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Messages - AwesomePassword

Pages: 1 2 3 ... 7
1
iPhone / iPad / Android / Re: Introducing Polygone!
« on: June 02, 2014, 04:14:19 pm »
I think is a good ideea not to put your game on Stencylforge.

It would also be good if people would actually respect the All Rights Reserved  licence he had in there, but yeah, putting a game on the forge and making it public was not a good idea.

I put the game on Stencylforge because once, my laptop was stolen, and another time, one of my games just... broke, so I knew that I needed some sort of backup.

Of course, making it public probably was not the best idea, and I'm definitely not doing that again. In the meantime, if any of you guys have android phones, it'd be helpful if you'd report the game as being stolen.

2
iPhone / iPad / Android / Re: Introducing Polygone!
« on: May 31, 2014, 09:30:13 am »
I released Polygone onto the Google Play Store a while back, and now it seems someone has stolen it.

My Game: https://play.google.com/store/apps/details?id=com.potato.polygone
Stolen Version: https://play.google.com/store/apps/details?id=com.teamsavers.polygone

As you can see, their version is a blatant rip-off of mine. How can I report this?

3
Ask a Question / Looping Different Music Tracks
« on: May 24, 2014, 10:56:25 am »
Help!

I'm making a game, and there are a few different songs. After one song is done playing, it should randomly choose the next one, and then another one, and so on, looping random tracks indefinitely. However, the game is switching scenes rather quickly, and since timers don't carry onto different scenes, I don't know how to make this work.

I cant use the "Loop sound", since it'll just loop one track continuously, and I can't combine the songs together, since I want the game to choose a song randomly after one of the songs ends.

Any ideas?

4
Ask a Question / Collision Not Working?
« on: April 27, 2014, 04:27:52 pm »
So, I making this game for the Ludum Dare, and there's this character that you can move in four directions with the arrow keys. There's also these blocks, and when the character collides with the block, it's supposed to destroy it. However, for some reason, the collision is not working unless I turn on gravity, but my game can't have gravity in it. What do I do?

5
Ask a Question / Re: Weird Sensor Collision?
« on: October 26, 2013, 03:50:31 pm »
they do collide, but without the physical effect.

compare it with slapping someone in the face. your hand will go trough his face and you both know that your hand hit's his face, but without the bruises and pain :p

i used that for an older experiment with doors, where i could walk "through" the door but still the player knew that it was colliding with the door and so trigger the next scene event.[/quote]
I understand that there still is collision behavior, but no collision physically.
But, right now, neither the person nor the beam has any collision behavior, which you'll see if you downloaded the game. Therefore, the beam shouldn't do anything to the person. However, despite being a sensor with no collision behaviors, the beam still "pushes" the people down for some reason.

6
Ask a Question / Re: Weird Sensor Collision?
« on: October 26, 2013, 02:50:29 pm »
*sidenote: i facepalmed just a second ago since i missed that you already said the beam was set to a sensor :p*

anyway, the guys being pushed down was simple to solve. just set the physics settings to cannot be pushed.
Actually, that won't work, I just tried it. When it can't be pushed, the actor doesn't have any gravity, and having the people be affected by gravity is pretty important for the game.
Besides, if the tractor beam is a sensor, why would it interact at all with the people, since they don't have any collision behaviors?

7
Ask a Question / Re: Weird Sensor Collision?
« on: October 26, 2013, 01:11:23 pm »
I assume that the Beam is an actor on its own. if that is the case, try to click the little box next to "Is a sensor?" under the collision tab. this way the beam has no physical collision box, but the box will detect if it hits one of the poor fellows below :p
That's the thing, though. I checked the box so it is, in fact, a sensor; however, this still happens.

Also, you can refresh the page and try a few times; sometimes, one of the guys doesn't get pushed, and sometimes he does.

8
Ask a Question / Weird Sensor Collision?
« on: October 26, 2013, 12:53:15 pm »
http://www.stencyl.com/game/play/22158
Arrow keys to move, z to use tractor beam.

