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Messages - irock

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1
News / Re: Stencyl Jam #18: April 12-22
« on: April 14, 2019, 04:24:53 pm »
Desktop, HTML5 and Flash are all equally fine.

2
News / Re: Stencyl Jam #18: April 12-22
« on: April 12, 2019, 05:13:09 pm »

3
News / Stencyl Jam #18: April 12-22
« on: April 05, 2019, 02:19:30 pm »

Stencyl Jam #18

It's time for the 18th Stencyl Jam! Participants will have approximately 10 days to create a new game in Stencyl based on the jam's theme. The jam will run from Friday, April 12th (8:00 PM EDT) to the end of Monday, April 22nd (11:59 PM EDT).

The top three entries will receive a Stencyl Studio License!

Join the Stencyl Discord Server to chat with other Stencyl users about your jam games.

Judging & Prizes

A panel of judges will be organized by Stencyl. Games will be judged based on a variety of criteria, including: fun, innovation, thematic relevance, graphics, sound, and overall execution.

If your game is one of the top three entries, you'll receive a Stencyl Studio License. If you already have a Stencyl license, your current license period will be extended by a year.

Rules

  • All games must be made in Stencyl.
  • The jam will last from Friday, April 12th (8:00 PM EDT) to the end of Monday, April 22nd (11:59 PM EDT). You're free to work on your game only during this period.
  • Your game must be submitted to the itch.io jam site before April 22nd at 11:59 PM EDT.
  • The theme will be announced at the start of the jam. Games will be judged based on how well they fit the theme.
  • Assets made before the start of the jam may be used, but they must be made publicly available for use before the start of the jam, and you must disclose your usage of them.
  • Teams of any size are allowed, but keep in mind that a winning team will only receive one Stencyl Studio license.

4
Chit-Chat / Re: A small tip for stencyl, rather when to use it
« on: March 15, 2019, 05:29:01 pm »
Thanks.

It is actually quite enjoyable programming 3D in stencyl. People take Unity and UE4 for granted since they did the background work and vector calculations. In order to program 3D in stencyl, you have to do the calculations yourself. I've done it, merrak has done, mdotedot has done it. Stencyl is not useless for 3D, you just have to put in some more time and effort.

That being said, sure if you want the background work already implemented, then unity, ue4, cryengine, lumberyard, etc., would be the way to go.
It is actually quite enjoyable programming 3D in stencyl. People take Unity and UE4 for granted since they did the background work and vector calculations. In order to program 3D in stencyl, you have to do the calculations yourself. I've done it, merrak has done, mdotedot has done it. Stencyl is not useless for 3D, you just have to put in some more time and effort.

That being said, sure if you want the background work already implemented, then unity, ue4, cryengine, lumberyard, etc., would be the way to go.

5
Chit-Chat / Re: I'm going to Google because of Stencyl!
« on: March 07, 2019, 02:18:24 pm »
Awesome!!

6
News / Stencyl 4 - Out Now! (4.0.1)
« on: March 04, 2019, 03:12:01 pm »
Stencyl 4

After an enormous amount of engine upgrades and a seemingly endless array of critical bug fixes, Stencyl 4 is finally stable and available for download!

Download Now


Highlights

  • Compatibility with iOS 12 / OS X Mojave.
  • Live Testing. Update resources/scenes in running game without recompiling.
  • HTML5 Support. Our HTML5 export option has moved out of the experimental phase.
  • Performance Improvements in engine and in the app.
  • Copy + paste support in the Scene Designer.
  • 200+ bug fixes.
Learn more
In-depth changelog


Notes

As always, we recommend backing up your games, and to be safe, backing up your current Stencyl version before upgrading.

If you find any issues, please report them on the issue tracker.

7
Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: February 27, 2019, 04:45:29 pm »
Also startscreen:

This is gorgeous.

8
Chit-Chat / Re: Global Games Jam 2019
« on: January 25, 2019, 12:53:11 pm »
I'm hyped!

10
Chit-Chat / Re: "If a tree falls" thought exercise
« on: December 21, 2018, 03:10:53 pm »
If there's no one around to witness a sound, nor any instruments to measure it, then we can't be 100% certain that there will be a sound when a tree falls in a forest. Every falling tree we do observe and measure, however, does make a sound, so we assume that all trees will make a sound when they fall even when we're not around. Perhaps it's possible though that an observer being present is actually a prerequisite to a sound being made, but that seems far less likely.

11
Windows / Mac / Flash / HTML5 / Re: List of Stencyl Ludum Dare 43 Games
« on: December 19, 2018, 03:24:28 pm »
I realize you're upset that his game is similar to yours, and maybe I would be too, but I'd recommend letting it go. Going after developers for their little game jam games isn't a great look (especially considering your game is seven years old), and there are far better uses of your time.

12
Windows / Mac / Flash / HTML5 / List of Stencyl Ludum Dare 43 Games
« on: December 04, 2018, 07:14:32 pm »
Stencyl-Made Ludum Dare 43 Games

Game Name                                   Author
Dungeon of Sacrificekantieno
dropboytorcado
Fire and AtlasIrock
Nature is Harshhavana24
Total Party KillAdventureIslands

If you'd like your game added to this list, make a post with a link to your Ludum Dare 43 entry and I'll add it.

13
Windows / Mac / Flash / HTML5 / Fire and Atlas (Ludum Dare 43)
« on: December 04, 2018, 06:49:15 pm »


Ludum Dare EntryPlay on itch.io

Burn and replace your inaccurate maps in order to find the treasure on each screen.

Each map contains an X, marking the location of the treasure… supposedly. Before you dig, be sure to compare your map to the current screen and make sure nothing is amiss.


14
Chit-Chat / Re: Where I've been, and What I've done.
« on: November 09, 2018, 07:38:53 pm »
Welcome back, you fool

15
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: August 30, 2018, 03:43:04 pm »
Thinking of implimenting a simple node based pathing system for enemies based off nodes already placed in the map (how hard would this be to do?)
It's easy enough to get an actor to walk in a straight line between nodes. The hardest part would be having NPCs successfully navigate around other actors that may also be moving around. It's doable though.

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