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Topics - 8bitwit

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I was trying to make my younger sis a quick Angry Birds clone starring her for a Christmas present. I don't know if anyone else has had this problem, but whenever I test the Catapult game it crashes on occasion after a win (sometimes it will reload the scene, sometimes it will crash). Every time I test it though it crashes eventually.

I've only changed the gravity, a couple of graphics, and the x locations of the sling so far. The crash report is attached.

I've been looking for a solution for this via the box2d forums for the past couple of hours but I'm stumped.

Does anyone happen to know how to change the distance of two actors connected by a stick joint (in flash)?

Basically what I'm trying to do is:

if the up button is pressed down, move actor 1 towards actor 2, while also decrementing the distance of the joint that attaches the two. Also, if the down button is held down, move actor 1 away from actor 2 while also incrementing the length of the stick joint.

If I change the corresponding x and y values of actor 1 at an angle relative to actor 2 while the respective button is down, that does indeed change the distance, however if I release the button, the actor just springs back to its original position. I'm looking for it to stay in its new location. If anyone can figure this out, thank you immensely!

iPhone / iPad / Android / Feed My Zombie iOS AVAILABLE NOW!
« on: December 11, 2011, 02:03:50 am »

Get Feed My Zombie now in the App Store!

Check out the debut trailer for Feed My Zombie!


or Vimeo

... And check out the Gameplay Trailer here:

About Feed My Zombie
Feed My Zombie is a Cut the Rope style of game coming soon to iOS devices. Drag your finger across the chain to break it and deliver fresh brains to Om-Zom, the zombie! 30 levels of zombie feeding action are coming with the first release. More levels coming every few weeks!

I had originally made a flash demo of this game a little over 5 weeks ago, which in turn got me a spot as a beta tester for iStencyl. Without that opportunity and all the help of Jon, this game would still be on the backburner for me. I can't thank him enough!

What has Changed since the Flash demo:
I remade this for iOS devices from the ground up. I wanted to address a number of things that were bothering me (and others) with the Flash version. The two biggest complaints were the lack of on screen tutorials and the chain anchor that had to be pushed rather than dragged. Those were the first things to fix. Now you see a nice little on screen hand animation along with some text hinting at what to do in the first few levels and whenever a new gameplay mechanic is introduced.

In terms of gameplay, I tried to create a few things different from Cut the Rope to keep it interesting. The trailer only shows off a few of the levels, I wanted to keep them a surprise for the actual release.

Also, the graphics have been totally redone. I liked the juxtaposition of the cartoony and bold actors against a grungy background, so I kept that general look. I had to teach myself Illustrator in the process because it wasn't something I was too familiar with. I also went ahead and removed the blood stained walls of the menu backgrounds from the Flash version. I wanted to keep it at least somewhat kid friendly (as much so as a zombie-eating-brains would allow, that is). Overall I'm pleased with how it looks.

Feed My Zombie is available now in the App Store! Grab your copy!

Here are some promo codes for the first lucky 8 to respond! Simply pick one and be sure to respond to this post so that I know which ones have been claimed.


In the next update (once the App Store is back from vacation) I will be submitting 30 winter themed levels, timed hearts to make collecting all of them tougher, Game Center Achievements, new gameplay elements, and a few minor bug fixes.

Like Feed My Zombie on Facebook:

Old Bugs (1.x/2.x) / For each touch point errors [1.3.2]
« on: December 09, 2011, 01:47:50 am »
I'm getting compiler errors for each touch point again.

The following build commands failed:
   CompileC Build/ Classes/ normal i386 objective-c++
(1 failure)

I can email a copy of the game if you need it, but right now I'm going to sleep. I have to be to work in 4 hours!

Does anyone happen to know the code for creating stick joints at runtime for iOS? I've found the code for flash, but I'm assuming it's different. Basically what I'm trying to do is if an actor collides with another actor, run code to create a stick joint between both actors. Thanks in advance!

Old Questions (from 1.x/2.x) / Parallax Scrolling?
« on: November 24, 2011, 12:05:47 am »
Are repeated backgrounds and parallax scrolling not currently supported in iStencyl? It works in flash just fine but it didn't in the iOS simulator.

I noticed that in flash while using a recycled actor that doesn't use a looping animation it will start from frame 0 each time it's created. In iOS it starts with frame 0 only in the beginning, and then from there on out it starts at the last frame in that particular animation. Just curious what the deal is?

