Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - dreph

Pages: 1 2 3 4 5 ... 10
31
Windows / Mac / Flash / HTML5 / Re: Garlicoin Kitchen - Very First Game!
« on: February 06, 2018, 06:39:01 am »
I'm not sure, but I've had about 8 testers and none of them have had that issue.  I will do some testing to see if I can replicate.

32
Windows / Mac / Flash / HTML5 / Re: Garlicoin Kitchen - Very First Game!
« on: February 05, 2018, 10:58:44 pm »
Up on Kongregate! We appreciate some comments and ratings if you have the time.

https://www.kongregate.com/games/CoinMachineGames/garlicoin-bakery

Trying to get it uploaded to Newgrounds but are having issues with JavaScript errors during upload.  Hope to get that figured out soon.

33
Windows / Mac / Flash / HTML5 / Re: Garlicoin Kitchen - Very First Game!
« on: February 05, 2018, 06:52:32 pm »
So I just went ahead and did a few changes:

1) Removed the Spacebar as an action.  Left or Right hand actions work for turning on the oven as well as selling at the register.

2) Enlarged the Recipe box by 33%

3) Shrank the width of the ingredient regions to reduce overlapping of ingredients

4) Added a garlic in the garlic basket

Thanks again for the input, and thanks for playing!

34
Personally, I would start here.

http://www.pixelprospector.com/the-big-list-of-pixel-art-tutorials/

All of the links on this page are a culmination of all really decent pixel art informational pieces.  Your best bet is to get started with a simple program.

Since you seem to be familiar with paint and using your mouse, you may want to look into Piskel.  This program is great for making sprites on your PC, and being able to work pixel by pixel very closely.

Alternatively, you could use Gimp or Photoshop for doing pixel work, but the caveat to those programs is the learning curve.  My designer used Photoshop for our Garlicoin Kitchen game.

35
Well, this logic may use atan2 math for what you're trying to achieve.

Essentially, you'll be using Trig (maths) to get the direction/angle for the object in relation to itself.

You're going to be making it so the turret is checking for objects,  If it finds this object, a mob in this instance, it will use the mob's X/Y coordinates, and the Turret's X/Y coordinates, subtract the difference, and apply them to the pythagorean theorem (Asq + Bsq = Csq) to get shortest, straight line path.  This would calculate the distance of the mob from the turret.

Next, you use the atan2 function to get the angle in degrees from the atan2 expression for the direction of the projectile from the turret.

I don't have the logic laid out here, but if you download the "AI Follow" logic on Stencyl, it shows you what it uses to follow.  That atan2 function is what you need for the angle, and the distance I mentioned above is needed to tell which mob is closest so that the turret prioritizes that, or shoots at it when it first comes in range.

Hope this helps.

36
Ask a Question / Re: How to implement a partial camera follow?
« on: February 05, 2018, 11:45:07 am »
I'm at work, but let me see if I can throw logic at you and spark something.

Try to approach it so that the camera only follows if the player is outside of your "range" that you want the camera to move.

Say the scene is 1000 pixels wide, and the camera view is 500 wide.  You could say "If X of player is < 250; camera follow player, If X of player is > 750, camera Follow player"

You might need to play with math a little bit to make it smooth (the best range for the transition you're looking for), and a little more math to make it so the left/right side of the scene hit the left with the camera and player simultaneously.

Hope this helps.

37
Windows / Mac / Flash / HTML5 / Re: Garlicoin Kitchen - Very First Game!
« on: February 05, 2018, 11:19:15 am »
Hey, I just played the game and I believe the core idea is good and has potential. So here's some feedback that I hope is useful for you:

- The main thing needing improvement is readability. It is hard to identify the ingredients by their current graphical form, especially the garlic.
- The recipe box is too small, making it hard to read. Also, you can only access it by getting closer to the bowl, which is bad because it makes you lose some time just going back to the bowl to check missing ingredients.  Maybe having the recipes always available somewhere on the screen;
- The area for the red bowl seems too big. Oftentimes I picked it up by accident when trying to reach the blue bowl.  There is plenty of counter space to spread ingredients around;
- Why having a different button for the register when everything else is done with two buttons? I found it a little bit counter-intuitive;
- I loved the music!

Keep up the good work! :)

First of all, thank you for playing and for your notes. I'll tell you right now some of the following have already been brought up and I love that you called it out!

1) I agree, the items need to be more clearly defined visibly.  Playing through the prototype as the designer makes things much easier than someone who has never seen the bits and pieces themselves.

2) This was intentional as part of a memorization of what is in each bowl.  You can check running up to the bowl and touching it, or hoping to remember.  That makes it so the waste basket gets used more often and you lose a bonus. However, the size of it was mostly due to quick prototyping.  Will likely make an easier to read progress box for each in a more finalized version of the game.  Hope to add up to ten levels with different kitchen layouts in the future.

