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Messages - decafpanda

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1
iPhone / iPad / Android / Re: Paper Pirates vs Vikings Brawl Released
« on: October 14, 2017, 06:44:30 pm »
I never had the boss fight trigger when the chest reaches the far right.  The game just ends for me.  Maybe I did not have any gems?

Anyway here are some things that I think could improve the game that could be implemented fairly easily.

-Pause the game when using keys.  This is an easy one that will really increase the enjoyment IMO.  Sure, there might be some strategy in using a key while enemies are coming but I feel like the game would be more enjoyable if I could upgrade my pirate without being rushed.

-The round should only end if the timer runs out or if the chest reaches the Captain's Quarters.  Unless there is a bug, I have gotten  many game overs while I had gems, the chest was in play, and I had time.  Is that what you meant by getting "knocked out"?  Game over if you get hit with no gems?  I really think things would be more fun if you limit the ways a game over occurs.

-Auto collect on everything.  I would completely eliminate the animation of him bending down and picking things up and also putting the bag in the chest.  This would speed up game-play and actually simplify your hero's code.  A lot of times while defending the chest, my hero keeps placing the bag in the chest while I am trying to fight.  Just make everything auto collect and make it so your bag auto deposits the gems when you get close to the chest.

-Time power ups should not be based on RNG.  There have been a few rounds where no time power ups spawned for me and the round ended really fast.  This could be and easy death event the spawned a time power up every 5 kills or something.

- No duplicate buffs when a key is used.  I like the idea of RNG behind using a key but there should be some checks in place so you do not see duplicate buff to choose. (like 2 movement speed buffs)

-Kill All-  This is a big one that will make the game way better IMO.  having a kill all button somewhere (or maybe swipe?) that used up 5 keys that cleared all the enemies would be awesome and really prolong the rounds.  Plus people would burn through keys faster and would promote the reward video ($$$)  This would be easy to code but you would have to do some kind of art to sell the explosion. (Maybe a rain of cannon balls with some nice screen shake?)

-Buff movement speed upgrades

-Nerf the hell out of the knockdown.  Sometimes you get knocked down and can't get back up.  This would be a perfect time to use a kill all!  Nerfing the knockdown would make the game more enjoyable.  Also putting a timer check on the knockdown sound effect would be great too.  Sometimes it loops over and over fast and sounds almost like a glitch.

-This one would be pain to do but I really would love to have a sword with more reach!  The simple punch animation has very low reach, I think a sword would make the game more fun and appropriate for a pirate.  Probably a big pain in the ass to add one though.  It would take time to implement but would be worth it.

That's all I got!  Gonna go play some more and see if I can get to this boss fight :)

2
Windows / Mac / Flash / HTML5 / Re: Super Gem Shooter
« on: October 14, 2017, 11:53:40 am »
Hey thanks .  That means a lot coming from you.  Look forward to your Zuma Deluxe!!

3
iPhone / iPad / Android / Re: Paper Pirates vs Vikings Brawl Released
« on: October 14, 2017, 10:43:12 am »
Trying to get into this but I die for no reason a lot.

I have gems and there is still time on the clock.  I don't know why I get a game over.

Very nice art but I don't understand the reason why I get a game over most of the time.

4
Windows / Mac / Flash / HTML5 / Re: Super Gem Shooter
« on: October 14, 2017, 06:00:54 am »
Finally got a chance to check out some of your stuff on your profile.  Very Nice!  All of your games just feel so cleanly coded.  I really like that frog jumping game.  That could definitely be a very nice mobile game

5
Ask a Question / Re: best way to center a drawling event (text)
« on: October 13, 2017, 03:52:46 pm »
Oh god this extension is so awesome.  Thanks!!

I really need to take a break after my current game and really research all the great extensions that are available.

7
Windows / Mac / Flash / HTML5 / Re: Super Gem Shooter
« on: October 13, 2017, 09:24:47 am »
Cool!  I definitely need to check your games out sometime.   Do you have anything published on the Web or mobile?  You help out so much here but I don't recall you talking much about your own games.
I have been selling games to many clients who ask me for custom prototypes. I have not published any game yet, but I would like to do it. Since it seems that Google Play is not the more recommended site to publish a game, I am thinking about publishing some games on Steam and the Apple Store.

Also, I would like to sell Flash games to the main sponsors, but they told me now they want HTML5 games.
Therefore, I am glad of this news:
Don't worry, guys. The HTML5 export will be rock solid far in advance of the official end of life of Flash. The majority of the issues should be fixed with the release of 3.5.

Yes I can't wait for HTML 5 as well.  You ever think of trying flash games on the portals?   There can be a little money in it.

For example, my last game won some contest money on Kong, plus earned a couple hundred bucks for ad rev share.  Since the game did well on Kong and Newgrounds I was able to easily land deals with Armor Games and Addicting Games.

