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Messages - decafpanda

Pages: 1 2 3 ... 12
1
iPhone / iPad / Android / Re: Save To Kill on mobile
« on: December 15, 2017, 03:40:19 am »
Thank you for the insight.  The biggest issue with this entire release is that I do not have any apple devices.  I am completely flying blind on my end.  I have never even visited the app store with an apple device so I do not know how games are presented.

It makes sense now.  I figured the video previews were huge but when I click on all of your games from my phone or computer I do not see those videos.  I thought that you and a bunch of other developers here did not include those preview videos so it did not register as a must have for the app description.

I need to get off my ass and get a tablet so I can at least browse the app store and take cues off of other games.  I would have easily caught the fact that I did not have a subtitle in my game  (or the importance of it) if I was browsing the store from an apple device.

All of this stuff is a great learning experience.   I think I'll update the game and try and get all of this stuff filled out.

Thanks again for your valuable insight!  Oh and  I really love big shot boxing!  I have been playing it a lot lately :)

2
iPhone / iPad / Android / Re: Save To Kill on mobile
« on: December 14, 2017, 06:05:06 pm »
Congratulations on releasing your first mobile game!!! As you already know, I have rated it and reviewed on both platforms. It plays nice and smooth. I like the controls, buttons swapping ability and especially I love the new art of the icon and start screen. Vampire now looks more menacing. Nice work altogether!

Originally I planned on using swipe Controls for the special attacks but they were too unreliable.  Once I switched to touch buttons I knew I needed to give left handed players an option. 

Did not get an Apple feature this week :(  but maybe next Thursday.  Ya never know.

Also, the game still does not seem to be able to be searched, meaning it is pretty much invisible to regular players.  Hopefully once the game is fully visible and searchable, the downloads will pick up.

Success or not I am proud of this game!  The flash version made enough money to cover these expenses so I'm not taking a loss if the game flops.  Plus I can always promote this game in my future releases.

I'm just happy to finally be done with this game.  From the Flash version and it's many updates, with deals I made that required branding for Armor and Addicting Games to completely redesigning the game for mobile I am DONE.

Tom at Newgrounds is running another front page roll to promote the mobile version.  So that needed an updated version with buttons to the mobile pages.  I also added in new medals for existing players.  So there I was at 1 in the morning  testing the medals... trying to get 25,000 pts in endless mode for like the millionth time lol.  I am DONE with this game.  I have played and tested this damn game way more than I ever thought I would.   :)

Excited to get Humanoid Space Race 2 out.  It's almost done! 

3
iPhone / iPad / Android / Re: Save To Kill on mobile
« on: December 13, 2017, 09:31:34 pm »
Ha, it's funny, we have been caught up with so many issues I never really even thought to ask if you liked the game.  Glad you enjoy it!  And thank you again for everything.

4
iPhone / iPad / Android / Save To Kill on mobile
« on: December 13, 2017, 07:08:12 pm »
With the help of Ceosol I have gotten my first mobile game published!  It was a fairly popular flash game that translated  well to mobile.   Check it out.

IOS:
https://itunes.apple.com/us/app/save-to-kill/id1313993157?ls=1&mt=8

Android:
https://play.google.com/store/apps/details?id=com.decafpanda.savetokill

5
Extensions / Re: Drawing Utils Extension [1.3.2]
« on: December 11, 2017, 12:36:38 pm »
Thanks for looking into this!

6
iPhone / iPad / Android / Re: Big Shot Boxing
« on: December 10, 2017, 06:40:19 am »
Rated and reviewed!  Nice work

7
Ask a Question / Re: iPhone Game scaling on iPad
« on: December 06, 2017, 04:29:58 am »
Sorry to jump into this thread but IS letterbox scaling accepted by Apple?  I keep getting different answers when I search the forums.

8
Extensions / Re: Drawing Utils Extension [1.3.2]
« on: December 05, 2017, 03:52:37 pm »
I am using 9180

9
Extensions / Re: Drawing Utils Extension [1.3.2]
« on: December 05, 2017, 05:43:53 am »
I think for some reason the extension is not working at all for him. Here is an example.

When I gave him the file he said all the text looked off center and it could be a result of the extension blocks.  At one point he sent the file back to me to work on.  I immediately saw one of the text events was off center (which wasn't the case before).  I looked at the code and he had put in math code with "width of text" to get it centered.  He put this into the extension's center text block (not a normal draw text block)

On his end, this made that particular text centered perfectly but on my end the text was not centered.

The only thing I can think of is that Stencyl was not reading the logic behind the extension's center text block and reading it as a normal text block.  After the math was calculated it centered the text perfectly.

On my end Stencyl WAS reading  the logic behind the extension's center text block AND his math code witch  made it look off center.

The only conclusion I can come to is that the extension is not working on his end for some reason.

10
Extensions / Re: Drawing Utils Extension [1.3.2]
« on: December 05, 2017, 02:17:50 am »
I am having an issue with this extension.  I downloaded it and it works great!  I use the center text block a lot.  The problem I am having is that I am having another person handle publishing for me and none of the text is centered anymore with the center text block on his end.

He has the extension downloaded and enabled.  Any ideas on why none of the text would be centered on his end?  This is obviously a big problem because the game will be published from his end and all of the text looks way off.

11
Journals / Re: SkateRide - Isometric Skateboarding Sim (demo coming soon)
« on: December 02, 2017, 04:44:53 am »
Very nice!  I was really into skating until I got a bit too banged up.   I still watch vids from time to time.  Toy Machine for life!

The whole video I was like "hit that rail!"  I wanted to see how you handled grinding in the game.  Then you ripped it up at the end and finished with a BS tail.  Sweet!  The power slides look really good too.

I definitely want to play this demo.

12
Windows / Mac / Flash / HTML5 / Re: Poppytail 2
« on: December 02, 2017, 04:27:53 am »
If you're looking for some feedback, why not make a flash version and upload it to newgrounds or Kong?  You will get your game out to way more people.

Even games that do poorly on Newgrounds usually get around 500-1000 plays, with a few reviews too.

13
Journals / Re: When I was a Kid - Journal
« on: November 24, 2017, 08:08:09 am »
You can download Ez Vid for free and upload videos to youtube.   That's how I started getting some footage of my games going.

Since then I have bought the Fraps program and use that. 

14
Journals / Re: When I was a Kid - Journal
« on: November 22, 2017, 05:44:53 pm »
This looks very nice!  I would love to see some in game footage or a gif

15
Ask a Question / Re: Sound Issues with mobile
« on: November 12, 2017, 05:56:31 am »
Thanks for the info.  I THINK I found the problem.  My game is a top down shooter and I was running sound with the hero's bullets on creation and when they collided with the enemy.  As the game goes on you can really pump up the attack speed and the number of bullets the hero shoots.

I think it caused some kind of memory leak on the audio (if that is possible).  The amount of sounds running on each of those channels may have caused an overload.

Unfortunately to figure this out I spent a huge amount of time and effort deleting all the sounds and their code in my game.  I then re-imported all the sounds and coded everything from scratch.

UGH  lol what a nightmare...  For now all the sound is working but it kind of stinks not having sounds for the hero's bullets.  In the end it is not too bad because there is a lot more sounds to bring the game to life

When I have a the game almost wrapped up and can confirm the problem is resolved I might try and work in a sound BOOL that plays the sounds but at a slower rate.   This might end up being worse than no sound because it will seem like an audio delay.  So we shall see.


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