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Topics - Fayabella

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Hello, all!

I'm not sure if this is the correct place to post something like this, but it seems to be the best place. It might get long, but here goes:

I've had this idea for a game in my head for a long while now, and I've been adding ideas to it over time. I just want to write it down somewhere so I can have an organized place for all of my ideas (and future ideas) that relate to this game, and also so that I might be able to get some feedback on whether they're actually good ideas or not. I want to make it eventually. I really hope this (or something like it) hasn't been made before.

So, I'm thinking something like a game set in space, and it's a collect-resources-from-asteroids-and-build-your-own-ship sort of thing, but I have some ideas that would probably make that more unique. Also, I'll have it be side-view, like Terraria or Starbound.

First off, some sort of story-ish thing behind it would be good, instead of just spawning in with a basic ship. My idea so far is this: You spawn in on an asteroid as a broken probe. Really, it's just a computer core with a fabricator, drill, and broken solar panel attached. You have a limited battery life to find some quartz and fabricate a working solar panel,  and then from there you can build onto your ship.

But something else- inside the computer core is an AI (who I've thought to name LUNA, or Layered Universal Navigation Assistant or something idk) who knows how to survive, in theory. She(?) has knowledge on things like how to fabricate things, how to survive, how to build/program (more later) your ship, and other such knowledge, like what certain ores can be used for and stuff. She also regards the player as if they are simply just another AI inside the core, but one who is able to actually manipulate the world and build/program/control the ship, mine, etc. LUNA is just an informational assistant, really.

What I'd like is for the player to be able to actually ask LUNA questions via a chat sort of thing, but I have no idea how to go about it in Stencyl. Let me start with an example: If you ask Alexa "what's the weather like," then she can tell you the weather. But if you ask her "what's it like outside," she has to be able to understand that both of these sentences mean the same question, and therefore she must give the same response. So I'd like to have a database of questions/answers and have some sort of AI that can detect which question is closest to what the player has inputted.

But that's all super complicated, and again, I don't even know if Stencyl can support a text-recognition AI, let alone how to do it. For now, then, she just gives you information when it happens to be needed (like, mining quartz ore for the first time would trigger dialogue about quartz).

Now, an idea that I absolutely love- programmable ships. Instead of set controls for certain things, like WASD for movement, or a certain key to fire guns, I think it would be better for the player to have to wire up their own inputs to their devices. These wirings would originate from the computer core, and each one would correspond with whatever keyboard keys the player desires. For example, W could activate thrusters on the bottom of the ship, making it move upwards. Also, these wirings could be modified wit simple logic gates or delays to allow for different things to happen. For example, you can't shoot through your own shields, so you'd have to have, say, key X turn off shields, (NOT gate) then after a delay of .1 seconds, turn on all of the guns.

And these are just activation wirings- but there could also be state-change wirings. Say you have some auto-fabricators that are manufacturing batteries based on the things they're getting from conveyor belts. When you press, say, K, a state-change wire can change it from crafting batteries to crafting guns or something.

Everyone's ships would be so unique because there's no default control scheme. Each person who plays would come up with their own controls for their own ship, and if someone else came along and tried to use their ship, they'd have to figure out what everything does first.

Another idea I like is detachable miniships- you can put a smaller computer core somewhere, and have a specific block that lets go of the blocks it's holding when activated (again, whatever control you want.) Then you can switch focus between the computer cores of the main ship and the smaller ship. This would be useful for mining ships, or small fighter ships, or whatever else comes to mind. I don't think there should be a 'right way' to play this game, just make whatever feels right to you. Or you can make cursed ships that just fall apart at the press of a button, if that's your thing.
Of course, the game wouldn't be much fun if it was just building a ship. No, there also needs to be enemies. I feel like this would make an excellent multiplayer game, as everyone would have crazy ship designs that don't make sense to you except for things like movement and guns.

But, I don't know if Stencyl has multiplayer support in any fashion, least of all what I have in mind (like a server you can join and build/fight with others). So, singleplayer it is (for now.)

I would have randomly generated enemies (or maybe a bunch of pre-designed ships, since random ships might be terrible at shooting) that you would have to defend yourself from. Or AI-generated ships, but again, I don't know how to AI, and I don't know if Stencyl knows how to, either.
I'll probably use physics so that ships collide and stuff. As for being attacked, I think of it somewhat like each piece has its own HP as opposed to the entire ship's HP. If you lose the Core, though, you're done for good.

