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Messages - Epic428

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Windows / Mac / Flash / HTML5 / Re: Balloons (needs a name!)
« on: October 15, 2011, 09:41:05 pm »
I was under the assumption that rapid firing was a result of continuous hold which is why I'd suggested it that way.

I think the easiest route is going with the "overheating" option. It's also a very popular option. I used a similar option in the first game I had published called Arbles. It was used to deter the player from just spamming a ton of marbles to get super high scores. It worked out really well too.

What could work really well, which I also did, is locking the firing after total overheat until it "cools down" this is how the player gets severely punished by time because it could take 5 seconds to cool down.

Edit: to prevent complications in the UI is there any way to have the "heat gauge" be part of the cannon itself?   Say for example the cannon was black, and each time it fired, the tip would slightly glow red, as you continued to fire the whole cannon would eventually turn red which indicates an "over heated" state.

Windows / Mac / Flash / HTML5 / Re: JAILBREAK - the full game
« on: October 14, 2011, 10:18:06 pm »
Hey Rob, I'll have to play this game when I have some time, but I found it funny that the name is awfully similar to the title of a game idea I had, but haven't had time to actually work on.

Anyway, the name of my game idea is Prison Break. The only aspect of the game idea that I'll say for right now, is that the main concept is closely related to Balloon in a Wasteland. :p

Windows / Mac / Flash / HTML5 / Re: Balloons (needs a name!)
« on: October 14, 2011, 10:09:17 pm »
I'd determine how many shots are taken in a second during rapid fire. Based off that, if the fire button is held for x+ seconds, then for each successive second it drops it by 2.

i.e. 3 shots per second. After fire is held for 3 consecutive seconds, each second after that has a time penalty of 1 second.

It gives them the ability to hold for as long as they want and gauge how much penalty time they wish to use.

I figure it works since time is of the essence, however if it doesn't, then perhaps you can just base it off the number of consecutive shots, with possible exponential increase.

i.e.  after 10 consecutive shots regardless of shots per second, every 2 consecutive shots drops timer by 1 second. after 20 total consecutive shots, every 2 consecutive shots drops the timer by 2 seconds.

Of course these are all examples and will need to be adapted to fit the actual play style of the game. (which I've yet to play an updated version since the level share was introduced.)

I'd also like to clarify that consecutive is a loose term meaning the button is held for a period of time without letting go.

Ask a Question / Re: StencylWorks Video Tutorials
« on: October 07, 2011, 09:42:42 pm »
I would imagine that he's more so inquiring about adding these things during runtime rather than before releasing the game. If that is the case, then perhaps it is a valid question which could easily warrant a video. However, if that is not the case, then I agree, it is a question that is already answered, and it would be near impossible to make a 100% fully functioning game without the question already having been answered.

To answer the question, assuming that behaviors were meant to be added during runtime, I'm fairly certain that behaviors can be added to anything during runtime, if you know the right functions to do so. However, it would make more sense to have behaviors deactivated and attached prior to releasing the game and then, under specific circumstances, have those behaviors activated to perform the necessary tasks. This results in the same effect, but with less work and "coding" involved.

Windows / Mac / Flash / HTML5 / Re: A Second Leap of Faith!
« on: September 22, 2011, 08:41:34 pm »
Probably going to be a little while. I hit some road blocks over the past couple months between a new job which takes up 11hrs out of my day for 4 days of the week and then I spent a good month or better moving.  I'm finally moved, but between OT at work and getting settled, I still don't have much time to continue working on the game or Stencyl related things. After this week though, things should pick up more.

The goal right now is to fix the game and get it back to a working state, which may require me to back track a bit. Ethan and I tried setting up a dropbox to host the files so that we can collaborate and make updating each others files easier, but that ended up causing unforeseen problems.

Once fixed, then we can get everything to a fully playable state (meaning 98% of levels), at which point, it's small modifications and tweaks, and additions before its final release.

Old Bugs (1.x/2.x) / Re: Custom Block Errors
« on: September 15, 2011, 09:08:00 pm »
I have experienced this before. I've not ever been able to find a solution to it and I believe I've commented about it a few times.

How soon it would be fixed, I couldn't say. It is my understanding though, that we are actively looking for ways to minimize one's need to cast values to a specific type. In the meantime till it is fixed, the workaround would be to use a code block and cast the result as an array.

If you were to look at the Pathfinding pack I put together, you would see examples of this problem and workaround, since that is where I first came across it.

