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Messages - Photon

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Windows / Mac / Flash / HTML5 / Re: Weekend Jam: ROMPER NEEDS CHEESEBURGERS
« on: February 02, 2015, 08:16:36 pm »
In all seriousness...

No, I was being serious there. I mean, a bacon bonus? That's amazing!

But in terms of more constructive feedback, that was really solid. The product as a whole just oozed personality from the cute dog running and chomping down cheeseburgers to the pangs of guilt felt when the crowd moaned over the dog's demise. Why is there a dog running around collecting cheeseburgers and bacon in a spike trap infested neighborhood? Some questions may be better left unanswered... or perhaps the answer is simply just bacon itself.

I really liked it. Great job.

Windows / Mac / Flash / HTML5 / Re: Weekend Jam: ROMPER NEEDS CHEESEBURGERS
« on: February 02, 2015, 05:19:52 pm »

Resolved Questions / Re: How can I restore a corrupted game file?
« on: January 29, 2015, 09:30:15 am »
Going to move this over to "Ask A Question" since you are more likely to receive help there. Plus corruption could be a lot of things; if further investigation shows its a bug on Stencyl's side, we can re-report it as a bug as appropriate.

Ask a Question / Re: Game slowing down due to off-screen actors?
« on: January 16, 2015, 09:08:40 am »
Actors off screen can still incur some penalty, FYI.

Chit-Chat / Re: What's your top three favorite colors?
« on: January 15, 2015, 07:14:30 pm »
Red and black, then... blue? Green? Dark Purple? I'm not sure.

Chit-Chat / Re: Lost inspiration/interest in my game...
« on: January 13, 2015, 09:01:02 pm »
^ Yup, was going to reference that myself!

To give a short answer, it takes discipline. Block out thirty minute or so blocks of time and dedicate it to game work regardless of motivation. If you work on it only "when you feel like it," then don't expect any consistency with progress or motivation.

Second, take it a block at a time. Don't think about how intimidating the "final product" looks and all the little features you have to implement. Try to focus on one thing at a time.

Third, don't be afraid to slash scope. Aim for a smaller game you can complete in a couple of months or so as opposed to one that could stretch for years and potentially die in the process.

You can perhaps add the collision shape after the coins have started flying.
To expound on this, you could have two separate animations for the coin: one with player collision and one with no player collision. After passing a set amount of time/hitting the ground/etc. you can have the coins switch animations.

Nice little start you have for the game, but why is the screen sooooo small?

Hey, you're right. This runs much smoother on IE.

That was a bit more... panicky then I thought it would be. In a good way. Very nice! I think its very solid as is.

@MichaelPel: Remember that sometimes slow games can be the result of inefficient code. If you are just starting out, potential framerate eating code may not seem as obvious. Its one of the things you can learn to spot through experience though. Just keep trying!

Edit: the Flash demo of your game does seem to lag A LOT though. Maybe it has to do with using Chrome?

Resolved Questions / Re: Handle ingame cash/large numbers.
« on: January 05, 2015, 06:24:40 pm »
How big are the purchase prices? Could you just add to the cumulative total in large increments until you surpass the purchase price?

Journals / Re: Dynamic level editor (I post here too much)
« on: January 04, 2015, 02:16:23 pm »
This is sick.

I noticed something though about the second method. If you take a single tile out of the top and fall into the hole, sometimes there is a very severe amount of lag while falling into the hole. Some toying around seems to reveal that tight spaces (with sporadic tiling?) makes things stutter pretty badly.

I think its worth pointing out to that this method could be worse for performance if there is a significant number of actors generating collisions on the fly. I suppose it also depends on whether you are adding shapes to and from Box2D at a frequent rate or just running custom collision code. I guess I don't know enough about either to say for sure. Nonetheless, seeing it in action is really cool.

Ask a Question / Re: Problem with Game attribute.
« on: January 03, 2015, 12:31:31 pm »
When mouse is pressed on next level actor, go to scene myAttribute as text. But this will mean you need to rename your scenes with numbers
He could have another game attribute map that maps a number to each scene, then use the current/next level number to grab that scene's name.

Ask a Question / Re: Build Keeps Failing
« on: January 03, 2015, 12:29:38 pm »
I was having build problems for a long while. Turns out I needed to be running Stencyl as an administrator (not sure how that particular aspect differs between OS's though.) Are you doing that?

It looks like the collision handler pertains to the enemy group in general, not a specific enemy. That might be part of the problem. In other words, every instance of that behavior should be subtracting 1 from its life every time any enemy is hit with a bullet.

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