And shields, instead of just completely deflecting everything, should function like so: Say a laser has a power of 50. The shield has a power of 1000. The laser's energy is sapped away, and the shield is left with 950. But if the shield had 50 power and the laser had 100, only 50 would be taken from the laser, and the weakened laser would carry on to damage the ship. The same could work for physical projectiles, but instead draining velocity. Getting power into the shield is slow, so it'd be balanced as if you shot the shield fast enough, you could break it.

Of course, this is all just ideas I have floating around.I think there's more I've thought of but I forgot to mention. This is simply just the base of the game, the core mechanics. Please, feel free to tell me what you think of these ideas, or even suggest ideas of your own that you think might be a good addition! I'm open to any feedback and criticism. I'd like to know if this is a good idea before I try to make anything. I'll add more posts with more ideas as they come to me, or maybe some concept sprites/tiles.

And as for my other game (the foresty one), I'll still work on it! I've just been a bit busy lately and haven't had time to do much to it.

Thanks for reading!

Ask a Question / Problems with getting a list of tiles in a radius.
« on: October 17, 2019, 05:43:53 pm »

So, I have this custom block that returns a list of all tiles within a radius of a specific point:

This works perfectly fine! Well, for its original purpose: world generation. It's used to generate patches of plants.
This custom block searches the entire level, though. It cycles through each tile and checks if it's in range of the centre point. This is fine during world generation, because it's not going to affect gameplay.

Now, though, I want to use it in-game for testing what tiles are in range of the player's weapon swing. So I decided to try and optimize it by making it only cycle through tiles in a square with the width/height of the circle:

Using this completely screws up the plant generation. They appear in horizontal strips near the top of the map, and I can't seem to find out why. (The new _col/_row variables are an attempt to not have any interference with the plant generation, which also use the Col/Row variables; however, it still does the same thing either way and it was never really a problem with the old version of this block, so it must be something else.)

Here's what really confuses me, though:
The plant generation is the only thing that's messed up. I made a debug sort of thing: at the end of the world generation, I use the same method as the plant generation to create a circle of empty tiles in the centre of the map. And that works just fine!

Are there any tiny differences in these blocks that might cause the second one to work only in some cases? I've been trying to figure it out for hours and can't get any closer. I've attached my clover generation event in case it helps find what may be wrong (though it might be a bit hard to understand because I don't comment).


p.s. The super long if statement that contains the "create Clover" block just tests if that tile is okay for a clover to be put there.

Ask a Question / Growing Patches of Plants
« on: June 19, 2019, 09:43:44 pm »

I've been thinking of adding some plants to my game in which the world is randomly generated. The game is grid-based. I have created a clovers actor, where it randomizes what it looks like when created (2-5 clovers in a 32x32 space). The actor works just fine as a tile in the game; the player can pick them, can't place on them, etc.

What I'm looking for is a way to grow patches of these tile-like actors during world generation. I want random blobs of tile, basically. I'd like to avoid Perlin noise; I'd rather just pick a couple of random spots and grow a random blob, with little or no empty spaces inside.

What are some ways I could achieve this? Any easy ones or do I have to do something complicated to make it good looking?


Ask a Question / How can I make a simple text input?
« on: May 28, 2019, 06:03:08 pm »

I need a simple text input for my game, where the player types something and it's saved as an attribute, or used as a command.

I tried the text input extension but couldn't get it to work. All I need is 2 things: when the player presses a key, it opens the text, and doesn't let the player's controls work until they are done (typing W won't move the player up). That's for ingame commands. But also, I need some text boxes that when the player clicks on them, they can type in them. These are for player name/world generator seed.

What's the simplest way to do this?

Ask a Question / How should I make a system of tool upgrades?
« on: April 09, 2019, 08:59:10 pm »

In my game, tools are separate from the inventory. The player starts with no tools. Say you craft a stone axe. That's the only thing in your tools inventory. When you craft a copper axe, then it replaces your stone axe. If you have more than 1 type of tool, say an axe and a hoe, then you can use the arrow keys to change the selected tool (on screen, it only shows the current tool, not any others).
When you try to mine a tree, it will only let you if you're currently holding an axe.

I've been brainstorming but I can't seem to find the exact process I should use. I've thought of using a map that had all the keys as types of tools like axe, hoe, etc. and the values as the player's current tool in that category, but I couldn't think of how to get it to display for the player the current tool, and only scroll through the ones that have values instead of [Empty].

I hope I'm making sense. How should I make this system work? I already have the crafting part of it, I just need the display/scrolling.



I've got a list that contains items in this format:

Copper Ore,1
Iron Ore,3

I want to take this and turn it into a string, like this:
Copper Ore,1/Coal,5/Iron Ore,3

Is there an easy way to do this? I tried 'for each item in list, set Return Value to Return value & Item & /' and it gives strange results.

