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Messages - kin4n

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Stencyl Jam 14 / Re: First Game. Hard core shootem up
« on: March 29, 2014, 06:37:50 pm »
yeah ur right, well it s just because I started with the bckgrounds, so I used photoshop, then when I started doing the animations, I ve started with the main player, just to see if it would work to animate a girl, each new step in the developmment was a new way of testing either a new tool, either a new technique, but since I ve started this game 2 weeks ago, I had no time to pre think about the global style, but for my second game, I m doing it the right way; sketching first all the characters / anims, then sketching the game design; pixel global execution and then the code;

Stencyl Jam 14 / Re: First Game. Hard core shootem up
« on: March 27, 2014, 06:32:02 pm »
Well I ll make 2nd level even more difficult but fun to play, tks for the comments :p

Stencyl Jam 14 / Re: First Game. Hard core shootem up
« on: March 27, 2014, 05:57:57 pm »
Just updated complete level 1 :), Finishing here and here for adding music and sound, and I ll upload level 2 and final version

If you can reach / beat the final boss, you are definitely a hardcore shooter

Stencyl Jam 14 / Re: First Game. Hard core shootem up
« on: March 27, 2014, 09:43:42 am »
Hi, well I use GraphicsGale to create the sprites (amazing tool once you understand it) and photoshop / illustudio for this NEW title :) 

Stencyl Jam 14 / Re: Goomy: Journey to the Rainbow Land! [Released!]
« on: March 26, 2014, 03:19:39 pm »
VERY NICE finishing, and I love the gameplay :)  5 stars

Stencyl Jam 14 / Re: Paper Dash
« on: March 24, 2014, 08:33:12 am »
love the colors and the gameplay :)  nice concept and nice idea

Stencyl Jam 14 / Re: First Game. Hard core shootem up
« on: March 24, 2014, 07:41:51 am »
I m updating the game, everything is destroyable lol, you need more power ups to be effective :p

Stencyl Jam 14 / Re: First Game. Hard core shootem up
« on: March 24, 2014, 05:37:17 am »
i m experiencing huge variations from internet browsers, and even with "Optimized" collisions it seems that stencyl has some huge frame rate drops with very few sprites. this lowers a lot my expectations for the final gameplay. Is there any shoot em up made on stencyl that I could play to compare ? tks for ur feed back

Stencyl Jam 14 / First Game. Hard core shootem up
« on: March 23, 2014, 01:16:40 pm »

Evika, the mother nature,  has to fight zoombies kids. Zoombies kids can reproduce while every single human on earth became sterile. Every single Except one. Help Evika killing all the baby zoombies to find the last man on earth to reproduce with. Save the planet.

Only core engine done, no music yet, no levels yet, just my first attempt in pure pixel revival shooter.
no action keys, use arrows.

can you post you frame rates ?
PS difficulty level is very high, although, doable.

Paid Work / Re: Interpolation with Bezier Curves demo.
« on: March 18, 2014, 07:59:04 pm »
AMAZING definitely need it :)

Ask a Question / Re: mooth MOTION PATH FOLLOW
« on: March 17, 2014, 12:55:24 am »
:) It s ok, I did the PAEK interpolation one, works great; Tks for your consideration; k

Ask a Question / Re: mooth MOTION PATH FOLLOW
« on: March 16, 2014, 04:58:52 pm »
Yeah you r right, but in the past, sprite movements for shoots used either BEZIEr either PAEK algorithm to interpolate a movement based on "stepped key coordinates" with a fix speed. It was kind of tricky to use, but when you understand its principles you can do pretty muck everything with it.

The thing is now we have  a lot of side tools to create the curves and to get a list of coordinates or coordinates+tangeants. Cauz when you work on a shoot, coding all the movements with equations is almost randomly trying to get a motion the way you want.

And this was more a suggestion thant anything else, my real question is how to have a fixed speed in the follow path behaviour :p


Ask a Question / mooth MOTION PATH FOLLOW
« on: March 15, 2014, 11:41:54 pm »
Hi all, I m really new to Stencyl, Great job to the developpers, I m kind of living my passion again (I was making video games 20 years ago, on my AMIGA).
Well, I m kind of developping a Shootem UP, but I have a problem with the motion path follow behaviour, Since it sets the speed to the smaller value of (distance and customspeed), It creates a kind of slow in slow out variation to the velocity of the actor  (are u following me ?), my question is simple, I ve tried to remove the distance from the speed calculation to leave a constant value but it doesn t work; So Is there a Way to have a straight constant speed for this behaviour.
Second question, since it s a basic feature for any game, to have real Path movements, I guess someone (not me, I m no coder) should attempt creating a new behaviour with smooth path algorythm; It s easy to convert path coordinates from adobe to text file, So I think it should not be that  hard to do for someone who already did it in the past since it requires no GUI   :p

Thank you nevertheless for reading me, and I wish u all a good day.


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