So, my game is basically about a UFO, and you can pull people up with the tractor beam. I set the blue tractor beam's collision to a sensor. However, as you can see, the beam seems to push the people downwards, as if it had a physical collision. There are not any behaviors on the people, and the only behavior on the beam is to follow the UFO. This problem has been bugging me for a while now, and I have absolutely no idea why it's doing this.

I also attached the game to this post, you can view all the behaviors and settings and stuff.

Please help!

9
Windows / Mac / Flash / HTML5 / Re: Introducing Polygone!
« on: July 11, 2013, 02:58:30 pm »
After a long while, The next update is finally up!

Log #5 - 7/11/2013
I added a pause button and polished the HUD again. But the real big change here is the graphical restyle. I removed the gradient and added small shadows to the shapes, as well as made other various changes. I'd like feedback specifically on the aesthetics and graphics of the game, and what direction I should take it, because I'm trying to finish that up.

I'm almost finished with this game, which is a great feeling. I've started a lot of ambitious projects before, but always got stuck and gave up after finishing maybe 60% of it, which is disappointing. All that's left is implementing a nice difficulty increase over time, High score tracking, and maybe some different game difficulties (easy, normal, hard).

I've also finally got a musician!  :) The game will be updated with music as soon as he's done making it.

10
iPhone / iPad / Android / Re: Introducing Polygone!
« on: July 11, 2013, 02:58:14 pm »
After a long while, The next update is finally up!

Log #5 - 7/11/2013
I added a pause button and polished the HUD again. But the real big change here is the graphical restyle. I removed the gradient and added small shadows to the shapes, as well as made other various changes. I'd like feedback specifically on the aesthetics and graphics of the game, and what direction I should take it, because I'm trying to finish that up.

I'm almost finished with this game, which is a great feeling. I've started a lot of ambitious projects before, but always got stuck and gave up after finishing maybe 60% of it, which is disappointing. All that's left is implementing a nice difficulty increase over time, High score tracking, and maybe some different game difficulties (easy, normal, hard).

I've also finally got a musician!  :) The game will be updated with music as soon as he's done making it.

11
iPhone / iPad / Android / Re: Introducing Polygone!
« on: July 04, 2013, 05:18:33 pm »
Log #4 - 7/4/2013
This time, a major graphic update! I decided to go with a cleaner, sharper style.

12
Windows / Mac / Flash / HTML5 / Re: Introducing Polygone!
« on: July 04, 2013, 05:18:22 pm »
Log #4 - 7/4/2013
This time, a major graphic update! I decided to go with a cleaner, sharper style.

13
Windows / Mac / Flash / HTML5 / Re: Introducing Polygone!
« on: June 27, 2013, 12:44:32 pm »
Log #3 - 6/27/2013
I made the game easier, since I do agree that the game was much to difficult. I also implemented a difficulty growth that increases the speed of the shapes over time. In addition, I polished up some of the graphics, specifically the tutorial text.

Go ahead and try the game! :)

14
iPhone / iPad / Android / Re: Introducing Polygone!
« on: June 27, 2013, 12:44:09 pm »
Log #3 - 6/27/2013
I made the game easier, since I do agree that the game was much to difficult. I also implemented a difficulty growth that increases the speed of the shapes over time. In addition, I polished up some of the graphics, specifically the tutorial text.

Go ahead and try the game! :)

15
Windows / Mac / Flash / HTML5 / Re: Introducing Polygone!
« on: June 25, 2013, 02:02:29 pm »
Did you take the game down from the Arcade? It's no longer showing up despite having been a pick.
When I was uploading the new version,  I accidentally published a new game instead of replacing the old one.  Therefore,  I would be unable time update the first upload anymore, so I decided to delete the old upload and use the new one,  since that would be the one getting all the updates.  Sorry about that. 

If you would like to feature the game again,  you can use the new upload.  The link is in the first post.

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