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Messages - bwwd

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Windows / Mac / Flash / HTML5 / Platformer H. Crockit
« on: January 08, 2014, 02:13:01 pm »
I created platformer game about H. Crockit, the dog who has to wear crocs and beat all platform levels to get monies for new pair of shoes.Each death takes away 10 coins.
This is not final version of the game, it requires cutscenes to reveal storyline.

I hope You will enjoy it.If you encounter any problems let me know.

Windows / Mac / Flash / HTML5 / Re: Awesome Cutetulu
« on: January 02, 2014, 06:38:51 pm »
this game is fun to play i was hooked and couldnt stop, you should change tiles colours when bg is dark so theyre dark too.Change some music cause that one mcleod track is sooo overused, maybe you should visit some musicians on soundcloud and ask if they would be interested to include their music in your game, if they have huge fanbase then its always good for you.
I also like the option to save her or not, i had the same option in my game :D
How big are your tiles? You didnt had problem with game slowing down when you simulate all actors on huge levels at all times ?Maybe enable keyboard and controlling jump with spacebar as well not just mouse button, sometimes people cant use touchscreen but can use keyboard to play or cant use mouse etc, this would make the game available for more people on more devices cause its basically one button.

this thing now happened to me and i dont know what to do, i hate the fact that stencyl saves kit pack even if you dont want it to save so basically you screw something up in kit pack then lol your e doomed,  there is no way to bring back latest saved version, you are forced to start over again and its terrible learning path.
Now i want to add die in pit and reload and lol my character is removed from screen before game fades in and it wont even reload
OK now i see my stupid mistake was to remove clone of always simulate which was assigned to this actor, thats why it didnt worked because always simulate have to be on to make die in pit work.

Thanks, you solved my problem, there is "always simulate but hide when offscreen" which should be enabled by default or at least should be available for every actor in default physics options to turn it off because actors are hidden too when offscreen now anyway but it happens too soon ( no clue why), this behaviour fixes this problem so now i can use bigger actors, thanks  :D

no solution? I cant use big characters because of this, they disappear too soon and appear too late when walking into playable area which is weird and shouldnt happen, i dont know how engine detects when to show or hide sprites, especially big ones.I need to know this to edit the values for bigger sprites.

Journals / Re: What are you working on?
« on: December 28, 2013, 01:28:24 pm »
how did you do the parallax? is it with background pics or with layers inside of scene editor ? Can you even animate layers in scene editor so they move with different velocities when you walk ? I think its just background pictures right ? I would change jump button to up arrow, i play platformers very often using 1 hand only and unles theres jump and shoot buttons i prefere to have up as jump, much more intuitive.
Ah i work on this now

Journals / Re: What are you working on?
« on: December 27, 2013, 01:06:48 pm »
i like the parallax, but i cant collect the key in second stage with key, the one where key is high on top.

Hi, i have this problem with actors, i know its about their size, but i dont know where to change settings so they would walk in normally, the problem is that when i go forward then enemies walk to my direction but they dont appear immediately , they appear after half second when their position  is not offscreen anymore, you can test what i mean by playing the demo, i would like to solve that issue cause it basically prevents me from using my characters in the game, i tried to setup scene with tiles 64x64 but it didnt helped so im clueless now.I also enables physics in platforms cayuse theyre actors as well and they have the same problem too, they appear too late.
Here is the demo to test how it looks like:

Game Ideas / Converting my platformer game to Stencyl
« on: December 27, 2013, 03:09:01 am »
Hi, its my first game in Stencyl and i have a couple of questions...
Is it possible to create shadows on the floor?
How to add multiple sounds in one animation? i want to add footsteps sounds and other sounds.
How can i use bigger tiles than 32, i tried to change size and it was changed but still tiles appeared much smaller than original size...
Whats the best way to use big background parts for platformer ? I have pieces 640 pixels wide for floor and variations with/without hole etc, currently i set it as background but if i want to use various types i cant do it, so besides tiles whats the best way to use big floor chunks, as actors and with disabled physics?
Can i embed youtube somehow ?
Footage from my game is here:

Watch out theres music ingame
Stencil version that i started is here to play in browser:

In SWF or EXE form:

Old Questions (from 1.x/2.x) / Jump and Run movement behaviour is buggy
« on: December 26, 2013, 06:32:42 pm »
It doesnt register key press sometimes, why its ready to use if it doesnt always work, is there any way to fix this ?
Im new to this but seeing bugs like this in default behaviours made by programmers of the software themselves is discouraging a bit :(
I read in other jump behaviour that its because of delay or something, so code should address it before being available. anyone got this fixed ?

Well i discovered that all frames need to be the same size and collision as well then it works good which is logical but could create problems with some moves in non platformer characters...

BEst way is to edit collision boxes before copying animation and flippiong it but still it would be nice if after flipping animation it would flip collision boxes automatically because its only logical to do that.
Make it easier to create left views of animations or even better make it possible so only right view is used and engine flips it automatically if autoflip behaviour is added or something.
When i copy frame and paste it then its delay is not copied which is wrong.It should be copied, its collision too.
I would also prefere to set my own origin point cause its different on many frames, that creates some weird warp up/down effects
after some testing i figured its best to use one gif file with all animations in it properly alligned and import it as your frames, then create collision and just clone first animation to create other ones.
I also messed up some default kits and games a bit by experimenting, it would be nice to not be able to do that to default files, now i have to reinstall again.

I like the game very much but 2 bullets to kill is too much and takes out fun factor, you should change it to 1 bullet and add more enemies, especially if enemies dont react too much after taking 1st bullet.
That new game with guy in pyramid or something has quite bad controls, unplayable in my opinion, i died more times because of unresponsive controls than my own fault.

I think its very time consuming now, its most important factor of game mechanics and it should not take so long, its not possible to edit box by dragging its points, you have to create polygon but i cant copy settings of one animation collisions to another which is quite bad, you basically have to do every collision on every animation all over again.You should be able to copy collision settings from idle right to idle left and just flip it automatically, or copy from idle to walk because they should be very similar.

The game is great :D maybe character is weird cause you cant see his face properly, looks like he has 2 mouths, but gameplay is very nice

Game Art / Re: Pixel Art Thread
« on: December 25, 2013, 12:36:21 pm »
Hi, It's My first post and latest sprites work , i create them for my games and test on android phone:)

And some old ones

Some more in gallery:

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