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Messages - bonzero

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Old Questions (from 1.x/2.x) / Re: Multiplayer
« on: November 26, 2012, 12:57:13 pm »
I would love to have multiplayer options. The extensions are great but are too complicated for most of us. I hope when stencyl 3 is ready, Jon and co. invest some time in making some cool extensions like multiplayer and others

Resolved Questions / Re: When is stencyl 3.0 arriving ?
« on: November 24, 2012, 06:38:00 am »
pretty stable, I stopped using 2.2 a few months ago, and if you find a bug is usually corrected as soon as you report it, I recommend the beta

Old Questions (from 1.x/2.x) / Re: Multiplayer
« on: November 23, 2012, 05:24:12 am »
I don't know that smartfoxserver thing, but a Game Center multiplayer option would be awesome for me

Old Questions (from 1.x/2.x) / Re: Multiplayer
« on: November 22, 2012, 02:28:39 pm »
well the indie scene is now quite popular, look at games like super hexagon on ios, the minecraft phenomenon or the catalogue on the xbox arcade... there's no limits, and those games can still be very profitable, AAA games will still be what they are now, there's enough market for all sorts of games.. in my opinion

Old Questions (from 1.x/2.x) / Re: Multiplayer
« on: November 22, 2012, 02:04:36 pm »
I agree that a good game is a good game, it can be done in 3d or 2d or whatever, my point was that 2.5 d makes sense sometimes.

You can make a cheap 3d game, if you find a good 3d artist + good programer or good at any sdk out there + lots of time= almost any game possible, just split the profit between the two and that's it

the same for a 2d game

Old Questions (from 1.x/2.x) / Re: Multiplayer
« on: November 22, 2012, 01:00:13 pm »
Do you know paper monsters on ios? 2,5 d made with unity or new super mario bros? Both very cool games

Paid Work / Re: [$100] Help with Behavior
« on: November 22, 2012, 11:31:19 am »
I started fiddling with it and the text labels, so it doesn't look great, it was also a mix of my own graphics and sprites I downloaded from the inet to make the prototype, I hope to be able to show it off one day... hehe

I need to get focus as well, I plan to release simple games first until I get some routine in development, I have only released stupid-simple apps on the appstore so far but hey they bring in some money and you learn a lot from getting your feet wet

Paid Work / Re: [$100] Help with Behavior
« on: November 22, 2012, 10:37:11 am »
Thanks for sharing. Seems like you finally made the controls respond as you wanted, I will use something like that when I return the platformed and I'm sure with Stencyl 3 you need to remake the system.

I will show you a little of that game when I fix a few things, I accidentally opened the game with stencyl 3 and there are things that need fixing now

Paid Work / Re: [$100] Help with Behavior
« on: November 21, 2012, 01:36:23 pm »
that code by the way is from a platformer I was preparing with 2.2 long ago. I think it was getting too complex I want to get more experience by making smaller games, and I want to learn how to keep the resources and code tidy during the development

I think once I have released a couple of smaller games I will work on that again, I did pretty cool graphics to be used with it and propably startfrom scratch w stencyl 3

Paid Work / Re: [$100] Help with Behavior
« on: November 21, 2012, 01:31:24 pm »

About your code i dont think you need to specify the Y it could be much simpler just saying:

if X if less than half.width of self then left
otherwise right

It doesn't matter the Y axis, or it doesn't matter if the drag is out of button

To make the proper good effect you should check the touch position at all times or... make the buttons actor a bit bigger with transparent surface, that extra surface will still be the actor, and the player will reach the button a lot easier.

In the pic attached

I used a button for left and another one for right,  I just cared about the X axis, and as long as one multitouch is inside the area that button will be pressed otherwise it won't, but careful with this, there's always multitouch points not pressed that will give 0, so exclude that number of the equation

I think if the solution that you tried works fine, just leave like that, I find hard to slide the thumb out of the Left-right button area so i would just use the 1 actor leftright trick

Paid Work / Re: [$100] Help with Behavior
« on: November 21, 2012, 08:18:47 am »
But I don't think that solution will allow the player drag the thumb from the left button to the right button, or does it? I never thought about that "on screen button" solution

My main problem when I tried to do this was to make the drag work with the buttons even when the drag started outside the actor

pizzaboy or supercratebox on iOS have nice controls like that that i remember now

Paid Work / Re: [$100] Help with Behavior
« on: November 21, 2012, 07:28:31 am »
I'm at work now, but later I will send you a capture of the blocks I was using.
I think you need to use multitouch to avoid that from happing.

One solution that doesnt use multitouch could be=

For the left-right buttons just use one actor, and if dragged self... if x of dragged is on the left side then left is pressed otherwise right is being pressed

For the jump button another actor, and just the regular, when pressed self/released self type of event
That way the events from one button won't interfere with the others and you will still be able to drag the finger to move to the right-left

probably there are many ways to accomplish that

Paid Work / Re: [$100] Help with Behavior
« on: November 21, 2012, 03:59:47 am »
you can use the multitouch and x&y of dragged... when it's multitouch for every x&y of dragged if those coordinates are on top of the button then is pressed otherwise is not

You can repeat the same thing for each pressed in case the user doesn't drag the finger

I was able to succesfuly achieve what you mean easilly

what version are you using 2.2 or 3.0? I don't want the 100usd just trying to help

i think your game as quite good controls now but maybe that scheme of buttons makes more sense for 2d platformers

Old Questions (from 1.x/2.x) / Re: Multiplayer
« on: November 20, 2012, 06:08:33 am »
I think somebody did a multiplayer using the get-post html blocks, but nobody has used gamecenter.

I think the idea is that in the future somebody could make an extension for iOS with that feature but I don't think it will come soon, it requieres quite a good knowledge of objective c, haxe etc...

I would LOVE to see that feature too

iPhone / iPad / Android / Re: Impossible Pixel [V1.0 Just Released]
« on: November 20, 2012, 12:24:08 am »
I like the game! very good controls and very polished, the controls and saws are very "supermeat boy" which is great because I love that game

My only criticism is the icon and the b&w look, I think the game could be more commercial with another graphics style but hey that's what indie games are for, to design what you like and not the typical product

I will leave a review now

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