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Messages - RandomJibberish

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Resolved Questions / Game doesn't open [Resolved]
« on: April 29, 2011, 01:27:07 am »
I was editing my game last night and it was working fine, but since I quit Stencylworks the game refuses to open. Double clicking on the game or Selecting and clicking open game does nothing, but other games, and an older version of the game from forge, open fine.

Oddly, Stencyl also seems to think I have a game open when I don't - it asks me to save when I quit from the Welcome Centre screen.

My zipped up game folder is here

Resolved Questions / Re: First Actor and Second Actor Blocks
« on: April 27, 2011, 10:52:03 am »
How does the whole first actor second actor thing work anyway? It doesn't make much sense to me, since there isn't a "first" object to collide when two objects collide with each other :/

Windows / Mac / Flash / HTML5 / Re: Crazy Golf
« on: April 27, 2011, 10:50:08 am »
I've modified the water behaviour to make the water "thicker" when there's no horizontal movement, which fixes the problem.

I'll be adding a couple new features (restart/back to menu buttons in game, ability to mute sound effects and, when it's added, music) closely followed by new levels in the next few days.

Chit-Chat / Re: My new site is up!
« on: April 26, 2011, 02:36:37 pm »
I think this wins cutest website of all time. Loving your artwork too :P

Some kind of background other than the plain white might be nice though.

Game Ideas / Re: Leveling up in RPGs
« on: April 25, 2011, 10:38:50 pm »
This is one of the main reasons I dislike most classic RPGs. There's no reason why the character's ability should be limited to less than the player's actual skill level, as it just gets frustrating. The sense of progress should come from improving at the game, beating levels and bosses that you wouldn't have been able to beat before, not the amount of time you're willing to grind.

Randomness also really irritates me. Random encounters are annoying, and "critical hit" type systems are frustrating as it can come down to complete chance whether you lose a battle, or how much health you come out of the battle with.

I also don't generally see the point in turn based battle systems at all, seeing as I've never seen anyone sitting around waiting for the other person to attack them before attacking them themselves. It makes the battles seem kinda anticlimactic. I guess I just don't like elements in games with no real reason or explanation, since I'd say a real time battle would usually be much more exciting and more based on the player's actual skill (like the World Ends with You, which is an RPG I really enjoyed).

Windows / Mac / Flash / HTML5 / Re: Crazy Golf
« on: April 25, 2011, 02:56:28 am »
Messed around with the ball's physics. It should feel better now, and it'll be more difficult to get stuck rolling really slowly. I think hitting the ball out of the water is slightly easier now, but any suggestions on how to improve that further would be very useful.

I'd like to get a few eyes on the game now and see whether anyone has any suggestions for tweaks to the physics as it is. I don't really want to go into designing the more complex later stages before the physics is perfect, since even small changes to the physics later could mean changing stages to make them hole-in-oneable.

Resolved Questions / Re: Have you used Pencyl?
« on: April 14, 2011, 01:44:47 am »
Although I do most of my pixelling in photoshop, I use Pencyl when I notice something wrong with the sprite after I've added it to the game and just need to make a quick fix.

Game Ideas / Re: SunVox - interesting tracker from Russia
« on: April 13, 2011, 01:04:04 am »
Mrhm, looks interesting. I'll give this a go for Crazy Golf and see how it goes before looking for a composing slave.

Windows / Mac / Flash / HTML5 / Re: Crazy Golf
« on: April 12, 2011, 05:51:55 pm »
Added some sound effects and an improved sky background that replaces those placeholder Mario clouds.
Atm I'm polishing up what I have before adding new levels, since the game Jam deadline is just days away~

Chit-Chat / Re: Random Chat Thread
« on: April 12, 2011, 04:48:55 pm »
The investment videos are awesome. The third is probably my favourite.

"How do we fit so many bullets in 'em? ...Like this!"

Windows / Mac / Flash / HTML5 / Re: Crazy Golf
« on: April 12, 2011, 12:36:24 am »
Republished with suggested fixes. Next on the agenda will probably be gravity switchers or booster arrow things.

Windows / Mac / Flash / HTML5 / Re: Crazy Golf
« on: April 12, 2011, 12:02:19 am »
Mm, to move the arrow in front of the panels properly I need to be able to change the layer of the lines I'm drawing. Is this possible?

Windows / Mac / Flash / HTML5 / Re: Crazy Golf
« on: April 11, 2011, 03:50:12 pm »
Get the ball on top of a sail and just wait. It tips off into the corner right next to the hole but the next sail knocks it in.

Windows / Mac / Flash / HTML5 / Re: Crazy Golf
« on: April 11, 2011, 03:40:34 pm »
Mm, I'll add some of the tutorial text at the bottom to make sure it's clear what to do.

and sure it's possible ;)

Windows / Mac / Flash / HTML5 / Re: Crazy Golf
« on: April 11, 2011, 02:56:15 pm »
Thanks again, Alexin, that code works beautifully.

Published with levels 7-9 added, including the obligatory windmill stage and a couple of levels including water. I'm a little iffy on the exact gravity and dampening change underwater, so any suggestions for changes to these values would be welcome.

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