Ask a Question / Get specific pixel from Perlin Noise image as value?
« on: April 05, 2019, 08:08:41 pm »

I know you can turn a Perlin Noise image into a list, but if I wanted a specific pixel (x,y) then how would I go about it?


I have trees in my game (top-down) and I want them to fade to 50% opacity when the player is behind it. The collision is a small square at the stump.

Since I have a lot of trees, I don't want them doing update checks or it'll destroy the performance of the game.

Any good ways to do this?

Ask a Question / GUI drawing, perhaps with 9-slice?
« on: February 23, 2019, 07:50:28 pm »

I'd like to have something that draws windows on-screen, for things like inventory and crafting menus. Are there any extensions or behaviours for drawing GUI or must I code it myself? I'm thinking using the 9-slice method would work, but I'm not sure how to program that in Stencyl. All I really need is drawing a window + drawing some slots to hold items and drawing text to describe them.

Ask a Question / A little help with an inventory system?
« on: February 10, 2019, 11:25:01 am »

I'm now adding an inventory to my game.
I've downloaded Luyren's inventory behaviour, but I'm honestly not sure where to start. I understand what it does, but I think I might need a little point in the right direction.


Journals / A Foresty Game
« on: February 05, 2019, 06:31:56 pm »
This is my first game I've ever made with Stencyl, and I'm still working on it!
Consequently, it's also the only game I've ever put so much effort into without giving it up.
I've been working on it since the end of November 2018, so I decided I should make a journal of it. I may keep this, or I may not.

So, here's my idea for the game:
You spawn in a procedurally generated forest, in which you try to survive. You can gather resources from the forest and build stuff, like a house, and workbenches for different crafting. You can farm, too. Basically, it's a top-down survival game. More features will come, of course.
So far, I've got quite a bit done. Look at the changelog/latest posts to see what I'm working on.
I'm using placeholder graphics at the moment, because I'm not the greatest at pixel art and I just want to focus on the programming. (Some of the art is actually mine now.)

Also, of course, I began coding this when I first started Stencyl, so a bunch of my code is super messy. Not sure what I'm gonna do about that. Guess it's like leaving a tangled ball of Christmas lights for future me to deal with.

You can test the game here:

I'm attaching the changelog I have on the game's page here, and I'll update both when I release updates.
Code: [Select]
Just a test of procedurally generated worlds using Perlin Noise.
WASD to move around, [Enter] to generate a new world.
Shift-click to place items, click to delete items.

1.1.0: Jan 30 2019
-Fixed graphical glitches with some of the dirt tiles. Autotiling should account for corners now.

-You can now chop trees! Click on their stumps.

-There is now also a cursor that highlights the tile your mouse is on. Note: If it goes off screen, it may get stuck.

-You can now get rid of grass by clicking on a grass tile! Underneath is dirt. Note: There are a few bugs with this, including random glitches with autotiling and being able to turn water edges into dirt.

-Trees are now aligned to grid properly, and also have slight variation to their position.

1.2.0: Feb 5 2019
-Fixed the bug with autotiling issues.

-Added lighting system and day/night cycle. (You can't place torches yet, as you don't have an inventory, but they do work.)

1.3.0: Feb 18 2019
-Added basic inventory system. I will expand on it in the future.

-Chopping trees now gives you wood, which has no function as of yet.

-You can now place torches! Shift-click to do so (as long as they're in your inventory.) Note: As they're the only item that you can place, I haven't made a system to place different items/select item to place from hotbar, so torches are shift-click's only function.

-Fixed bugs with the water being glitchy by manually replacing the corrupted tileset.

-Fixed an error with the lighting system.

-Game now completely resets when you generate a new level (before, day/night cycle and player position wouldn't reset).

Added a loading screen when generating a level.

1.3.1: Feb 18 2019
-Fixed a small graphical bug where the edges of the screen wouldn't be darkened by the night cycle if the player was moving.

1.4.0: Mar 17 2019
-Improved the inventory: You can now cycle through your items (E or Shift-E) and can place the selected item (if it is a placeable item).

-Added workbench. It serves no purpose as of yet, but will be used for crafting in the future. For now, you get a few in your inventory for placing.

-Made day cycle longer, now 6 minutes long (4 seconds per second).

-Added rocks, which give you stone, iron, and coal.

-Made trees fade when you walk behind them, so you can see the player.

-Made the cursor tween instead of immediately snapping to the grid.

-Fixed light masks spawning 5 pixels left and 5 pixels up.

