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Topics - JeffreyDriver

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Windows / Mac / Flash / HTML5 / Dive 2 - Comments Please
« on: June 10, 2016, 06:04:55 am »
I'm still working to get the basics of the game done, but I would like feedback on what I've done so far, and also what type of game mechanics people would like to see. The focus of the game is going to be on exploration and problem solving, rather than fighting. There's also going to be lots of upgrades.

What sort of puzzles/problems would you like to see?

Here's what I've got so far:

And here's the first version for reference:

Ask a Question / Gradient Fills for Shapes
« on: June 09, 2016, 12:35:21 pm »

What's the best way  to create vector shapes with a gradient fill? I find it odd that it's not an option when selecting a colour for a shape. I'm trying to avoid using images so that I can easily make changes.

As always, any help gratefully received. Thanks.

Ask a Question / Health / Oxygen Gauge
« on: June 09, 2016, 06:37:31 am »
Please can someone offer a little help with a problem I'm having. I have some bars that represent different values, such as health remaining, and oxygen remaining. I'm wondering how to calculate the width of the bar. For instance, for the oxygen bar I have these  booleans:

Counter Oxygen - The amount of oxygen remaining. This decreases at a set rate.
HUD Oxygen Bar - This is used to return the width that the bar should be according to the Counter Oxygen value.
Level Oxygen Value - Sets the starting value of Counter Oxygen when the scene loads.

The starting width of the bar is 200px.

I need help putting this together. Thanks in advance.


Ask a Question / Creating a Depth Gauge
« on: June 05, 2016, 11:20:40 am »

I need a little help creating a depth gauge. On the left-side of my screen I have a marker that shows the depth (Y position) of the player depending on the scene. The problem I'm having is that maths isn't my strong point so I'm struggling to calculate it.

I have a boolean to get the Y value of the player and another to set the Y value of the marker, and then there's the block to get the height of the scene. I just need help cobbling it all together.

Thanks in advance.

Ask a Question / Background Gradient to fit Scene
« on: June 04, 2016, 05:40:35 am »

When I use a gradient as a background, the gradient only spans the screen, not the scene. Is there a way to change this? I'm working on something whereby I'd like the background to get darker the further down you go, and using a background gradient seems like the ideal way to do this rather than having to change the background in some way.

Ask a Question / Create Tiled Background Block
« on: May 30, 2016, 03:00:07 am »
Hi. Please can someone offer a little help with the 'create tiled/non-tiled background' block? I'm sure this is probably quite simple, but Stencylpedia hasn't helped.

What's the correct way to call the image?

Thanks in advance.

Ask a Question / How do you deal with lots of text?
« on: May 16, 2016, 04:57:07 am »
I'm working on a game that's actually more of an interactive story. As a result, I'm going to be using lots of text.

I find that the draw text blocks in Stencyl aren't a great solution for drawing paragraphs of text. There's no line break, and using a new block for each line is just tedious. Am I missing something? If you've created something with lots of text, how did you go about it?


Windows / Mac / Flash / HTML5 / New Game: Dive!
« on: May 05, 2016, 06:32:19 pm »
Hi all,

I've just released a new game and would really appreciate a little feedback on it.

You must dive to recover lost treasure and catalogue creatures. It's complete, except for the sounds (there's currently none as it was too big to upload to Stencyl with sounds.)

I'm interested to know if there's any bugs I've missed, or if the balance of costs/upgrades etc. needs tweaking. Thank in advance.

Ask a Question / A better way to create a torch/flashlight effect?
« on: April 30, 2016, 01:04:23 pm »

I'm aware that this question has been asked many times before, and I've searched through the solved solutions, but they all  suggest creating a torch/flashlight the same way; using a large actor with a transparent circle that follows the actor. This seems like a rather clumsy way of doing it, and results in using very large actors.

This is what I want to do:

Is there not yet a way to do this using layers and blending? Thanks in advance.

Windows / Mac / Flash / HTML5 / Epsilon - Testing
« on: April 23, 2016, 02:32:32 pm »
Hi all,

I've been working on a game and besides for a few whistles and bells, it's finished (I think). Although I've done a few smaller projects, I'd say that this is my first proper game. I'm pretty pleased with it so far.

I'd really appreciate it if you could play it and provide a little feedback.


EDIT: The finished piece is too large to upload here, so I've stuck it on Kongregate.

Ask a Question / Point & Click Inventory System Issue
« on: April 20, 2016, 04:15:17 am »

I'm working on a point & click but I'm having an issue that I've been unable to solve. Items in the inventory have a number attribute attached. The number changes according to the state it needs to be in. E.g. 0 means it hasn't been picked up, 1 means it is now in the inventory, 2 means item is selected etc.

It's at state 2 where the problem is. I can pick up the item, but for some reason I can't select the items once they're in the inventory.

I've been looking at this for two days and cannot figure it out.

Any help gratefully appreciated.

I'm developing an upgrade system for something I'm working on and have run into a problem I've been unable to resolve. The upgrade system works by checking the current level and checking the amount of money the player has, but it always applies the maximum number of upgrades available. i.e. clicking the health upgrade button won't just buy the next upgrade, but it always buys the highest level possible. I'm stumped. Any help gratefully appreciated.

Ask a Question / Health Manager Problem (Persistent)
« on: March 31, 2016, 06:54:30 pm »

I've run into an issue with the bundled Heath Manager which I've been unable to resolve.

I wanted to create three levels of difficulty, and since the only variable is going to be the number of lives they start with, I decided that a simple solution was to have three different player actors, each with their own unique health behaviour.  When the player selects a difficulty, it updates a boolean and when the level loads the boolean tells it which version of the actor to create.

It works perfectly unless I choose to have the  health value set to persistent, as I do on the hard mode. On hard mode, the level loads and the actor is killed instantly. The death animation plays, and that's it. I've been playing around with the behaviour for ages, but can't get it to work. I've attached the actor create code, and the health behaviour  for the hard mode.

Any help gratefully appreciated.

Ask a Question / Timed Events (Do After) Problem
« on: March 29, 2016, 08:30:06 am »
I've been trying to get to grips with timed events, and despite my reading and experimenting I can't quite get my head around something.  I have a script that stuns enemies, and it does work in part, but the effects aren't removed after a set time. I've been trying to remove the effects using the 'Do After' block, and I've tried several different ways. Please see a screenshot attached with two methods I've been trying.

When enemies are hit, they change colour, drop, and buzz around on the floor. After 10 seconds they should revert back to their original colour, get up and start flying around again. I've been trying to get this working for two days, and would appreciate a little help. Thanks.

Ask a Question / Reversed Gravity & Jumping
« on: March 28, 2016, 03:53:59 am »
I've created a script to flip the gravity on a key press but I've run into a problem with jumping. Although the actor can move around on the ceiling,  it can't jump off it like it can on the floor.

Anyone have an idea on how to fix this?

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