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 - Unept

Pages: 1 2 3 4 5 ... 22
Stencyl Jam 16: "Spooky" / Re: Super Scary Platformer, Name Pending
« on: October 10, 2016, 10:54:18 am »
I'm a lone wolf...a renegade...a island...

Stencyl Jam 16: "Spooky" / Super Scary Platformer, Name Pending
« on: October 10, 2016, 10:16:21 am »

I'm using this jam as an excuse to practice my pixel art. Usually I spend my time looking for unique gameplay ideas, then scrambling through the art. This time will be about starting with art and implementing it into a simple platformer mechanic.

iPhone / iPad / Android / Re: HeadlessD - dungeon crawler game
« on: October 06, 2016, 07:48:37 pm »

Great job on this! I am currently at level 8, and decided to hop over and give feedback while it's fresh on my mind:

- GREAT art and style! Looks polished and has personality.
- I love the concept of collecting heads with different attributes. Clever.
- The joystick movement confuses me a little, because it looks like a grid-based game, so I would guess that most players expect grid-based movement.
- Also, it was tough when I traveled to the bottom of the rooms and had the joystick and my thumb obscuring the player.. I would recommend having the scene larger so the camera moves down further, allowing the player to be seen above the joystick.
- I would also recommend revealing the grid at  a further distance from the player.

Those are my thoughts. Great job overall, especially for a one man job.

iPhone / iPad / Android / Level With Me (Featured on App Store!)
« on: October 05, 2016, 03:32:10 pm »

Get it on the App Store

Get it on Android

Update: It was featured in "New Games We Love" on the U.S. App Store on Oct 31, and EU on Nov 3. Featured in over 100 countries.

Hi all,

This is Level With Me, a somewhat ridiculous balancing arcade game set to launch on iOS around Oct. 20. (and on Android soon after.) The game trailer above should give a good idea what it's about. You are tasked with balancing random objects or characters on a beam with the use of bubbles from the sea below. But each level has been crafted to have unique goals and challenges, such as making a burger or getting the rotund hedgehog to pop the balloons. A few new levels unlock as you progress.

I'm proud of how it turned out. It's very different from my previous mobile titles, Hue Ball and Lava Bird, and I believe it is a unique gameplay experience that is still fun and challenging. Big thanks to Folmer Kelly for helping me nail down the art direction.


TITLE: Level With Me
LAUNCH DATE: Probably around Oct 19.
MONETIZATION: Free with occasional ads. iAP to remove ads.
MUSIC BY: @isyourguy

(I will add a more comprehensive post-mortem once the game is launched.)

iPhone / iPad / Android / Re: List Of Apple Featured Mobile Games
« on: September 16, 2016, 10:38:05 am »
Super Dangerous Dungeons by AdventureIslands

Ask a Question / Re: what power of stencyl?
« on: September 16, 2016, 09:46:39 am »
I've mastered Stencyl. (Lava Bird)

Ask a Question / Re: what power of stencyl?
« on: September 16, 2016, 09:24:40 am »
I was joking about Lava Bird. ;)

Ask a Question / Re: what power of stencyl?
« on: September 15, 2016, 02:27:01 pm »
I was going to reply with a few games I know of but I decided to do more research and make a new thread with a list of games greenlit or on Steam.,49210.0.html

Thanks Rob! Nice resource for future reference. Now let's see you make a list of mobile games! ;)

Ask a Question / Re: what power of stencyl?
« on: September 15, 2016, 08:31:15 am »
Lava Bird is the most famous. No one can stop talking about it.

Lava Bird for iOS
Lava Bird for Android

Chit-Chat / Re: Concerns about official Stencyl activity
« on: September 06, 2016, 02:19:11 pm »
If there are any other ideas on how to make the community more active, your voices won't go unheard.

Me, thinking aloud:

1. Yes Cory, please make a devlog for your sweet game.

2. My previous devlogs felt like I was posting into the abyss. Also some of my technical questions took a while for responses, so I probably just impatiently jumped onto IRC. Discord, btw, is very nice. I will step up my journaling efforts.

3. Publicity/Outreach? I feel like there could be simple solutions to showing the world the shiny, positive parts of Stencyl without having to hire a marketing manager.  A couple ideas:
- Finish the amazing games we started with the highest quality possible. (triple-emphasis)
- A community mod who updates the games showcase, homepage, blog, twitter more often? (We all loved Skullface, but it was published in 2012 and the dev has moved on. I vote for Lava Bird as the face of Stencyl. *crowd roars with approval*)
- Make a bigger deal about published games. For example, "Dunkers, made in Stencyl, gets 1 million downloads in like two minutes" is a nice headline we should see in a forum post by a community mod, a blog post, @stencyl's twitter feed, etc.
- AlexvsCoding is rallying for the #madeinstencyl twitter hashtag, which seems to have worked really well for #madeinunity.

These are just thoughts based on what I see compared to similar products. From the outside looking in, looks like a sinking ship, though we know it is a beautiful, functional bit of magic.

Past Contests / Re: Ludum Dare 36 : Ancient Technology
« on: August 30, 2016, 08:02:38 am »

Journals / Re: Punch Kings [iOS /Android]
« on: March 22, 2016, 11:47:25 am »
I don't usually play Beat em Ups. But if you're making one, I'm playing it. BEAR FROM HEAVEN, awesome.


Another example
Amazing game that everyone want to play, it an Indie and again Unity.
people are ready to buy too, while price is not small - 60$

haha, oh my god, I can't take it any more. Did you really just drop a link to No many Sky as an example of games you should be able to make in stencyl. Its a custom engine and literally the biggest universe ever created in a video game.

Someone needs to burn this thread down, its lost all meaning.

100% Agreement. 1MrPaul1, please go read and study the ENTIRE Ghost Song thread, then go make another game. You have some talent, we'd all love to see what you can do!

*Lights torch*

Problem ----> Solution. Communication.

Everyone agrees that comments, complaints, and suggestions are vital in improving Stencyl.

However, I can't take suggestions seriously when they come from the dev of a bird pooping simulator. That game is fine, but it's not pushing the bleeding edge of Stencyl's capabilities.

In my experience with Stencyl, when I hit a technical wall/hiccup/glitch, I assume it's from my lack of understanding of game logic in general or how Stencyl itself deals with that logic. And I'm almost always right. AND it's my responsibility to gain that understanding.

Therefore, I have no right to blame Stencyl until I have proven beyond doubt that it is actually Stencyl. I've published a few games and I have still not met the criteria of "Stencyl is holding me back" in any aspect of game design.

The devs of Ghost Song, Space Pirate, Mibibli's Quest, etc. have good reasons to make suggestions that would improve Stencyl, because holy crap look what they are creating. They're pushing limits, showing their own capabilities. They never complained on the forums because Stencyl can't handle their MMORPG idea that looks really good in their head and is sure to sell millions.

So when I hear about glitchy scrolling, I assume it's the dev, not Stencyl, until there's plenty of proof otherwise (which maybe there is, I haven't followed that issue). Game doesn't get greenlit? Dev not Stencyl. Game not featured in App Store? Dev not Stencyl. Etc.

If you have ever even thought—let alone posted in the forums—that the tool/engine is holding you back, then you should take a long, hard, honest look at yourself as a game designer, because it is very likely you are the problem.

That said, I'm really excited about 4.5D, building an extension for it as we speak.


OK, Everyone's favorite Max Glockling helped me out with this one. We deleted ALL the app IDs and the Wildcards and rebuilt it and it worked. It seems like something that I thought I had already done. But it's all so confusing to me that I'm not surprised that I may have missed something in there.

Pages: 1 2 3 4 5 ... 22