3) OH MY GOSH, I KNOW!  The area isn't necessarily too large, the problem is that the player overlaps in the red bowl when in a certain part of the Blue bowl area.  The logic seems to currently favor the red bowl over blue bowl if both are activated probably due to order of logic.  It was the reason I couldn't get my new top score yesterday :)  I will probably either shrink this region, or keep a note to not have them overlap in a later revision.

4) I believe it was more of a prototyping choice for this issue.  I wanted an individual action button for each hand, and I didn't want to rework logic, but I probably should have.  It's something I could change relatively quickly, and then I'd just change the instructions for play on the buttons actions.  I agree, it could be more intuitive.  I've had a few people not know about the space bar while playing it.

5) Thanks! I had been literally beatboxing this song in my head during the entire time I was putting the logic together last week, and I finally had a chance to put it to the game yesterday.  My favorite part is music and sound FX.

38
Windows / Mac / Flash / HTML5 / Re: Hunger Roll
« on: February 05, 2018, 06:43:26 am »
It would still be an incredible addition to mobile with tilt for angles of the bar, and tap to lift/drop.   Keep us posted if you get it up on steam or the like :)

39
Windows / Mac / Flash / HTML5 / Re: Hunger Roll
« on: February 04, 2018, 11:17:32 pm »
I just played it and wanted to say it was super fun! Hope to see it on iOS for free ;) maybe a paid version with 150 lvls?

40
Windows / Mac / Flash / HTML5 / Re: Garlicoin Kitchen - Very First Game!
« on: February 04, 2018, 10:51:57 pm »
I have uploaded the revision in which the doughballs may not be picked up while holding another item in that hand.

41
Windows / Mac / Flash / HTML5 / Re: Garlicoin Kitchen - Very First Game!
« on: February 04, 2018, 10:42:43 pm »
Also, I cannot seem to place the dough in the oven for some reason.

Dough goes onto the pans.  Three doughballs on a pan, and then you can put it in the oven. Hope this helps.  I will make sure to clear that up in future releases.

42
Windows / Mac / Flash / HTML5 / Re: Garlicoin Kitchen - Very First Game!
« on: February 04, 2018, 10:41:42 pm »
Just started playing and managed the get the ingredients into the bowls. However, I accidentally picked up things from both bowls in my left hand and a few seconds later the character froze.

Also, I cannot seem to place the dough in the oven for some reason.

Thanks for that, I noticed that you can clear the doughball's ingredients with a hand full of dough.  I'll look into that.  Thanks!

43
Windows / Mac / Flash / HTML5 / Garlicoin Kitchen - Very First Game!
« on: February 04, 2018, 10:11:00 pm »
Greetings Everyone!  I am pleased to introduce our first game and fun little prototype, Garlicoin Kitchen.  In the future we may change up the way the game is played, but the overall concept is here.

www.stencyl.com/game/play/38250

The game was thrown together by two people.  I did the logic and behaviors, and my good pal Kinexus did the graphical design and sprite animations.  We will be sharing this on Newgrounds and Kongregate soon enough.

This is our first game as coinmachinegames.com, and we hope to bring you many many more free games in the near future.

We look forward to suggestions for this game, and future games in regards to fun and playability.  We are huge gamers and will be putting out tons of different style games in the style of simplistic and fun pixel art.

Thanks for playing!

44
Ask a Question / Re: Double Decrement Problem
« on: January 29, 2018, 10:57:54 am »
LOL so once again, stepping away for a minute was helpful.  Keep that in mind, Stencylers!

The reason it wasn't working properly was because this logic was all part of a collision. 

Now, I have the collision set the color effect, and OnFire to true.  Then I have a "Do every" event that only counts every second If "OnFire", then an Always/Updating for "OnFire?" to check the decrement every second. 

It was doing doubles for an odd reason, that I'm not sure... probably because it was two collisions, but the problem is that I was trying to control the doubles with a boolean, as is standard... still did weird double count down.

However, it was never going to remove the effect unless it was collided and firecount was 0... which would never happen.

45
Ask a Question / Double Decrement Problem
« on: January 29, 2018, 10:22:54 am »
Good Morningish...

I am working on a "burn enemy" logic, and I'm just trying to figure out what the problem is.  It's only supposed to decrement the health/timer by 1, but it does it by 2.

I took out the health portion, and now i'm just trying to get the decrement to work by one, but debug keeps showing it decrementing in 2's for the counter as well.

This is the only place for this specific logic.  No other behavior has a counter or uses the "OnFire" attribute.

Thanks in advance!



Pages: 1 2 3 4 5 ... 10