Chit-Chat / Re: Post Your Desktop!
« on: September 01, 2011, 08:26:45 pm »
because I needed a new monitor and I hated my TV. So I figured it was easier to kill two birds with one stone and connect my PC to my TV via HDMI.  I have to say, it takes some getting used to, and the small fonts can sometimes annoy my eyes. but otherwise for media and gaming it is AMAZING.

Chit-Chat / Re: Post Your Desktop!
« on: September 01, 2011, 07:33:15 pm »
Oh and this is currently the wallpaper I have on my desktop. (I hide all Icons and have a few gadgets running so not worth taking an ss)

p.s. This looks sexy on my 46" TV at 1080p.

Chit-Chat / Re: Post Your Desktop!
« on: September 01, 2011, 07:00:06 pm »
Just posting to say that I merged the Locked topic and the original. (just easier than having two separate ones with one being locked)

Paid Work / Re: Tower Defense example game
« on: August 28, 2011, 09:08:43 pm »
Pathfinding is much more robust when it is used for games with more of a "free roam " aspect. To be honest, you would actually be much better using a method very similar to Greg's sensors in the Cutscene pack. This would actually be a lot easier then using an array as well.

The way the sensors would work, (if I have some time at some point, I can write you the behavior and actor) is like this:

1. Check for collision with enemy.
2. Check direction enemy is coming from (can be done several ways)
3. Based off direction the enemy is coming from, send enemy in new direction.

The reason I suggest you check which way the enemy is coming from is because, it is much easier, when you have intersecting pathways, or in the event of GemCraft, the ability to manipulate the direction in which the enemy moves, it is much easier to determine what the next direction the enemy should move is.

I actually have a number of Ideas running through my head right now in terms of making this as user friendly as possible so that arrays are unnecessary. One method I've though of was using the getActorsAlongLine() method found in one of the actor picker behaviors Alexin made for me. This method would allow you to use ray casting in a cardinal direction so you can look for "blockades" as found in the latest GemCraft.

Then next Idea I had was giving each enemy a behavior and then, depending on where they spawn in the level, they are given an ID. This ID allows the sensor to determine the direction in which it should tell the enemy to move.

There are others but they are not as strong as the two ideas above. The first Idea is great because it means you can make maps like GemCraft where the player is forced to design their own pathways. The second Idea doesn't necessarily give as much freedom as the first, but it is still very good for those Bloons TD games where you have multiple entrances and exits that overlap each other.

I hope using this info you have some ideas for making your own "pathfinding" behavior sets. The best thing about TD games is that, for the most part, they have predefined paths which are much easier to write out than the classes I've posted which use an A* algorithm for find the best path using a given set of coordinates.

Chit-Chat / Re: Steve Jobs Resigns as CEO
« on: August 28, 2011, 08:47:21 pm »
Also, why doesn't Google just make the Nexus phones without Samsung? :)

Because Google would need to invest quite a large sum of cash to to have the factories and technology that Samsung already has. It is much cheaper and easier for them to outsource the actual construction of the phone while maintaining control over the decisions made about the phone.

Ask a Question / Re: Order screen drawing For Fonts
« on: August 28, 2011, 08:42:29 pm »
I can't remember off the top of my head if there are blocks for drawing on specific layers or not. I am aware of some code mode options, but also, depending on your behavior setup, you should be able to get the result you are looking for by drawing the box before the text. It is easiest if all the drawing is done in a single behavior, at least in terms of your GUI, otherwise you would have to play around with the order in which the behaviors are run which can be tricky.

Windows / Mac / Flash / HTML5 / Re: A Second Leap of Faith!
« on: August 27, 2011, 10:01:49 pm »
I don't believe so. But before I had an opportunity to flag the game (indecisive on best course of action) the games had already been taken down. I thank you greatly for having filed the complaint!

Ask a Question / Re: Cant get "Weapon" to jump with "Player"
« on: August 21, 2011, 07:38:30 pm »
You can't use those behaviors for the weapon. Because the weapon isn't "on the ground" it won't jump. You need to actually make the weapon follow the player by using a command in a code block to make it follow, or by constantly setting its x/y values. I'm sure there may be another method, but I can't think of one right now.

Well. I'd put the Setup API block in a separate behavior that is on the first scene. Then, based on how your game is setup/designed, Put the submit score blocks in the appropriate behaviors and call them when you want the score submitted.

The blocks you've chosen are correct, just remember that the attribute (i.e. Score) goes in the right side of the Submit block.

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