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Messages - Seismo

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Past Contests / Re: LUDUM DARE 27
« on: August 25, 2013, 03:10:22 pm »

Resolved Questions / Re: Stencyl shows internal errors
« on: December 08, 2012, 04:57:25 am »
That was excactly the problem! Thanks captaincomic.
I just couldn't get much out of that error message.

Thanks again everybody :)

Resolved Questions / [SOLVED] Stencyl shows internal errors
« on: December 07, 2012, 05:21:59 pm »

i have a kinda weird problem.
When i try to test my game stencyl shows me errors about missing xml tags and semicolons in a SceneEvents_0 file. Here's the output:

It's in german, but i hope you get the idea.
What could have caused this?

Thanks in advance!

Resolved Questions / [SOLVED] fade block ignored
« on: November 28, 2012, 08:33:51 am »
Hi there,

what might be the problem with this:
Only the first fade block is being executed, the second one is being ignored.
It doesn't matter if i remove or increase the delay between them.

Thanks in advance

Edit: my bad. made a mistake in the surrounding code. sorry for that

Windows / Mac / Flash / HTML5 / Re: Game Release: BonBombs
« on: November 08, 2012, 07:29:15 am »
on the first and second day i got 1000 views a day. then the number shrunk, so yesterday i got only about 500 views. also the ecpm decreased because more clicks are coming from china now.

yeah maybe. but still... even if i'd get 0.50$ a day (which i don't) for one full month thats still not that much of a "success".

Windows / Mac / Flash / HTML5 / Re: Game Release: BonBombs
« on: November 07, 2012, 03:58:23 pm »
:)  Great Job!  I hope you have some success with this one for sure.

Seems like it's not that big of a success :P
It made like 1 buck over the last 4 days on mochi.

Windows / Mac / Flash / HTML5 / Game Release: BonBombs
« on: November 03, 2012, 09:58:11 am »
Hi :)

i can proudly announce: BonBombs is finally out there!

BonBombs is an addictive leaderboard game in which you have to prove your skills in precision, patience and thinking ahead. Place an explosion in the right spot, at the right time to create a chain reaction to make as many bombs explode as possible. Complete as many levels as you can to get the topscore.

Thanks to everybody who helped me. I've put a lot of work into this, so let me know what you think.

Thanks in advance

Ask a Question / Re: Smooth Camera switching between players
« on: October 31, 2012, 01:55:17 pm »
I'd have the camera directly following the invisible actor and then using a slide block to move the invisible actor to the next player. that way you can use all those cool effects of the slide block.

Ask a Question / Re: Shot colliding error
« on: October 09, 2012, 06:33:21 am »

Now i know that the problem isn't the code. This problem happens when multiple enemies are at the same spot. because they replace the actorcache variable with themselves.

Now the question is, how do i tell the bullet to only damage one enemy if it's being created in the middle of two overlapping enemies... I can't kill it fast enough, it still gets recognized by both enemies.

Ask a Question / Shot colliding error
« on: October 09, 2012, 02:24:52 am »
Hi everybody,

i have a piece of code that checks if a bullet already hit an enemy and that subtracts healthpoints only if the same bullet didn't already hit the enemy, and that works just fine when i shoot at enemies from a distance.

But when i stand very close to the enemies, so that the bullet actor is being created inside of the enemies collision area, more than one healthpoint is being subtracted, sometimes all.

I don't understand why this happens, because the code should prevent that.

Would be cool if you could tell my whats happening.

Thanks in advance

Ask a Question / Re: Creating a basic target detection and attacking AI.
« on: September 25, 2012, 08:47:24 am »
What you will need is:
To tell the friendly guys where the enemies are, and to tell the bullets where the soldiers are.

To calculate the distance between friendly soldiers and enemies

I'd create a controlling behaviour in the scene that manages lists of enemies and friendly guys and that gives the enemy list to each soldier in the friendly-guy list so they can search for the closest enemy and then create bullets with the right flying direction.


Chit-Chat / Re: Free Publishing Website
« on: August 21, 2012, 03:03:35 pm »
The header/menu looks ok in my opinion. But the content itself still looks very messy.

I'd also remove the "have your game here for free!". Cuz thats like begging developers to upload their game on your site. and if your site was cool you wouldn't have to beg. No good psychology. Besides that it's the site owner who should be happy to get the games. With that sentence you suggest that some other sites charge money for uploading games (which is absurd).

Also i have to tell you that a domain itself won't bring you any players. A portal has to hook players just like a flashgame has to (e.g. via ratings, achievements, comments, cool graphical UI, toplists, a blog, collecting points for something, and so on).

If your portal gets bigger and has collected some users you'll have to answer a buttload of emails per day from developers who want to submit their games, ask questions about your portal, it's terms of use and ask for exceptions, from players who complain about whatever and request changes of the site. There will be lots of work to do.

Building a successful game portal is hard work, and i think there is still lots of work to do on yours.

Resolved Questions / Re: way to wait for ad interaction?
« on: August 08, 2012, 03:37:44 pm »
awesome :)
thank you very much!

Resolved Questions / [SOLVED] way to wait for ad interaction?
« on: August 08, 2012, 02:51:30 pm »
Hi there,

does anybody know a way to make the game wait till an ad has been clicked-away?

i want to play music in my main-menu, but mochi-ads doesn't allow music being played while an ad is being ad is being showed before the main menu comes up, so i need a way to wait with the music till the ad has been skipped. is that possible?

Thanks in advance

Resolved Questions / [SOLVED] Immidiate collision
« on: July 16, 2012, 08:52:11 am »
When i create an actor with a sensor collision shape ontop of another actor, stencyl recognizes the collision first when the actor leaves the collisionshape... is there a way to get it to recognize it immidiately?

Thanks in advance!

Edit.: my mistake. it was an error in the code

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