-Fixed cursor getting stuck on edge of screen.

-Plenty more bug fixes.

2.0.0: May 15 2019
-Added new level generation screen.

-Added a UI. You can access/rearrange your inventory, craft, and generate a new level from it. Hit 'E' to open it, and within it, Z and X to select and cancel.

-Added crafting. You can now craft a variety of items, from tools to workstations.

-Added tools. You now need the right tool to do something. You can upgrade tools. So far there are basic, stone, and copper tools.

-Added 2 more inventory slots.

-Added Mines. Shift-click them to mine down one level. Some patches have more of a certain ore than others!

-Added the Forge. You can craft bars from ores with this.

-You now only have a range of 4 tiles.

-Plentiful bug fixes

-Also probably added some bugs

-You now scroll your inventory with up/down arrow keys, and you cycle tools (separate from inventory) with left/right.

-Stones now give you copper instead of iron, iron is now the 2nd tier metal, found only in deeper levels of mines.

-Added the hoe, with which you can till dirt. Tilling serves no purpose as of yet (but farming shall come).

-You can now click and hold to continuously mine something.

-More small features that I'm sure I forgot to mention.

2.1.0: November 25 2019
-Increased map size.

-Reduced player speed.

-Increased player inventory to 30 slots.

-Added lanterns and lantern posts. Lanterns give off light when held. Press R to rotate lantern posts before placing.

-Revamped the day/night cycle: The colours are new and the transitions are improved.

-Switched shift-click and click in controls.

-Added in useable items; however, none are currently obtainable.

-Added plants: clovers and wildgrass. Clovers are pickable, while wildgrass needs a scythe to cut. Neither have any use yet.

-Added stone scythe for cutting down wildgrass.

-Normal grass now regrows over dirt.

-Added fences.

-Changed cursor; when holding a placeable item, a preview of that item is shown. Normal cursor only visible when holding shift to use tools.

-Added pinecones, with which you can replant trees.

-Fixed lots of bugs, probably creating more in the process.

-Probably a few other things that I forgot to mention. I should really start keeping notes of what I add.

2.1.1- May 9 2020
-Added scroll controls to hotbar. Scroll up/down to cycle through your hotbar, and use shift+scroll to cycle through your tools.

-Added scroll controls to inventory and menus. In the inventory, use shift+scroll to move horizontally, and normal scroll for vertical. The rest are pretty straightforward.

-Switched from arrow keys to WASD for menu controls.

-Trees now take over a day to grow, instead of an hour.

-Removed FPS counter because I'm probably the only one who needs it.

-Other minor tweaks.

Feel free to let me know what you think and point out any bugs I should fix or things I should add!
Suggestions are appreciated!

Ask a Question / How should I go about a lighting system?
« on: January 30, 2019, 08:42:40 pm »

I want to make a lighting system. I've made a lighting system in Gamemaker, but I have no idea how I could implement it into Stencyl. In Gamemaker I drew a black rectangle on the screen and used masks around the lights, but it was inefficient and only had one colour.

I want it to look like Ponytown's lighting system. Here are a few pictures:

This is just a single light shining on multiple objects:

Note that the torches emit coloured (yellowish) light.

Here are multiple lights close together:

And here's a sunrise. I want to make a day/night system, and I'd like a coloured sunrise/sunset.

What would be the best way to go about this?



I'm using a method called bitmasking to autotile my dirt.
Attached is a picture of the problem and of my code.
I've troubleshot all I can and can't find a problem.
When I click, it replaces a grass tile with a dirt tile and then triggers the autotiling. However, for some reason, if I click in a specific configuration, I get a graphical bug. What do you think is wrong? (The top, left, bottom and centre were clicked first, then the right one. The middle one should be an 'all 4 corners' tile.)

If you need the .stencyl to troubleshoot further, let me know.


Ask a Question / How do I edit Scene Attribute from Actor?
« on: January 22, 2019, 04:56:48 pm »

I've got a world with trees in randomly generated positions.
When the tree is created,  it adds its tile coordinates into a list attribute in the Scene.
Or, so it should.

I get a 'Cannot access a property or method of a null object reference' error when I do this.
Is this the wrong configuration of blocks?

Ask a Question / [4.0] Extensions and custom blocks are gone.
« on: January 19, 2019, 10:13:34 am »

I've recently updated to Stencyl 4.0, and for some reason, even though it says my 'perlin noise' extension is enabled, the blocks won't show up in the 'extensions' tab and a bunch of custom blocks from a resource pack I downloaded are also not showing up in the game.

Is this a bug or am I missing something?

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