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Messages - HidetoKoudanshi

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121
Chit-Chat / Re: Flappy Bird...What? How?
« on: March 08, 2014, 06:12:05 am »
You'll need to go further than Jetpack Joyride to trace the lineage of Flappy Bird.

So there are older "tap'n'flap"-type games?

122
Ask a Question / How to Make a Custom Behavior
« on: March 08, 2014, 04:39:11 am »
I searched using several permutations of "custom behavior" and couldn't find anything, so forgive me if I post a topic already made for this.

How do I make an entirely custom behavior? I see all the pre-made behaviors but see no way to make my own. Have I missed something? How do I do it?

123
Chit-Chat / Re: Flappy Bird...What? How?
« on: March 08, 2014, 04:31:55 am »
Be unique, don't imitate, don't ape, don't rip-off, because at the end of the day,  a game is just a game.

Someone should've told Flappy's creator this. I'll keep it short. Jetpack Joyride's "Profit Bird" vehicle + Mario graphics + helicopter = Flappy Bird. `Nuff said.

But no, what gets me is if you check out a game on the App Store called "Flappy Wings", to me it's Flappy Bird done right, with clear attributions to its inspirations, no pretension that it is an "original" game in any way, shape, or form, and has better extras, like cute hats you can earn/buy for your bird to wear and real (and catchy, if repetitive) music. Heck, the bird randomly cheeps and poops. Purile but still more than Crappy Bird did. And despite all the good things I find in Flappy Wings, all the reviews basically say, "It's ok, I guess, but Flappy Bird is better." SAME gameplay but MORE goodies and still Crappy Bird is better?

It proves one thing to me. You don't have to be the best at what you do. You just have to be FIRST. If your effort goes viral and you're the first one to do that thing, even if you remove your work from the public and someone comes along and makes an EXACT CLONE that spits out REAL GOLD COINS out of the charge cable slot, people will STILL claim the clone is not as good as the original.

I still think he took the game down for "other" reasons than the one(s) he mentioned. *coughcoughcopyrightcough* C&Ds don't have to be public, you know.

I say let people complain about Crappy Bird to get it out of their system. It hurts nobody as long as they remain basically civil about it and within the ToS/Rules of the forum. If you don't like the complaining, move along to "more interesting/worthwhile" threads. *shrug* Complaining about complainers is a ridiculously circular argument.

124
Ask a Question / Re: Movement/animation based on click/mouseover
« on: March 06, 2014, 11:25:22 pm »
How do I add a custom behaviour in the behaviours tab? I only see pre-made behaviours available to me. Is it supposed to actually be an event?

125
Ask a Question / Re: Movement/animation based on click/mouseover
« on: March 03, 2014, 09:50:40 am »
That's brilliant! Thank you so much! It makes so much sense! I need to get some more art from my artist before I feel ready to really give this a go, but I can begin working on the framework code soon enough.  You're too kind and if my game does well, I'll put you in the credits along with the whole Stencyl team. :) (If it turns out to suck, no point in embarrassing you with being listed there. XD)

Thanks again!

126
Ask a Question / Re: Movement/animation based on click/mouseover
« on: March 03, 2014, 01:54:18 am »
Thanks for your reply! To answer you, I am learning Stencyl as we speak but come from a similar coding background, so it feels fairly native to me, not to mention this is a ridiculously well-written program so fairly easy to learn. We'll be making animations for each of the 8-way directions I want for some of the actors to have (the ones I'm asking about, in fact). I'm familiar with the Emphasise behaviour but we'd still prefer to have a glowing edge on mouseover when in the base region, but not when walking around.

Also, once I've added a behaviour to an actor, how can I remove it from them if I change my mind and don't want it anymore? I can't seem to see how to do that.

Thanks again for your offer to help. If we cobble something good together, I want to be sure to share it with the community so others can benefit from this.

127
Ask a Question / Movement/animation based on click/mouseover
« on: March 02, 2014, 10:29:27 pm »
I tried searching the forum and didn't seem to find a post, so hopefully, this has not already been asked somewhere.

The game I'm working on has actors who are set to be static/resting when not needed. Here's what I'm wanting to achieve, but I'm not sure how to code it:

  • Actor is in "rest/base region" idling (idle state with idle animation). When moused over on PC, do a brief animation  (outline actor in glowing edge to show focus). When moused off, return to idle.
  • Actor is in base region idling. When actor is clicked on, do clicked-on animation. Wait for further clicks x-amount of time (click timeout). If player does not click anything else at end of time, return to idle.
  • Actor is in base region idling. When actor is clicked on, do clicked-on animation. When target for actor is clicked on before click timeout, move actor towards target and do action associated with target. (I can code that part, so ignore it.)
  • Actor is moving towards clicked target but has not arrived to do target's action. When moused over on PC, stop movement. When moused off, continue movement and complete target's action as previously commanded.
  • Actor is moving towards clicked target but has not arrived to do target's action. When actor is clicked on, do clicked-on animation. Wait for further clicks x-amount of time (click timeout). If player does not click anything else at end of click timeout, continue movement and complete target's action as previously commanded.
  • Actor is moving towards clicked target but has not arrived to do target's action. When actor is clicked on, do clicked-on animation. When NEW target for actor is clicked on before click timeout, abandon previous target and its action to turn and move actor towards NEW target and do action associated with it.
  • Actor finishes clicked target's action and no new clicks/mouseovers on specific actor detected. Send actor back to base region and set to idle state to await new clicks/mouseovers.

I don't mean to ask someone to code this entirely for me. Even pushing me in the right direction with where to look/what sorts of blocks to consider adding, is helpful and greatly welcomed. If all of this is coded out and turns out well and others would like the same code for their own uses, I'll figure out how to share it so everyone can do this if they want.

Thanks so much!

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