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Topics - WayneAdams

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Windows / Mac / Flash / HTML5 / Blaster Bot has shipped!!
« on: February 17, 2015, 09:58:24 pm »
Alright... My first decent stencyl project is out the door and for sale at

It's a start.. ;)

Windows / Mac / Flash / HTML5 / Weekend Jam: ROMPER NEEDS CHEESEBURGERS
« on: February 02, 2015, 04:33:43 pm »
Did this little time waster over the weekend.. plan on expanding it for iOS and android later on for like 99 cents..

Feedback is always appreciated.

Journals / AQUATIC (Working title)
« on: January 26, 2015, 06:41:20 pm »
My next go at a Stencyl game.. It's about an underwater expedition on an alien world. The goal is to find and catalog all the flora, fauna and secrets of the oceanic world (no name yet)..

So far I've developed custom swimming controls and at this moment working on the scanning device (used with the mouse). Basically, you'll highlight objects and click down on them until the scanner finishes and get a database entry on your item...

Work In Progress shots:

(Hiding in the alien seaweed :) )

(The tutorial level where you can get used to controls and use the beginning tools and items)

New and better items will be introduced as the player catalogs the planet.  I plan on doing it smartly so that finding and scanning key things will unlock items related to that discovery. Hopefully this is all fun at the same time. I'll try to update regularly as well.

Comments and critique are welcome. Thanks!

I have set up enemy deaths to play as an animation labeled "DEATH" in each actor's animation set.
An event in each actor tells it that when SELF collides with actor BULLET to switch to animation death play for .5 seconds and then kill SELF.

This is cloned behavior with many enemies in the game. All enemies receive the same naming conventions for animations and events. All of the enemies with this event behave correctly when I TEST GAME or TEST STAGE inside of Stencyl, however when I play a compiled SWF of the game one particular enemy does not switch to the death animation, The enemy DOES kill self after .5 seconds.. but the animation does not play. I have checked everything over and everything is set up correctly, but it doesn't matter because it works inside stencyl.. just not in a SWF and always just the one specific enemy.

Ask a Question / Where to start with procedural map generation.
« on: December 18, 2014, 12:50:23 pm »
First I apologize if this has been covered, I did look around the forums but couldn't quite identify with any of the topics I came upon while searching.

I have illustrated my question, but I'll follow up with text as well: Hopefully I make sense. :)

Basically, I want to create a side scroller dungeon that builds itself off a fixed starting room and uses pre built scenes as rooms inside the dungeon..  The problem is that I'm not sure where to begin,. I'm not sure if this is a behavior or arbitrary code, if it needs to be attached to a scene (like the starter room) or not.

If I'm not clear enough I am sorry,  if any one has any ideas where to start, I'd be very appreciative. If I need to clarify something please let me know as well.

Thanks so much.

Journals / Bolt Collector (Working title)
« on: December 16, 2014, 07:57:14 pm »
This was built in two days as a demo at a monthly software group meeting here in my city.


Ask a Question / Wrap Around Level: Joust Style
« on: December 17, 2012, 06:25:15 am »
Hey Guys, I've searched the stencil forge and the forum and I'm looking for a way to one screen levels that wraparound like the old Joust game.

Right now I'm thinking I should put sensors down the sides of the level and tell the player to "warp" to the adjacent sensor when touched.. but it doesn't seem like an elegant way.

Anybody got any suggestions?


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