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Messages - Dincicode

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Newer Screen shots






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Splash Screens






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Ask a Question / Re: Get current FPS
« on: September 27, 2017, 08:23:02 pm »
It did thanks!

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Ask a Question / Get current FPS
« on: September 24, 2017, 11:49:52 pm »
Is there anyway to get the current FPS. I have backgorond math I need to do from time to time, but I'd like to only do it when the FPS is over 50.

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Chit-Chat / Re: How powerful can Stencyl exe games get.
« on: September 20, 2017, 02:17:20 am »
I started using Blender as a hobby 6 years ago, I think. And before I know how to do much I landed a job as a 3D molder for this one indie company. I did 3 basic characters for them. I had to follow YouTube tutorials because I didn't know how to do almost anything.
This is one of the characters I did for these ppl.



As you can see its very basic.  But as I did stuff for them I got to know the basics.  Than I got several other jobs and with each new client I picked up new skills and that's pretty much it.

On the productivity note. I find its useful to keep a notepad with a "to do list". I find myself coding and recording things if I don't know what I need to do next. The same goes for the modeling in Blender, I write up the character on a notepad than I make it. If I make a character from my imagination I find that I never finish it. I'm always adding tiny details here and there and that eats up a lot of time.

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Character roster as it currently stands.


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Chit-Chat / Re: How powerful can Stencyl exe games get.
« on: September 16, 2017, 04:41:23 pm »
@Fool

I don't have any real experience in making games. I did make some crappy sites back in the day but knowing Html and PHP are not exactly transferable skills when it comes to Stencyl.

What really got me started is working on game art for other people. I studied their methods along the way and got started.

As for the "functionality points and bug fixes" This is how how I usually tackle things. I make some basic art (I usually take it from older projects). Than I make the behaviors in any way I know how, adding a whole bunch of useless code to get things to JUST RUN, where I can't figure out how to do things directly I add any kind of workarounds I can think of. I do this for all the basic elements in the game. At this point everything works but the games FPS is usually bad, actors have weird problems and do unwanted things, there is bugs and crashes everywhere, but the game basically works. Than I go back from the beginning and start trimming and improving the code. After this everything should work as expected but there will still be some minor bugs and errors which I write down somewhere so that I can tackle them later.  At this point I make an input system where I can create any actor anywhere on the map in game so that I can test out all random stuff that might happen in the game. With the input system I also make it so I can alter all kinds of attributes for all the characters so that I can test out different movement speeds, bullet speeds, actor's heath etc. Once this is all done its time for the art. Which takes forever. I make the models in Blender do all the animations and what not and I put them to export. It usually takes like 6-12 hours to export all the art in one game. This is where I go back to my notes about the minor bugs and errors and while I wait for the art to export I fix all the bugs that I can and after that its pretty much done.

Now depending on the size of the game this can all take 10 days or 3 months, but its pretty much how my processes goes. In the zombie game above I made the Player and Zombie Logic in 1 day, than it took me a whole other day to make the buildings logic and item crafting system ( that's not in the video ). In the other 8 days I did the art and worked on making the code better so that it can handle 120 zombies at a time.

I also started making some Unity game but again since I have a full time job working on other peoples game art I had to put it on hold as well. Plus in Unity its much harder to figure things out when a problem comes my way. I'v attached some images from the Unity game.

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Chit-Chat / Re: How powerful can Stencyl exe games get.
« on: September 15, 2017, 10:22:50 pm »
@Fool.

I only spent like 10 days on the game so far its  still far from being complete. I had to put it on hold till 2018 because I need to publish a game out this month so I can pay the bills.

I'll be putting the money maker (Early Access Version) on steam before September 30th here is some in game footage if you are interested http://community.stencyl.com/index.php/topic,54563.0.html

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Journals / Re: Merrak's Isometric Adventures -- Drawing Stuff
« on: September 15, 2017, 10:15:46 pm »
@Merrak You want me to make your character in Blender?  I'll do it for free. Just hit me with the details.

I'v attached an image so you can see what kind of quality to expect.


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Chit-Chat / Re: 9 million Total Downloads
« on: September 07, 2017, 11:18:04 am »
Amazing! Congratulations!!!

The cool thing is even with all his success he still helps people out in the forums!

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WOW mate that is a lot of (manual) work.
Thanks a lot for sharing this!

How about the calculations on what part of the car needs to be transparent? Or do you have a PNG transparency on the isometric upper-part of your car-sprite?

I could use some of that Blender work for demo purposes if it was MD5 exported  :) :) :)


Yeah the transparency is in the PNG I didn't do anything special to it, its not actually suppose to look like that in the end anyway.

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@1MrPaul1 Dude the backgrounds are from my older games, they are placeholders.

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@mdotedot

I use Blender to make the character. They are all 3D character exported to single frames. In Stencyl I use lists to store these frames that I later on call and attach to actual actors.  I'v attached some images to demonstrate things.

As for the game play. You will start with 3 random characters, and will be able to find 9 other characters while escaping an infested city. You will encounter these characters some at random others at certain events and will have some kind of intersection with them, depending on the interaction they will decide to join, run away or attack you. In the levels where you fight you can control any 1 character at a time. While you control a character it will gain a Bonus 20% AP per second. The rest of the characters that you are not controlling at the moment will shoot by themselves, some will try to run away from enemies while others will run towards enemies depending on the characters attributes. How ever so as not to make it a just look what happens game, I'v made it so that the non controlled characters will only attack when they have more than Half AP. This means you have to control them all from time to time to make the best use of their AP and attacks. Every character has 2 Basic attacks.  There is a whole other bunch of mechanics at play but I will talk about all that in future posts.

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Unnamed Zombie survival semi real time tactics game. Still in early alpha but I thought I'd share some art and game play.
There is still some "action tiles" in the background that I forgot to remove before taking the screens but well who cares.

A screen shot, a little GIF preview and some character animations.





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Chit-Chat / Re: How powerful can Stencyl exe games get.
« on: September 03, 2017, 12:51:47 am »
Very awesome!  :)

How are you managing to keep that framerate when I can't even have a guy shoot more than 30 bullets without my flash freezing up.

It's an exe export. You gotta start making exe games flash is about to die in less than 3 years.

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