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Topics - GregAnims

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Ask a Question / Drawing an Arrow
« on: October 18, 2012, 02:00:00 am »
I'm making a golf game where you click on the ball and then drag to launch the ball, right now it draws a line.. but at the end of the line id like two more to form an arrow.

(i tried using an "arrow" actor that follows the mouse, and faces in the direction of the shot.. but it wasn't responsive enough and looked weird, so i need to do it with the drawing tools)


Archives / Terrain Improvements
« on: October 18, 2012, 01:44:44 am »
Would be awesome if you could draw terrain, and then texture it - either manually or "auto" which applies texture to the top/middle/bottom/sides of terrain by sensing the angles of each flat surface.

This would massively expand the types of games being made with Stencyl and allow us to make expansive sloped environments without the huge chore of tiling them by hand..

Windows / Mac / Flash / HTML5 / Monster Pit [live development thread]
« on: September 01, 2012, 07:28:06 am »
Started on a simple new game: Monster Pit. I'm going to be updating it online as it gets made, and take your feedback and ideas into account. Over on my blog i go into more detail about changed, but who cares about reading that nerd shit, lets kill some monsters:

hold E to use meds. click to place bombs. bombs get more powerful the longer the stay on the floor
day 1 build:

day 3 build: 
<a href="" target="_blank" class="new_win"></a>

Old Bugs (1.x/2.x) / "Unable to export SWF" (resolved)
« on: August 30, 2012, 02:54:11 pm »
Can't preview, can't export.

Getting: "unable to export SWF, usually this is due to incompatible sound file"
(no sounds in the game)

Attached are my logs, i'm using Stencyl 1.4.

Chit-Chat / Designing for the human element
« on: August 25, 2012, 07:12:25 am »
New post from my blog, something i've been considering:

[I hope through sharing my thoughts on this topic, it might give other developers food for thought or inspiration.. and if you disagree with my thoughts please share your view..]

I have played A LOT of games and most seem to be straight-up-copies of other games (i am guilty of this), which is puzzling considering the sheer potential that games hold. Especially to indie developers who can make whatever they want. I think this is a case that after learning all the code and all about game design, you are so close to the subject matter, so immersed in “game world” that all you can SEE is other games, and what they have done. So you naturally copy those games, and this results in wave after wave of meaningless, boring experiences.. (note, this includes me and when i am being critical, it is often directed at myself as a means to grow)

When i am out with friends, i often am asked what my new game is about and i explain: ”it’s an action platformer like super meat boy or N+” …blank looks… “have you played mario?” .. “yeah i love mario!”.. “haha, well it is like a hardcore mario with a focus on fluid movement, challenge and reward”. After explaining this i always have a weird feeling, and i think i know what that is – the game doesn’t sound INTERESTING to a regular person outside of video-games. This is a huge problem. It means i am appealing to the games-nerd, and not the COMMON HUMAN ELEMENT INSIDE ALL OF US.

I think that when you appeal to this common human element what results is a unique, valuable experience, that a lot of people can connect to on a real level. Furthermore, appealing to the human element is cheap! It does not matter how great the graphical production is, if you can inject your game with a great sense of humor, or a childlike sense of wonder. Look at the immense success of Minecraft, it appeals to the inner-child, playing with lego blocks and building a world with our friends. I also believe that designing from this angle will give you NEW mechanics, like the story narration in Bastion, the active reload in Gears of War, the talking in Abe’s Odyssey – simple things.

Now you have stepped out of the Matrix, new ideas come effortlessly and it is clear where the flaws in your design lie. Play-testing sessions result in huge fits of laughter, fear or joy and people remember the experience. Your games will stand out amongst the endless sea of copycat’s and “look how many guns our desert shooter has!” titles – as well as stand the test of time, independent of technical advances or trends.

tldr: to make a fresh experience, design to appeal to a regular human being - instead of a gamer. Then you wont be locked into existing genre conventions and "paint by numbers" game design.

I hope to develop these ideas, and use them in my future games. If you have something to share please comment, even if you think what i just wrote is a load of crap! I’d be interested to hear other opinions

Chit-Chat / Creative Momentum
« on: August 09, 2012, 06:19:23 am »
Here's something i wrote on my blog, that seems insightful to me, and i think could even help a few people:

I had a small epiphany about creativity whilst making this game. I’ve noticed that when i manage to work consecutive days, even if i do some minor thing each day, it builds momentum and it’s EASY to make the game.. the gears are already turning, you feel good that you’re at a good pace and it just FLOWS.

On the flip-side, when i skip a day or two, it’s a snowball effect and i end up waking up 2 weeks down the road having done nothing, i can FEEL myself just.. disappointed and stressed that i haven’t risen to the challenge, haven’t gotten my fix of self-expression/creativity. It then becomes 100x harder to pick up where i left off, the gears have grinded to a halt. For some reason it becomes an epic task to get started again, you over-think and its HARD just to put pen to paper. Strange.

