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Topics - domagojbulat

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Journals / Castle Woodwarf 2
« on: May 14, 2019, 04:06:07 am »

Almost 2 years after the original Woodwarf we are very close to launching the sequel.
Steam is fixed to 12th June, Android probably in a few weeks and AppStore some time after these. HTML5 should be live in September. PC version will be paid, while mobile remains free with rewarded ads and in app purchase options. There should not be ads that are displayed without players approval in mobile versions. HTML should be free with ads showing before game start (depending on the game portals where it will be published)

Mini trailer
Brief gameplay (PC)

To support us, please

Wishlist on Steam!
Preregister on GooglePlay!

T H A N K S !!!

Theo - art and story
Greg - music, sfx and voice
Chuck (Ceosol) - programming
Enchae - in-game background art
Deana and Sedoc LLC - marketing and publishing
Domo (me) - game design, pixel art, animations, programming, managing etc.

Many of the above had worked or influenced other aspects of the game - nobody was limited just to their field.

Ask a Question / PC Full Screen not using 2x scaled assets [SOLVED]
« on: April 25, 2019, 09:05:21 am »
I have trouble getting the HD resolution when publishing to PC, full screen.

I have made a test game to investigate this, you can download it here.

What I did -

1. Made game size 960x540

2. Enabled scaling 1.5x and 2x

3. In desktop settings I set Scale Mode "Scale to Fit (Fill)" and ticked off Start in Full Screen

4. For backgorund I imported 1920x1080 image as 2x scale bicubic

5. Stencyl created 1,5x and 1x versions out of the imported image

6. I went into game resources folder and hand marked the images in Paint as 1x, 1.5x and 2x

7. Compiled the game and saw it uses 1x scale (960x540) even though my laptop screen is 1920x1080.
It should use full HD image and not the low resolution one.

In log viewer it says Full screen hight and width are 1280x720 which I find weird since my laptop resolution is set up to 1920 x 1080

How to make it use the 2x image? - Please help

Paid Work / Educational Games
« on: March 08, 2019, 02:03:40 am »
I just saw this on FB, not sure is Stencyl is compatible...

Hi all! Calling any Unity, Construct 2, or Javascript HTML 5 game developers interested in making an educational game! I'm the Developer Community Manager with Legends of Learning, a game-based learning platform, and we're looking to build 500 math games for elementary and middle school. Here are some highlights:

* Creative control left to each developer!
* Each game can earn from $1000 - $50000 (Developers receive a $100 deposit at the start and then $1000 once accepted on time)
* $4 million total has been paid to date to 350+ developers for over 1000 games
* Average expected payout of $4000/game
* Academic documentation & specs are provided
* Games will be played by hundreds of thousands of students in schools across the USA
* Web-based build targeted for at least Chromebook compatibility
* Open now - game slots open on first-come, first-serve basis!

If you're interested in learning more about the opportunity, navigate here (there will be a form here to submit your information):

Happy to answer any questions as well!

Ask a Question / Interesting MP3/OGG Discovery [EXPLAINED]
« on: March 07, 2019, 06:46:29 am »
Something interesting happened when I changed my game from Flash into HTML5.
Since I didn't have any of the OGG files ready, I imported a dummy OGG files (random selected OGG I had from a previous game).
I intended to use these placeholder OGG sounds just for testing, until we convert all the MP3 into OGG in Audacity.
So now when I had both green check marks ticked (see picture below), I tested the HTML and thought it would play some random placeholder sounds.
But it did not! - It plays all the proper sounds, just like they are MP3.
I am not sure would this also work when published for PC or mobile, but as HTML works without having each individual OGG file created. I tried both locally and uploaded to a Flash game portal, works both in Chrome and Firefox.

I still suppose we should convert all the MP3 files into OGG manually and replace the placeholder sounds just in case...
This is not a real question, but I thought it might best fit in this board. Please move elsewehere if needed.

Ask a Question / Low FPS in HTML5 using Firefox
« on: March 07, 2019, 01:07:00 am »
I'm trying to get my game run on HTML as smooth as it does on Flash (55-60FPS).
On Chrome the performance is not so bad, but in Firefox it can drop down to around 20FPS.
Luyren suggested to check the Coburt's advice to search are there any errors running in background that don't affect Flash, but might slow down HTML (,58237.msg306600.html#msg306600)

I found a few warnings and fixed them, but that didn't help. Now there are no warnings and there is just this error:
Could not create block from xml tag: font

I don't suppose this is the cause of slowing down the game, but it would probably be good that I fix it.
Can someone please help?  Also any suggestion how to improve FPS in HTML is apprechiated! Thanks!  :)
EDIT: Attached the log (made by testing in Flash)

Ask a Question / Hiding actors outside screen borders [SOLVED]
« on: March 02, 2019, 05:36:59 am »
I just updated to 3.5 and noticed a difference regarding screen borders.
For example, in my game enemy actors are coming into the scene at the right side of the screen.
They are spawning just a bit out of screen border so they wouldn't be visible upon creation, but rather gradually enter the screen.
In 3.5 this space outside the screen borders (960×640) is now visible so now the player can see the spawning of enemies which I don't want to happen. I also have the buttons that slide from below to slowly appear on the screen. Now they are also revealed completely, which wasn't my attention.
I can not solve this by simply hiding those actors until they enter the screen because they should gradually appear in the game.
In the older build this trouble doesn't exist because the space outside of screen borders is simply not visible. Is there a way I could fix this or should I simply use the older Stencyl build for now?
I think using a big black rectangle image all around the screen borders isn't a very good option...

