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Messages - HopFrog

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Windows / Mac / Flash / HTML5 / Re: Cookie Slayer
« on: December 17, 2013, 05:21:11 pm »
I meant the blue trace left by the mouse. It looks very cool.

Windows / Mac / Flash / HTML5 / Re: Cookie Slayer
« on: December 17, 2013, 05:31:42 am »
Nice game. Those trails look really good. Any tips on how to make them?

Ask a Question / Re: What can be copyrighted in an app?
« on: December 17, 2013, 05:21:36 am »
In one recent example (a Triple Town clone that ended up in court) a the judge ruled that: "while the game mechanics have little protection, the style and expression of the clone is too similar to Triple Town".

Bad reputation is another consequence (read this Wikipedia page of an indie game company that cloned Valmbeer's Ridiculous Fishing...outch....

Zynga is an extreme example of a big company that gets rich cloning the games of little companies. Its reputation among indie gaming communities, is, at best, really really bad (will-not-shake-the-hand-of-a-Zynga-employee type of bad).

But if you copy a common game mechanism (like you describe), then no problem, as most games do just that; note that both Triple Town and Ridiculous Fishing have novel and cleaver mechanisms.

Chit-Chat / Re: Hello Everyone! please have a look at this
« on: June 22, 2013, 08:45:00 pm »
Many, many people are waiting for a multiplayer extension...Whoever creates this will be hailed a hero! The server side code is pretty standard, and can be done for relatively cheep by a programer-for-hire, but without a Stencyl extension there is no hope for such a feature. Whoever has the skill and will to do such an extension, notice that several Stencyl users have indicated that they are wiling to pay someone to develop such an extension (the extension would available to all users, but the need it so great that many are willing to contribute to a developer fund).,16356.0.html

Windows / Mac / Flash / HTML5 / Re: Bugongo - Sponsored and Released! :)
« on: November 27, 2012, 07:13:53 am »
Congrats! What a great game.

Old Questions (from 1.x/2.x) / Re: Multiplayer
« on: November 27, 2012, 07:06:01 am »
As someone who is not a programmer (bless you, Stencyl) both the front-end Stencyl code and the server-code are equally mystifying. The difference is that lots of people can do the server-code, but no one has done the front-end extension, yet. All we need is someone to do it once and the whole community gets a major feature in their tool box.
Innes’ suggestion of using or is a great idea. I particularly like the idea as it may attract new talent into Stencyl extension development.

Tom:  Asynchronous multiplayer would be fantastic, and it would be interesting to know if synchronous multiplayer is possible.   

Old Questions (from 1.x/2.x) / Re: Multiplayer
« on: November 26, 2012, 02:19:00 pm »
Lots of talk about multiplayer mobile these days. For example, check out this recent Gamasutra article:

It seems to be an emerging trend and a powerful tool for indie developers.

I have a feeling that a multiplayer extension, which we know is absolutely possible for Stencil, will come from someone in the community that has experience with sever-code, and not necessarily someone from the core Stencyl team. But it’s a lot of coding.

Would it be a good idea to offer an incentive, given how badly some people want a multiplayer extension?  Something like offering a “OMG you brought multiplayer to Stencyl you are my hero!” pot. I’d put 20$.

I’m hesitant to propose to motivate an indie community with $. It kinda goes against the spirit of it all.  But monetary incentives can get results sometimes, and multiplayer would open up a realm of possibilities. I’m wondering that you all think.

News / Re: Stencyl 3.0 - Design Once. Play Anywhere.
« on: July 01, 2012, 11:45:07 am »
Kamran, it's called trying to make a living. Stencyl subscriptions = salaries for the Stencyl team  =  people working full time on Stencyl = Stencyl gets more and more awesome.

Here we have a small independent team of dedicated people who are making a program that helps other people make indie games. That's as indie as it gets. No matter what your views are about ownership,  corporations and copyright, you have to support indie companies because they actually need our support to survive. We are not talking about big corporations paying off politicians here; it's Jon and is crew trying to make ends meet while producing software that, for many of us, has made our dreams come true (literally, I have always dreamed of making games).

Got to respect that.

Ask a Question / Re: iOS Terrain Question
« on: May 16, 2012, 02:49:12 pm »
Thanks for the response. A way around this issue (I think?) is to build the terrain first, then transfer to mobile-mode once all the terrain has been built. Seems to work, although I have not tested this on an actual iPhone.

Ask a Question / Re: iOS Terrain Question
« on: May 11, 2012, 08:22:03 am »
I'm wondering the same thing...where did the polygon terrain tool go when I converted the game into a mobile game? Perhaps one solution would be to build the game in flash mode, build the terrain, then convert into mobile?

Rob, you're right, the non-functioning paddle was written in code mode. I'll try to build a substitute. Thanks for the response!

The Pinball Example works fine when played from Stencylforge. Once downloaded however, you get an obligatory "upgrade to 2.0 prompt", and thereafter the paddles do not work. Any ideas?

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