Old Bugs (1.x/2.x) / Game crashes in iOS when using "When Drawing" [b61]
« on: November 11, 2011, 01:35:50 am »
For my Feed My Zombie game I set up a behavior that draws a line between one jointed link in the chain and the next jointed link (it also checks to make sure the actors are alive). However,  the game crashes when I drag my finger across the chain the kill the chain link actor. I tested it in flash and it seems to work fine without any crashes, so I'm thinking it may be an iOS problem? (or that there could be a better way to handle this behavior)

Windows / Mac / Flash / HTML5 / Bandit the Fox
« on: November 09, 2011, 04:41:48 pm »
Play it here:

Bandit the Fox. In the game you play as a fox named Bandit, raiding dangerous chicken coops in search of tasty eggs. It's a twitchy, fast-paced platformer game. Not much in terms of a story, I know.

This was the first game I made with Stencyl. It started out as a test to see how the program works. Then it progressed into a full game. I made it mostly to learn the program.

Right now it's not completely finished. The music is not mine and I still need some sound effects. I'm waiting on a friend to do that. Also, I need to make 2 boss levels for worlds 2 and 3, plus the cut scenes for those worlds. There's a few things that need to be finished and tweaked with it. There's a few spots where the frame rate takes a hit that I need to work on. I lost motivation making it, so I started working on other games. Then I got invited into the iStencyl beta and I've been even more busy working on other games (Feed My Zombie and another unnamed platformer).

My next game is a run and jump platformer with a greater focus on game mechanics and a more polished art style (I'm making it with all pixel art rather than the pseudo pixel style that I used on Bandit). I still intend on finishing this game and posting it on some of the gaming sites. I have plans for additional level packs, each with a certain theme. First up is a comic based them with episodes entitled "Friendly Community Arachnifox," "The Fox of Steal," and "That Red Canid."  Each episode is an additional 10 levels with a new look and new fox costume. Then I have plans for a Sci-fi pack and a Horror pack.

Here's a preview of the Bandit with the Comic Level Bandits.

Windows / Mac / Flash / HTML5 / Feed My Zombie! (Work in Progress)
« on: November 03, 2011, 02:22:33 am »
Here's a playable demo of a game I cooked up over the past 4 days. It's called "Feed My Zombie!"

I was working on another game entitled "Bandit the Fox" on and off, hoping to have it complete (it's nearly there, just waiting for music to be made from a friend). Anyways, I decided to make another game in the meantime and this is what I came up with. It's a physics based, casual game similar to "Cut the Rope" for the iPhone. I plan on having many more gameplay elements and levels than I do now (there's only six!), but I've been wanting to share something since I started working with Stencyl.

In the game, you hold down the mouse and move across the chain to break it, dropping a fresh brain down to Zed the Zombie. Simple as that.

Anyways, here's the link:

Here's a second version with a couple of minor fixes, it wasn't letting me update the prior version.

Shared Resources / Grappling Hook?
« on: September 25, 2011, 10:19:01 pm »
Noticed there were a couple of things about a grappling hook in the forums. I searched for it on StencylForge, but didn't see it. Am I missing it or is it not around anymore?

Game Ideas / Bandit the Fox
« on: September 23, 2011, 12:11:35 pm »
Bandit the Fox. What started out as a test game made with Stencyl has now become a full fledged game.

In the game you play as a fox named Bandit, raiding dangerous chicken coops in search of tasty eggs. It's a twitchy, fast-paced platformer game. Not much in terms of a story, I know. I was inspired by The Fantastic Mr. Fox and the game play mechanics of the original Meat Boy (still haven't played Super Meat Boy though, all I have is a Mac!).

Right now I'm working towards releasing it with 30 levels in 3 different worlds (27 of increasing difficulty and 3 boss levels) plus an additional 10 bonus levels that are unlocked after collecting a certain number of eggs.

It's coming along nicely without much of a hitch. All I have left to do is to make a few more levels, finish 2 more boss scenes, and get the music and sounds going (a friend of mine is handling that).

After I finish that I'll release it (probably in another 2 weeks or so). Then I have plans for additional level packs, each with a certain theme. First up is a comic based them with episodes entitled "Friendly Community Arachnifox," "The Fox of Steal," and "That Red Canid."  Each episode is an additional 10 levels with a new look and new fox costume. Then I have plans for a Scifi pack and a Horror pack.

A preview of the first 10 levels can be seen here:
(Note: The jumpy frame rate on the video is an issue with the video capturing software and not the game itself. The game runs pretty smooth)

and here's a preview of the Bandit with the Comic Level Bandits.


Here's an image explaining what happens. After the Player actor wall jumps off a block and hits the bottom of the platform tiles up above, it drops to the ground, slides to a stop, and isn't able to walk or move in any direction. It is still able to jump, but only straight up.

I'm using Jump and Run Plus from Stencylforge as a basis for my game. I've changed the walking acceleration to 100, and the max walking speed to 40. I've also deactivated running, air jumping, ducking, ground pound and ledge hanging. Also, a few tiles were added to demonstrate this.

It's being done with Stencylworks version 1.04 (b404)

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