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Messages - letmethink

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Ask a Question / Re: change character bwtween scenes
« on: July 25, 2013, 01:45:54 am »
If it were me this is what I would do.

1. Create two global lists
2. For each of them store the: xposition, yposition, scene they are in, Items collected (quantity and whether unlocked)and any other things you may need.
3. In the scene create an event that when the scene is created, create a player actor at the given position (drawing info from the global list).
4. When the scene is switched, to do this you store the current info in the second list and switch to the scene given in the first list.

(sorry if this seems a bit hard to understand, just tell me and I will reword it.)

Old Questions (from 1.x/2.x) / iOS Game selling.
« on: July 25, 2013, 01:03:32 am »
I was wondering, is it possible to sell your game to someone with stencyl mobile who can publish it?

Let me elaborate upon this. What I plan to do is to make a good quality iOS game but due to lack of funds I have two methods to get it to the app store.

Here is my first method:

1. Publish a flash game with all of the features that the game will have.
2. Polish it and call it the completed game.
3. Attempt to sell it so that all rights and art belong to the person who buy it. They will be sent the Stencyl file and can then publish it to the app store using their own Apple develepors liscense and Stencyl account.
4. Once I have the buyer send the file to them and get payed through pay-pal.
5. Let them publish it to the app store and make any changes to the app in Stencyl and get all profits.

I was wondering whether this would seem appealing to anyone with Stencyl mobile? if not I will probably have to use method two.

Here is my second method:

1. For a game that will be paid on the app store - set up a kickstarter page for about a week (or any time that suits me).
2. Set the goal to about £300, this kickstarter will be to publish an already finished game onto the app store.
3. For the goals, for a £1 donation, you get the app free, get access to the full .swf version and get the full soundtrack.
4. Once it is over, if it worked, buy an apple develepors liscense and Stencyl mobile.
5. Publish to app store and fulfil the kickstarter.

If I were to use this I probably would put out a demo flash version so people can decide whether to support.

Personally I prefer the second option, but I would like to know if it is likely to work (anyone with experience with kickstarter could help). Also I would like to know what any develepors think about buying a game straight out of the box and buying the rights to make money out of it.

Old Questions (from 1.x/2.x) / Re: First time ios game making
« on: July 24, 2013, 06:32:55 am »
To keep an app on the app store you have to pay 99 dollars per year on top of the stencyl subscription (I think).

It would be nice for anyone who has ppublished on the app store to verify this for me as: is down at the moment so I can't check and I personally haven't published an app.

hi i started a new blank game and nun of my behaviors are working how do i fix this issue  :'(

Also you may want to check out that they are ios working behaivours and not just for flash ( assuming it is an ios game as it is the 'Ask a question (ios)' section.

Old Questions (from 1.x/2.x) / Re: First time ios game making
« on: July 23, 2013, 08:21:19 am »
1. It is possible to set up a donation system but only through in app purchases or through paypal or alike if you don't want i ads.

2. You cannot post it on the apple store if one of these things is true: You don't have an paid account that allows you to publish, or, you don't have an apple develepors license (is that what it is called).

3. That sounds like a relatively simple idea so yes I assume that it is possible.

Ask a Question / Re: Getting the right approach to programming
« on: July 22, 2013, 09:33:30 am »
Here is my approach to solving this and other problems.

1. Check for any hints or ideas of ideal solutions.
2. Utilise and analyse those.
3. Come up with a solution in your mind
4. Work out how to do this in code blocks
5. Implement
6. Test.
7. Simplify or improve (Here I was able to do it with three blocks spare)

Following these steps, this was my workflow for this challenge.

1. Oh! A nice hint. It clearly says there to follow the left wall.
2. Quick test of following my finger, that works.
3. So what I have to do is get the man to follow the left wall which means that if you can turn left you do, if not, you just move on and if you can't do either of these you turn right.
4. So, to start off you want a repeat until touching sign block as a clue is given. Then  you want to turn left it is possible so then use an 'if path to the left' turn left and then move ahead and in the else 'if path ahead'.
In the 'if path ahead' you put move forward and in the else of that you put if path to the right, turn right and the move ahead

This is quite interesting as it actually leaves us with one block spare.
5. Implemented
6. Works it seems
7. Right now to the interesting part, making it work while using the least blocks as possible. I managed to make it work with four spare, here's how.

Okay first analysis:

From this I noticed that In every block you move ahead so it would save blocks to just get rid of three move aheads and just put one outside the ifs: Saves 2 blocks

Also, more complicated but worth it. Get rid of the 'if path to the right' block. This block is checking whether there is a path to the right or not and as we have already established that there is not one ahead or to the left we can assume that there will be one to the right (unless the hint about following the left wall was lying). Getting rid of this block may be hard to spot at first but pretty easy to understand afterwards: Saves 1 block

Overall, with this optimisation we have 4 blocks spare, good work!

From what I can see it looks like a very good game. I haven't played it so I don't know whether it has paralax scrolling, but from the screens I can see there needs to be a little more differention from the background and foreground, perhpas make the background a little darker or a little less saturated.

Just in my opinion anyway.

Game Art / Re: Pixel artist offering some free work
« on: July 19, 2013, 01:02:52 pm »
If you have experience, then post your art.  Otherwise, most people will assume you have no experience.  If your experience is entirely based on unfinished work, then you really don't have much experience.

I posted a tileset that I did for my own project. Although it isn't much it was quick and it shows something at least.

Game Art / Re: Pixel artist offering some free work
« on: July 19, 2013, 12:03:24 pm »
The thing is, I don't have any finished polished things to actually show, I have many unfinished things, but nothing that I would be happy to show off that actually represents my current level.

Game Art / Re: Pixel artist offering some free work
« on: July 19, 2013, 11:47:14 am »
Its a risk for you I admit, but you lose nothing from enquiring.

Game Art / Pixel artist offering some free work
« on: July 18, 2013, 12:31:57 pm »
I am an independant pixel artist offering my time for free as at the moment I do not have much of a portfolio and I would like to build one up. As this is for free, I wouldn't want massive jobs and if it is a profit game perhaps a percentage profit.

I have been using Stencyl (without an account) for well over a year and I have been making pixel art for as long. However, due to lack of inspiration I do not actually have any finished work to show.

I will consider all offers given. To contact me, PM me.

Please note that I have other things so I may take longer than the average pixel artist.

Kind regards, Letmethink

Here is a quick tileset I made:

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