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Topics - rob1221

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Windows / Mac / Flash / HTML5 / MOVED: Experience
« on: May 21, 2018, 12:31:50 pm »

Windows / Mac / Flash / HTML5 / Puzzle Tactics (now on Steam)
« on: December 01, 2017, 11:37:15 am »
Puzzle Tactics is a turn-based and grid-based tactics game played in various small levels. You play as the blue team with the goal of defeating the red team's units before losing your own. Later levels are more difficult and introduce more unit types in battle. The game is controlled using the mouse.

Despite not being very complex, this game was the most difficult to finish so far.  Trying to combine grid movement, pathfinding, ranged and area attacks, and enemy AI is quite a challenge, and I still took some shortcuts to make it easier for me.

Windows / Mac / Flash / HTML5 / Isotiles (now on Steam)
« on: June 16, 2017, 01:52:23 pm »
Isotiles is an isometric puzzle game played on a grid. The goal of the game is to turn all of the blue tiles red and then reach the exit tile. There are 50 levels to play through with increasing difficulty and added obstacles.
This is my fourth game on Steam so far.  The game was greenlit in the final day so at least I avoided the Steam Direct fee even though everything else would have been the same.  With the huge increase in new games coming to Steam, I have no idea what to expect with sales.  Isotiles got the highest yes vote percent of any of my games on Greenlight, so hopefully the sales won't be too bad.

Journals / Isotiles (on Steam Greenlight)
« on: April 08, 2017, 07:48:32 am »
Isotiles is an isometric puzzle game played on a grid. The goal of the game is to turn all of the blue tiles red and then reach the exit tile. There are 50 levels to play through with increasing difficulty and added obstacles.

This is my first isometric game and I tried to keep it simple because isometric games can get really complicated as merrak has shown.  The levels in the scene designer use standard tiles and look like this:

When the scene is loaded, actors are created and placed based on the tiles, and then the tiles are removed.  The result is what is shown in the Greenlight trailer.  Movement is done with the mouse and uses the A* pathfinding algorithm.  After A* sends back a list of steps to take, then the player moves based on those steps.  There are no collision shapes, so any collision checking is done using the grid.  Most of the code refers to the original tile grid, and the isometric part is just the display and mouse detection.  When I added moving platforms in later levels, I had to change the Z-order so everything displayed correctly.

With over 3000 games on Greenlight now I'm not too hopeful for being greenlit before Steam Direct, but since Valve is taking so long to announce new details I decided to upload anyway.

Chit-Chat / Steam Greenlight Being Replaced (June 13)
« on: February 10, 2017, 03:03:40 pm »
June 06 update:

June 02 update:

Valve is planning to end Steam Greenlight this spring and replace it with a more direct process where the main barrier will be a per-game submission fee.  I'm going to predict that despite the fee, the rate of games going onto Steam will increase.  I haven't found any info about what will happen with current and future Greenlight games.  Maybe they'll greenlight everything soon or maybe they'll stop all greenlighting and tell devs to wait for the new system.  Regardless, I'm not looking forward to this change.

Update on Greenlight:

So games will still be greenlit up until a couple weeks before the new system.  Also, any developers who have no greenlit games by that time can get a refund on their $100 greenlight fee (which they can then spend on the new fee  :P).

Chit-Chat / MOVED: Squeebs Game Journal
« on: January 23, 2017, 12:00:41 pm »

Shared Resources / Some Custom Shaders
« on: January 08, 2017, 02:04:53 pm »
I've started getting into shaders recently and over time I'll be sharing some of the ones that I make.  For each one I'll include the Stencyl code and a global custom block that lets you easily use the shader and also sets some default values.  Some shaders will also have code for Shadertoy included.  Shadertoy is what I've been using to create my shaders and then I port them to Stencyl.

To use the Shadertoy versions of the shaders, go to and paste the code there.  Also select an image by clicking on iChannel0 on the bottom of the screen.

To use the Stencyl code (if not using the custom block), paste it into the "shader from code" block and set your shader attribute to it.  Then set all of the shader properties which you must do before using as I can't set default values from within the shader.  For more details:

To use the global custom block, just import the attached scene behavior and apply the shader using the custom block.  You don't need to modify the behavior or attach it to any scenes.  The shader is automatically created when using the block and default values are set.

Ask a Question / Shader Questions
« on: January 06, 2017, 06:20:08 pm »
I've started learning shaders and using them in my game but handling multiple shaders is tricky.  They can't be added and removed independently so they have to be centrally managed somehow.  Currently what I'm doing is enabling all shaders once and toggling a boolean property that determines whether a shader is active or not.  However, even an inactive shader still requires this code or the screen will be black: gl_FragColor = texture2D(uImage0, vTexCoord);  Another option is to have some kind of shader manager that keeps track of all applied shaders, and when I want to add or remove one, I then reapply all the currently active shaders.  I wonder what the performance penalty of constantly applying shaders is compared to leaving them all applied but disabling most of the code.

Ask a Question / Player Can't Walk Smoothly When Tiles Touch Actors
« on: December 15, 2016, 03:25:14 pm »
This is an old problem from at least 3.0 and maybe earlier.  When a player is moving and the floor transitions between tiles and actors, the player either stops (if using a rectangle collision shape) or jumps up a bit (if using an 8-point shape with smoother corners).  Debug drawing shows the top edge of both the tiles and actors at the same level, but that doesn't matter.

I've thought of ways to possibly solve this but they're either really complex (dynamic tile creation/deletion) or aren't good for game performance (using 100% actors).  If no one else has an easier solution then I'll just have to design my levels so that tile edges never connect to actor edges.  I should also add I'm using box2D but I don't think simple physics solves the problem either.

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