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Messages - magicpegasus

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61
Ask a Question / Re: Actor Regions: Dragons and Paratroopers
« on: December 02, 2011, 06:58:25 pm »
ooooh. I didn't realize that the different collision boxes on an actor could be from different groups. This really helps, thanks a lot!

62
Ask a Question / Actor Regions: Dragons and Paratroopers
« on: December 02, 2011, 01:57:06 pm »
Hi, I'm getting into some unfamiliar territory and need some help...

I have a paratrooper actor that bails out of a destroyed plane. I want to be able to shoot his parachute and watch him fall to his death...or...shoot the paratrooper's body and he'll die that way, leaving the parachute.

-along the same lines-

I have a dragon actor that I want to shoot in the head to kill. If the bullet hits another part of its body, I need it to bounce off, or cause the dragon to shoot fire at the player.

--------------
I'm guessing the way to do this is by using regions, which I've never tried before and don't quite understand...or by anchoring one actor to another.

Please give me some pointers if you know about these types of actions. Thanks a lot!
-MP

63
Windows / Mac / Flash / HTML5 / Re: The dark cave
« on: December 02, 2011, 01:41:42 pm »
I do like the tune, nice one Furby! Mitchel, what elements of your game are original? I'm wondering what your design concepts are. I'm guessing the player won't be a square?

I want to wait and see what else you do with this before making any comment, I feel like I haven't seen enough to know what to make of it.

64
Ask a Question / Aiming crosshairs
« on: December 02, 2011, 01:16:08 pm »
Hi, I've got my WIP of my next game, a cannon shooter called Mr. Turret, online and ready to play test.

http://www.stencyl.com/game/play/9662

One feature request I'm getting is an aiming reticle (crosshairs). Mr. Turret is able to aim in a quarter-circle range. The direction of the player is drawn on the lower left corner of the screen (angle).

How would I draw crosshairs based on the player's direction?

I know it must have something to do with radius and pi. Please point me in the right direction, Stencyl wizards!

Thank you,
MP

65
Ask a Question / Re: Switching to Game Over scene
« on: December 02, 2011, 01:01:44 pm »
Hey, Weasel is suggesting that your win condition could be to kill 50 enemies. For that, grab a compare block from your palette. They're green, in the math section.

pop the "greater or equal to" block into your "if" block shown in your screenshot.

on the right side, put 50. On the left, put enemies killed (probably an attribute, I haven't looked at the game example).

For Game Over, I would suggest using "if lives=0" though. That way, you don't get the game over screen until you actually lose the game.

66
Game Ideas / Re: Some of my thoughts on the games we make
« on: December 01, 2011, 08:39:23 pm »
@Ninja: hey, have you by chance played Rage of the Gladiator? It's really the only Punch-Out throwback I've ever seen, besides of course Punch-Out on Wii. Both of those games are great, as is the original Punch-Out on NES. Never really got into the arcade version or Super Punch-Out on SNES, though.

Anway, Rage is Wiiware and even supports motion-plus. Instead of boxing, you're swinging a mace around, and it really feels like it with the motion controls. I bet you'd get a lot of inspiration for a PO style game if you tried it...

I think there will always be people who love convention and seem to focus on what's already been proven to work. Some of those people are really talented at it and can impress me with just how enjoyable they can make a "been-there-done-that" type of game. That said, let's hear it for the innovators/iconoclasts! Diversity of gameplay experiences is only going to make the Stencyl community stronger. I think a PO clone would be a great addition. Good luck!

67
Thanks for the great suggestions! There are supposed to be three enemy types but maybe there's some problem...a bird, a green bird with wavy movements, and a flying pig.

The suggestions I'm definitely implementing:

bouncy bullets! (my favorite part of the Atari 2600 game Combat)
the rising enemy (I think it will be helicopters)
versus mode (not going to touch ai though, I have another idea...)

and probably most important of all, an aiming reticle. I like the Battleship feel of aiming based on the angle number and previous attempts, but I think based on the feedback I've received so far that some kind of concession should be made to take some of the guesswork out of aiming.

Well, back to the lab. Thanks again for checking out my project. And please let me know if some more thoughts pop up.
-MP


68
Thanks for the suggestions! I'm liking that you see the casual Missile Command thing. I was playing with the idea of protecting ground targets in the later stages.

Also, the difficulty might need to ramp up more gradually. The birds are smaller targets and perhaps shouldn't be the first things you shoot at. Or shouldn't be placed at the far right early in the game.


69
http://www.stencyl.com/game/play/9662

Mr. Turret shoots down airborne threats to our way of life! Use the up and down arrows to aim, [space] to fire. You have a limited number of shots per stage. Run out without downing all targets and you'll lose a life. Let one of the targets cross the border and you'll lose a life.

WIP Notes (Updated 11.4.11)

-Around 20 stages, each one a little more difficult
-Several enemy types: birds, wavy moving birds, flying pigs, helicopters, and planes
-A few sound FX...will include more and some tunes before final release!

Features to add: calculate time bonus/limit, calculate extra shot (stage par) bonus, online leaderboards, and of course music and sound effects (duh).

Please let me know what features and enemies you would like to see in the final product, or just your general thoughts on the game. Big thanks to the Stencyl community for your support so far, you guys are pretty awesome!  :-*
-Magicpegasus

70
Game Art / Re: Tips On Graphics Style?
« on: November 27, 2011, 02:41:59 pm »
I think your graphic style looks great. Maybe commit to doing black outlines or not for everything, but other than that, it does look pretty professional.

71
Ask a Question / Re: Lives-1 results in infinitely decreasing number?
« on: November 26, 2011, 08:18:20 pm »
Thank you so much! That worked. I didn't understand that the "do after" blocks were continuous. It seems like they shouldn't be, but I guess after a certain point is continuous, and that point is finite. It would be cool if there was "do once after" or something.

72
Ask a Question / Re: Lives-1 results in infinitely decreasing number?
« on: November 25, 2011, 09:36:53 pm »
I tried the above and got the same result. Is there a block on Forge for losing/gaining lives? I don't understand what I'm doing wrong. I attached the latest code and a swf of the game.
-MP

73
Ask a Question / Re: Lives-1 results in infinitely decreasing number?
« on: November 25, 2011, 12:49:04 pm »
I think I understand. The behavior block that sends "youfailed" is enclosed in "always". I've attached a picture. What is the best way to fix it?
Thanks you!

74
Ask a Question / Lives-1 results in infinitely decreasing number?
« on: November 25, 2011, 12:09:39 pm »
Hi, I'm having trouble with something I thought would be simple. I'm trying to lose a life. I have lives as a game attribute and a scene behavior that loses a life when it hears a message from the main actor. Instead of losing one life, however, the lives just continue to count down into the negatives. I've attached a picture, please help!
Thanks,
MP

75
Ask a Question / Help with Bullet Directions
« on: November 17, 2011, 12:38:59 am »
Hello,
 I've started my third project with Stencyl, a cannon shooter. Please help me figure out what I'm doing wrong with the bullets here. I have a behavior for rotating my cannon and firing a bullet in the direction of the cannon, but bullets are not going in the right direction. I've attached examples.

Please help! Thank you,
MP

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