Could somebody please help? Thanks!

Sencyl 3.4 - I am happy with this

Stencyl 3.5 - I don't want this:

All the things behind red dashed line below shouldn't be possible to see...

Chit-Chat / Killing Mobs
« on: November 13, 2018, 10:52:01 pm »
When killed, my enemy characters explode in tiny pixels that quickly disappear. I was happy with this approach since it doesn’t look violent at all. Exploding animation is made using images API and while it is using very little resources, it might affect FPS on weaker systems. It is because often there are 100 actors moving around the screen doing their stuff.
I was thinking to replace this exploding calculations with manually animation of dying sequence in 5-6 frames. I think it would help the performance and improve the visual appeal of the game. Only thing is that this way killing becomes more violent, especially if I leave bodies lying on the floor. Do you think the chances of getting featured in AppStore because of increased violence would be decreased? And which do you think is better for a casual mobile game - leave bodies lying on the floor or fade them away in a few seconds?

Ask a Question / Armor Games Quests
« on: August 05, 2017, 07:20:18 am »
Could somebody help me about Armor Games quests?
How to add these quests to my game?

I only found an old unanswered topic about that...;nowap

Journals / Castle Woodwarf
« on: April 14, 2017, 03:27:21 pm »
After a few weeks off, I am back with a concept for an upgrading game.

Stencyl Jam 17 / Sudden Ice Age
« on: December 11, 2016, 06:21:15 am »
Got an idea about a guy caught off guard by a sudden ice age.

I will try to keep it as simple as possible and hope to finish in time.
Gameplay should be very simple with a bit of strategy. I like how the pixel is turning out so far.

Windows / Mac / Flash / HTML5 / Quarrel Hill Xmas
« on: December 05, 2016, 12:31:38 pm »
Christmas time is approaching fast, people!

I present you the Christmas edition of our small clicking game made for recent jam. I made it in collaboration with Ceosol, who did some improvements to the code and is preparing it for publishing to mobile. There are also Game Over and Credits screens that are work of our friend Ridi (ridhwaan08).
Currently a let's play video is being prepared and should be finished soon as well.
In the meantime, check out the game on Kongregate and wrap some people as presents 

Stencyl Jam 16: "Spooky" / Quarrel Hill
« on: October 07, 2016, 02:26:20 am »
OK... I didn't think I would join the jam because I am rather busy these days. But -
I just got this idea - a short clicking game about a monster pushing people off a cliff.
I will try to make it as simple as possible hoping to be ready in time for submission...

This is the first quick sketch. Is it spooky enough? Should I put plenty of blood?  :D

Journals / Earthlings
« on: August 20, 2016, 09:27:26 am »

I am Domo, a game developer from Croatia.

I found about Stencyl somewhere in March 2016 and instantly fell in love with it. Since then I am slowly creating my first game, simultaneously learning as I go.
I published it on June 9th in this forum by name Alien vs Zombies, even though it was barely playable. Merrak and Ceosol gave me positive comments and really helpful tips - thank you guys once again!!
After that I continued developing and implementing more features. I learned something about animation and created 12 frames of walking sequence for my main character:

Since I already do all the art and the programming for my game, it seemed like a good idea to outsource sound effects. That is why recently I teamed up with a cool young musician to help me with that part.

Later on, I found out that on many computers my game is hardly playable using too much CPU, especially when viewing by Chrome. Because of that I learned a bit about efficiently using resources, and removed all heavy stuff (except for the drawing events). That did not help much, so I tried with simple physics. I did not like it very much since I lost many physic attributes and I would have to program them manually or something. Even though that is maybe the weakest point for my game, I decided to leave it as it is and move on.

Somewhere at this point I understood that I really need to keep things as simple as possible and scale down everything. Recently I renamed the game to "Earthlings" because zombies were just one of appearing monsters. The earthlings are actually artifacts that you collect in game. After fixing the name, I was able to paint the start screen and I am quite happy how it turned out:

I am looking forward to your suggestions and tips! Thanks everyone!

To enhance game performance, I switched to simple physics in Game settings.
I noticed my main actor started to glide across tiles without any friction.  :o I tried changing friction to several values from 0 to 1 but it did not help. Restarting Stencyl also did not change anything.
Also I realized even bounciness of the actor does not work at all and he behaves like it is always set to 0.  ???

Is this maybe a bug or am I missing something?


Windows / Mac / Flash / HTML5 / Alien vs Zombies
« on: June 09, 2016, 02:38:28 pm »

My first game - Far away from finished, but I guess it is already playable a bit.  :D
Thanks for playing!!  Looking forward to your feedback!

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