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Messages - NobodyX

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Chit-Chat / Re: Publishing your Linux games on Steam?
« on: March 20, 2018, 07:37:15 am »
What Rob said. But you can use the same PC to have both Ubuntu and Windows installed at the same time. Or maybe even use a VM (virtual machine), I'm not sure.

In your game's options you can turn off Box2D and switch to "simple physics" instead and then tile collisions won't work like that anymore (among a lot of other changes).

Journals / Re: AuroSword
« on: March 17, 2018, 10:15:08 am »
I don't feel like saying what other have said already, although it's really important advice. I just want to add...
I'm just an average-Joe nobody.
What's so bad about being average? Trying to be better than other people puts way too much pressure on yourself. I always struggle with feeling like my stuff isn't good enough and I know one of the best things is stopping feeling like I'm supposed to be special. There's nothing wrong with being a "nobody", trying to be "somebody" is a waste of energy because it doesn't actually make people any happier when they succeed, maybe only fleetingly.

Honestly there's nothing wrong with even making terrible garbage that no one likes. It's necessary for every artist of every kind.

Journals / Re: 3D Library Adventure
« on: March 16, 2018, 09:50:49 am »
Sorry to be confusing, I said "and I attached a bunch of animated gifs also." I just meant about my post having links to gifs.
But yeah I 100% get what you're talking about, yeah it would be cool to have 2d animations in 3d space! Funny miscommunication because all the walking simulator examples from my post actually do have objects like that.

Journals / Re: 3D Library Adventure
« on: March 15, 2018, 11:24:52 pm »
Awesome, having things like those in example games would be lovely. :)
Animating GIFs was already an attempt I did but haven't been successful for now.
I don't know what you mean, sorry. I just meant I put gifs in the post, maybe you thought I meant something else? I'm confused. If you mean inserting animated gifs into games as flat objects to be used in 3d space, then I hadn't thought of that but that would be cool lol.

Also funnily enough this evening I randomly played an indie game I almost never think of, and I totally forgot it's another game that has a few 3d objects while most things are 2d, this time it's the bosses. Titan Souls

Journals / Re: 3D Library Adventure
« on: March 15, 2018, 07:43:24 pm »
No prob! What you're doing is super cool. :)

Yeah I'll share what I have in mind for myself if you want, for sure! No promises I'd actually be smart enough to successfully tackle doing these but they are things I do think about often-ish.
First off I'd like to not use any light sources whatsoever. There are two separate ways of using 3d that I think about doing if I could and I attached a bunch of animated gifs also.

is to insert the occasional 3d model for different visual effects while the vast majority is 2d. An example is Castlevania: Symphony of the Night.
Also maybe doing 3d backgrounds when the rest is all 2d, like Touhou.
or Sonic Mania

is I'd like to make basic 3d "walking simulator" sections to games.
Examples of what I'm thinking are a couple games by this guy (
seizure warning maybe for the next 2 gifs

and the indie game Proteus.

(and as an extra thing that's way too nice looking to attempt, here's BlazBlue which shows how light sources aren't needed for great looking things, the lighting is all pre-baked &

Journals / Re: 3D Library Adventure
« on: March 15, 2018, 01:55:59 pm »
Do what you gotta do!!! :) No matter how long it takes to be finished I'm still excited to see if I can work it into my games. Tbh, personally I'd probably like it the most if it's really barebones.    (I only want to do super lo-fi  simple 3d to supplement 2d games)

Ask a Question / Re: Create game attributes right during the game.
« on: March 06, 2018, 09:46:51 am »
Use a map instead of a list. Then you can have as many pieces of information on each unit as you want.
It can look something like this:

Key                                Value
soldier1HP                100
soldier1speed          5
soldier1attack         3
soldier2HP                100
soldier2speed          5
soldier2attack         3
soldier3HP                100
soldier3speed          5
soldier3attack         3

In general if the order of the data doesn't matter then you should probably use a map instead of a list.

Another thing that's worth knowing about (that isn't necessary to do what I typed out above) is you can use the "split [text] into separator [text]" block, to turn text into a list. So "1,2,3,4" and then splitting it using "," will get you a list of
I mention this because you can use it for getting lists within lists.

Ask a Question / Re: Double Decrement Problem
« on: January 29, 2018, 11:00:32 am »
Oh I typed something, but glad you got it sorted.

But if you want it perfect you shouldn't be using the seconds-based timers like "do every x seconds" and the others for gameplay, because if you're game's fps drops low enough to slow your game or if the window goes out of focus, the timers will de-sync with the rest of the game. Because it counts real-life seconds, not just when the game's frames are advancing.

Ask a Question / Re: Fullscreen
« on: January 15, 2018, 09:58:47 pm »
Yeah it's the most popular, go for it.

Ask a Question / Re: Fullscreen
« on: January 15, 2018, 12:06:41 pm »
Any resolution can fill the screen in fullscreen. Do you have the "scale mode" setting changed? If not, the default option will not scale your game up when in full screen.

Or are you asking about aspect ratios? I'm assuming you're making a desktop game. Most monitors are 16:9 aspect ratio, so if you have any resolution that's 16:9 then there won't be any thing letterboxed or cropped for most monitors. But some monitors are a slightly different aspect ratio so whatever you choose it can't be perfect for every single monitor.

Ask a Question / Re: Spelunky-like level generation
« on: January 12, 2018, 01:22:22 pm »

Use the blocks under Scenes > World > Tiles to edit tiles within the game. You can make the level fragments in the scene designer and then have the game copy them into place.

Chit-Chat / Re: Using Stencyl in a team setting
« on: January 06, 2018, 10:59:13 am »
Trying to answer as best I can.

1) I hate to say it, because I love stencyl and I want everyone to use stencyl, but this aspect is pretty bad right now. You can export and import actors and behaviours and assets one by one to switch them between projects but that's about it. Last I tried I couldn't do it with scenes. Personally I just do everything in one project even if I think they might be a part of separate games later.

2) 3.5 which is currently in beta handles this much, much better than the current public release. Large graphics would create major problems in the editor but as far as I know this has been totally fixed already I think. As for the time it takes to load a game for testing, you can set at what points within the game graphics and sounds are loaded using atlases, so it should be manageable to work with as long as you split it up enough, I assume.

3) I hope things will be good.

use the block that's like:

move [actor] [to the bottom] within the layer

Ask a Question / Re: Getting and checking user input for a text adventure
« on: November 26, 2017, 10:02:12 pm »
To me it would make more sense to not use any premade behaviour. It's really easy to set up from nothing.

Attached is all you need for inputting text into a text attribute. The event is created with Add Event > Input > Any Key.

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