I won't go into exact numbers but I profited over $1,500  for that flash game and made some good contacts in the industry. 

HTML 5 is obviously much more preferred over flash at this point but they definitely will buy non exclusive licenses to flash games if they know the game will get views.

Honestly thinking about sponsorships.  I feel like in some cases it might be more profitable to go unsponsored so you won't be restricted to certain sites. (Depending on the $$$ of course)

Take my last example.  If I had gotten sponsored by Armor for, let's say, $1,250.  That would have been great but I would have ended up not being able to put my game on Addicting Games because they require their branding on all the games on their site.  The Armor Sponsorship would have prevented me from doing that and thus I would have lost the opportunity to land that deal.

I am getting close to finishing my latest game and I might end up going unsponsored (pending $$$) just for the freedom that comes with it.

But yeah HTML 5 can't come soon enough!!


8
Ask a Question / Re: best way to center a drawling event (text)
« on: October 13, 2017, 08:58:10 am »
Ah yes that's the extension I was referring too!  SUPER!!

9
Ask a Question / best way to center a drawling event (text)
« on: October 13, 2017, 07:41:25 am »
I I remember reading somewhere about a drawling extention that had a block for centering drawling events.  I did a search and looked through the extension page but couldn't find it.

Anyone know a way to center text on the screen?  I imagine it would be some kind of math code like screen width รท2 then somehow measure the length of text and divide that to the equation.  Would I use the "get width of text using font" block?


Or can anybody point me in the right direction for that extention?

Up till now my games used such little text I just spaced out the x position manually.



10
Windows / Mac / Flash / HTML5 / Re: Super Gem Shooter
« on: October 13, 2017, 07:10:43 am »
Cool!  I definitely need to check your games out sometime.   Do you have anything published on the Web or mobile?  You help out so much here but I don't recall you talking much about your own games.

11
Looks awesome.  You make very high quality games

12
iPhone / iPad / Android / Re: Jack: Snake Attack - Coming soon.
« on: October 11, 2017, 03:03:15 am »
Looks very nice!

13
Ask a Question / Re: Very odd problem I am having with button input
« on: September 25, 2017, 07:29:19 am »
Ah well that stnks.  Thanks for the answers!

14
Ask a Question / Re: Very odd problem I am having with button input
« on: September 24, 2017, 05:14:11 am »
Update.  Still scratching my head here.  I added the ctrl button to my fire grenade input and guess what?  It fires the grenade no problem while hovering backward.

This makes no sense at all.   The code is not changed at all, I just added ctrl to the same "fire grenade" input.  So why in the world does it not fire the grenade when UP is pressed?

I then added a random key on the keyboard to the "fire grenade" input.  I used the letter B.  It did NOT work!?!

How is this possible?

I am starting to think there is some odd glitch in Stencyl that doesn't recognize certain button inputs when space and the left arrow is down.  That seems absurd but I can't think of anything else

15
Ask a Question / Very odd problem I am having with button input
« on: September 23, 2017, 06:59:51 pm »
In my current game when you press the up button you throw a grenade.  In this game you can hover in place by holding the space bar.  If you press and release the space bar the character jumps into the air.

Here is the problem.  When I hover (hold space) and move LEFT I am unable to throw a grenade.  I can throw a grenade when I move right and while stationary.

I was pouring over the code and could not find anything wrong with it so I made a quick behavior and attached it to my hero.  An extremely simple code that said "when up is pressed create grenade"  basically just telling the computer to fire the grenade without it going through all my boolean checks.

Still Nothing!  I then even disabled the code for hovering in case the problem was there.  Sure enough, no grenade while holding space, left and pressing the up arrow.  This is really crazy because this disabled any kind of code tied to the space bar

The problem is not with the grenade actor either I swapped it out with a few random actors and none of them could be created while holding down the space bar, left arrow, and pressing up.

Here is where it gets nuts.  The first game I made before this has been published for some time now and had similar controls.  That game you could not hover in, you just pressed the space bar to blast your character up.  I went back to that game on newgrounds and tried holding the space bar and left arrow down while pressing up.  Guess what, NO GRENADE lol.  It doesn't really matter in that game because you do not need to hold the space down

So what is going on?  Is there some reason why I cant create an actor while hold down the space bar and left key at the same time?  This puts a pretty big wrench in my game because holding the space bar is a key game-play element.  I really did not notice it while testing till today because I guess I never had to fire a grenade while hovering backward.  It's so strange.

Anyone have any insight on this.

I can post the code at some point later when I get back to the computer but it is really basic.  I can't create an actor by pressing the up arrow if the space bar and left key are held.  The right key is fine, I can create the grenade flawlessly while holding right.  I am very confused

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