanks :)



MULTIBAAAALL

3
Mechanics Mini Jam - Ends May 15th / Re: HOOPSMACHINE
« on: May 10, 2017, 04:43:43 pm »
Update: Still GOTY


4
Mechanics Mini Jam - Ends May 15th / Re: Unicycle Totem Toss
« on: May 10, 2017, 09:28:05 am »
I love this so much

5
Mechanics Mini Jam - Ends May 15th / Re: HOOPSMACHINE
« on: May 10, 2017, 05:59:11 am »
GOTY


6
Mechanics Mini Jam - Ends May 15th / HOOPSMACHINE
« on: May 10, 2017, 05:18:34 am »
Hello I am making HOOPSMACHINE in which you break blocks while trying to get a ball into a basket by controlling the mighty arm of the HOOPSMACHINE. When a basket hits the floor it's game over.



there's a WIP demo HERE, check it out.

So far I've got the core loop, which essentially means you can score points and lose. Next I plan to add blocks to the tower that change the gameplay, power-ups like multi-balls and things like that, to see how weird I can make this thing.

I've been doing my best to tweet as much of my progress as possible, because I think this jam is a really cool way to get people into Stencyl. I'm @folmerkelly come hang out :)



 

7
I'm making a basketball machine!



P much trying to live tweet the whole process as a micro-devlog

8
Nope, Stencyl does not offer that functionality and I'm very salty about it.

9
Ask a Question / Re: how to detect google play connected?
« on: May 08, 2017, 02:33:12 am »
I'm not sure but I think that if you're putting it under "when created", saying "if not connected" makes the code want to check the connection but since the action is required immediately. I usually put Game Center and Google Play connections in a loading screen before the main menu.

Otherwise you could add a boolean game attribute to the setup and call it Connected or something.

>When created
"If [Connected] = false,  init Google Play"

When updating >
"If connection is established, set [Connected] to true
otherwise set [Connected] to false"

10
Shared Resources / Re: Shared Mechanics
« on: May 04, 2017, 02:22:02 am »
Pretty neat TCE. I definitely think cross promotion is a good idea once you have some popular games.

I agree!! thats awesome.. all my links are hard coded in, i have to go back and update them. ill be trying this out for sure!! thank you

Yup, that's the thing. Having to update older games just to add a new link sucks, this system takes care of that :)

11
Shared Resources / Re: Shared Mechanics
« on: May 03, 2017, 05:49:48 am »
Whoa, this thread is awesome! To contribute, I spent some time turning my mobile cross promotion setup into its own behaviour.



Basically it pulls an image and some other data from a server you set up and uses it in your game. The idea behind this is that when you release a new game, you can "advertise" it in your earlier releases.

What you'll need:
- the behaviour attached to the scene you want to show the image on
- webspace
- As many images as you need, 584x584 pixels in size.
- a .txt file that contains the link to the image followed by the link you want the image to have (when a player then clicks on the image it will open, for example, the app store page for that game). Each image and its link should be on one line, separated by a "," like this:



You can also add one more thing after the link, a number that will be used as the frequency of which ads are shown. This allows you to change a game without updating and resubmitting it to the app store, like if you get too many complaints from players about too many ads being shown.

 
You upload the images and the .txt to your webspace, and then point the behaviour to the url where the .txt is stored, and you're all set!   


12
I think you would benefit from watching this talk by JW from Vlambeer about game feel . You're on the right track but still have some ways to go, comparing what you've got to what JW talks about is a good way to keep things moving :)

13
With iOS Game Center you can  savegame to iCloud as you said

https://developer.apple.com/library/content/documentation/NetworkingInternet/Conceptual/GameKit_Guide/SavedGames/SavedGames.html

I suggested Firebase because the cloud Feature is cross-platform.

Personally I wouldn't advise any mobile dev to invest in cross platform syncing unless they have a gigantic, Crossy Road-sized active userbase.

iCloud savegame via Game Center would be absolutely ideal though! If anyone could turn the code in that Apple developer doc into blocks to be used in Stencyl it'd be amazing. I'd even suggest making it a part of Stencyl itself, much like the Game Center and IAP blocks are now. Same with the Android equivalent. Not only would players appreciate the feature, the platforms themselves would be taking note which helps a ton with getting noticed and featured.

14
I think you'd need to look into Google Play's "Saved Games" service specifically, I found some info here: https://developers.google.com/games/services/common/concepts/savedgames

There's a good chance that using outside services to store people's information isn't allowed (I know Apple doesn't like it anyway, which is why we'd need iCloud specifically)

15
iPhone / iPad / Android / Re: Yo! Let's UP
« on: April 24, 2017, 07:23:47 am »
Sorry, but is there even this applestorepromotions email? What would this email be? applestorepromotions@apple.com?
[/quote]

Just googled it and apparently it's appstorepromotion@apple.com.

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