If you’re like me and have felt this phenomenon of momentum, heres some tricks i now use to take advantage of it:

1. Don’t finish your current task at the end of the day, or make sure the next “task” to do is something you feel will be fun or easy. This makes it very natural to get the ball rolling again and pick up where you left off.. your mind wont make excuses.

2. Don’t skip days! Work consecutively to build that momentum.. when you take long breaks take them consciously, and make sure that the task you pick it back up on in a week or two adheres to the above guideline. Though at this point taking a “break” actually feels bad, because naturally creating your dreams feels too damn rewarding :)

Windows / Mac / Flash / HTML5 / SkullFace demo
« on: June 10, 2012, 02:50:04 pm »
please take a second to play this movement test from my new game:

<a href="" target="_blank" class="new_win"></a>

And let me know how the controls feel for you. I want to get them just right, thanks!

Archives / Expose Variables
« on: June 02, 2012, 09:11:10 am »
Can you in some way, expose attributes whilst playing the game (debug mode?). So you can just play with a slider to increase/decrease its value.. this would mean:

- tweak how high/fast your dude jumps/runs IN GAME so you can FEEL the end result and tweak it to perfection without jumping in/out and playing with numbers for possibly hours to get them all right

- what if you are drawing to the screen (x/y?) if you want something in a very specific place you must adjust variables again and again guessing each time to get it close enough

I'm aware you can just program this stuff ourselves for certain things, but if it was already in-engine it would be massively beneficial.

Ask a Question / arrow key menu navigation
« on: May 22, 2012, 09:14:03 am »
I want my menus navigatable via arrow keys. I have some buttons on screen.

Not quite sure how to do this, my idea is to have a "highlight" actor, and when you hit up/down/left/right, it cycles through each button in the scene and sees which is closest in that particular direction.

If a button is colliding (sensor) with the highlight actor, and "enter" is pressed then it does the button action OR if mouse is over the button then it moves highlight actor to buttons x/y.

What i'm having trouble with is going through every button in the scene and finding the closest one in that direction, then moving to it.


Ask a Question / Timer
« on: May 17, 2012, 02:27:21 pm »
I have speedruns in my platform game and i want a timer that accurately records: seconds/milliseconds and displays it like this: 0.00

My idea is to just use: "when created, do every 0.01 seconds, increment time by 1"

Then if time = 100, seconds +1, time = 0

Then display seconds/time with a "." between them.

HOWEVER, will this work regardless of framerate with no dodgyness? It's for online highscores so it needs to be legit really.

Thanks for your help :)

Ask a Question / my button wont toggle?
« on: May 02, 2012, 01:25:28 pm »
I have a switch in my game that the player can hit and it toggles an actor in the scene, like a door.

For some reason it will trigger from OFF > ON, but it wont go ON > OFF.
I cant figure it out..

(im aware theres a "self" in there, that should be target. Andthe button does have a "sensor" collision box on each animation)


Ask a Question / Spawn bullet at tip of gun?
« on: April 26, 2012, 08:37:33 am »
I have these cannons that shoot bombs in my game. You place them in the scene and rotate them.

I want them to spawn the bomb at the tip of the cannon, but i suck at trigonometry. Can someone help me out?


Old Bugs (1.x/2.x) / Code blocks not snapping into correct place
« on: April 24, 2012, 06:32:50 am »
Sometimes codeblocks refuse to snap into certain places in your code, you try to drag them in there, and the white "snap indicator" showing where they will slot in just REFUSES to lock onto the place you want.

It goes onto the spot above/below, but not where you want it to go  ???

So you have to drag apart your code until it randomly decides to snap into the spot, and then re-assemble it  >:(

Old Bugs (1.x/2.x) / Game freezes in 2.0
« on: April 23, 2012, 04:58:27 pm »
I ran my game in 2.0 and it froze about 0.1 seconds into the scene. By deleting random objects i found that it was my player actor freezing the scene (console fps and log still runs? but mouse cursor and scene are frozen).

things i tried:
- disabling each behavior on the player actor
- changing the material on the actor (after reading another thread)

Anyone know whats up, and how to fix?

Ask a Question / copying projects/editing them?
« on: April 19, 2012, 05:46:51 am »
I went into my "stencyl projects" folder. Copied my "game" folder and renamed it "game 2".

Then i opened game 2 and edited it (deleted some stuff).

When i went back to "game", the stuff was displayed in scene editor but was not visible in the actual game... what the hell? What is going on here? Am i not supposed to duplicate folders and edit them or something, this is very confusing.

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