Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Jesse

Pages: 1 2 3 4 ... 6
Game Ideas / Re: Good pixel art creators?
« on: June 01, 2011, 02:21:42 pm »
This is a really handy set of tutorials that helped me get the hang of pixel art, you might find it interesting:

Chit-Chat / Re: How did you find out about us?
« on: June 01, 2011, 02:18:54 pm »
Hm... almost 4 years ago, from a news post at The Shyguy Kingdom.

Whoa, has it really been four years?!

I learned about Stencyl from a news post at Metroid Fan Mission.

Game Ideas / Re: Intense speed game creating challenge
« on: May 31, 2011, 01:56:59 pm »
If you're into this kind of stuff rapid game development stuff, you should really check out the Ludum Dare competitions. ;)

Game Ideas / Re: What games have you completed in the past?
« on: May 24, 2011, 04:05:47 pm »
Dimension Shift: October 2009. ~ 4000 plays.
Nintendo Community Fangame Convention 2009 - Best of Show

Avenge Humanity: March 2010. ~ 100 plays.
YoYo Games Competition #5 entry. My first complete game.

The Cartographer: August 2010. ~ 450 plays.
YoYo Games Competition #6 Semifinalist.

RUNNIN': March 2011. ~250 plays.
First complete game made with StencylWorks, entry in the last Game Jam.

Quaintbrush: May 2011. ~ 450 plays.
Ludum Dare 20: 8th place, 3rd in Innovation, 4th in Community, 5th in Fun
Game Maker Community Jam #2: 5th place. Featured on Casual Gameplay (

Past Contests / Re: Ludum Dare 20 (a 48hr/72hr game making event)
« on: May 24, 2011, 03:25:07 pm »
Thank you, everyone! :)

Windows / Mac / Flash / HTML5 / Re: Quaintbrush -- (game complete)
« on: May 24, 2011, 03:21:14 pm »
I really want to get some ground with this but at this pace I'm afraid I can't do it alone.

I'm looking for an experienced programmer -- preferably someone who can work with code mode -- to partner up with me on Quaintbrush.

This is certainly a challenging task in the sense that you need to be very aware of performance issues, but once the bumps are smoothed out this should be a very quick port, since the game is essentially already done on another platform.

After last nights Ludum Dare results, I'm excited to continue pushing Quaintbrush forward. I hope to port the game to the iOS and take it places. This is a great opportunity if you're interested in exploring game publishing as well.

EDIT: Position filled.

Past Contests / Re: Ludum Dare 20 (a 48hr/72hr game making event)
« on: May 23, 2011, 07:05:07 pm »
The Ludum Dare results are in!

Quaintbrush wins a Bronze medal in Innovation, and places 4th and 5th in 'Community' and 'Fun'. It placed 8th overall out of 288 entries.

Windows / Mac / Flash / HTML5 / Re: Quaintbrush -- (game complete)
« on: May 22, 2011, 06:36:20 pm »
I'm sticking with a smaller window size because I have enough lag problems to worry about already. :/

So far there's a couple issues with it:
- Jump animation won't play at all, even though it should override everything in the animation manager (using jump and run kit).
- Paint is still really, really laggy, but it's temporary.
- Can't get a collision response with the paint. My code is this:
Code: [Select]
package scripts
import flash.display.BlendMode;
import flash.filters.*;

import Box2DAS.Collision.*;
import Box2DAS.Collision.Shapes.*;
import Box2DAS.Common.*;
import Box2DAS.Dynamics.*;
import Box2DAS.Dynamics.Contacts.*;
import Box2DAS.Dynamics.Joints.*;

import stencyl.api.engine.*;
import stencyl.api.engine.behavior.*;
import stencyl.api.engine.font.*;
import stencyl.api.engine.scene.*;
import stencyl.api.engine.sound.*;
import stencyl.api.engine.tile.*;
import stencyl.api.engine.utils.*;

import org.flixel.*;

public dynamic class Design_209_209_PlayerControl extends ActorScript

public var _RedPaint:ActorType;
override public function init():void
    _RedPaint = getActorType(434);
override public function update():void
override public function handleCollision(event:Collision):void

    if (event.collidedWithActor)
        if (sameAs(event.actorB, _RedPaint))
            setGameAttribute("p_color", "red");
override public function draw(g:Graphics, x:Number, y:Number):void
    g.drawString("" + (getGameAttribute("p_color") as String), 10, 10);

public function Design_209_209_PlayerControl(actor:Actor, scene:GameState)
super(actor, scene);

override public function forwardMessage(msg:String):void


Never heard of Shake Shack before.

It's only 26 minutes away, I think I'll check it out.

Chit-Chat / Re: Saying "No"
« on: May 21, 2011, 10:05:29 am »
This was an interesting read -- definitely, less is more.

Chit-Chat / Re: Terraria Online: looks pretty cool.
« on: May 19, 2011, 03:26:11 pm »
I've seen this recently -- it looks pretty interesting, but I don't think it'll catch on nearly as fast as Minecraft did.

Journals / Re: What are you working on?
« on: May 17, 2011, 02:21:50 pm »
I've been polishing up Quaintbrush for Indiecade 2011:

Windows / Mac / Flash / HTML5 / Re: Quaintbrush -- (game complete)
« on: May 11, 2011, 11:15:37 am »
But it's still just a regular Jump and Run kit - it's really bare and that shouldn't warrant a 33% drop in FPS.

This is a concerning issue, especially once we move forward with iStencyl. 960x640 is now the iPhone standard, and it only gets larger once you start porting to the iPad -- 1024×768.

I did another test and removed everything in the scene except for the player actor and five tiles under him. There was only a 2-3 FPS increase.

EDIT: Hectate -- I don't think that's true.
If I run the same game under 480x320 resolution, with a 2x scale (same amount of pixels) the game runs fine at 60 FPS.

Windows / Mac / Flash / HTML5 / Re: Quaintbrush -- (game complete)
« on: May 10, 2011, 05:21:56 pm »
Found it.

As soon as I resize the game from 640x480 to 960x640 (iPhone resolution) the game drops a good 20 FPS.

Chit-Chat / Re: Random Chat Thread
« on: May 10, 2011, 04:49:59 pm »
I recently got accepted with a full scholarship to attend Carnegie Mellon University this summer to enroll in their National High School Game Academy program.

The NHSGA is an intense six-week game development course made up of two 'classes' that you take each day. First is a lecture, where people from the industry speak about topics such as fundamental design, trends, and the market. The second part is a lab, where you design your own projects with a team. You can choose an art focus or a programming focus in your study, but each student will be exposed at least partially to both to get a general feel for the development process as a whole.

This is a huge step forward for me, since I plan on taking on a video game development career in the future. I'm really excited to see how this will change the way I develop games! :)

Pages: 1 2 3 4 ... 6