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Messages - nucky9

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Stencyl Jam 16: "Spooky" / Re: Down to the Ninth
« on: October 19, 2016, 08:13:08 am »
Yeah, that might be it - it might be if you are stunned when you die, since it would set a flag that won't let you attack. I thought I had that set to reset whenever the hero spawns, but maybe not. I'll have to check that.

Thanks again for the help!

Stencyl Jam 16: "Spooky" / Re: Down to the Ninth
« on: October 18, 2016, 09:38:05 pm »
Hi mmmagicmmmike,

I am having some trouble reproducing the bug (although it is possible we accidently uploaded one build before our final build) - but you aren't the only one who has reported it. Basically, you started the game normally (did you watch the intro, or go straight to limbo?), died, pressed space to restart, and then selected the 9th, is that correct? Which key were you using to attack?


Stencyl Jam 16: "Spooky" / Re: Fixing bugs
« on: October 18, 2016, 10:20:04 am »
OK, that works - thanks!

Stencyl Jam 16: "Spooky" / Fixing bugs
« on: October 18, 2016, 08:43:06 am »
If we wanted to fix a bug (or two!) in our games, if we did so now, would the jury still be able to access the old version to judge, or should we wait until the judging is over in order to make any changes we want to make?


Stencyl Jam 16: "Spooky" / Re: Down to the Ninth
« on: October 18, 2016, 08:38:53 am »
Yeah, that is a nasty bug we didn't catch :( - very annoying!

Ah well, that is what happens when rushing I guess - thanks for the feedback!

Stencyl Jam 16: "Spooky" / Down to the Ninth
« on: October 17, 2016, 09:32:34 am »
After a busy week, and a marathon Saturday, followed by a last minute submission on Sunday morning, we are really happy to have the game made and submitted! You can check it out here:

Designing and building DttN was quite an experience for the two of us who made the game, in that we were basically learning how  to use Stencyl at the same time as we were learning how to make sprite graphics during the 10-day period (we have more experience using other engines/graphic types).

Due to the time constraints and our own limitations, there were a lot of features that didn't make it into the game (another seven or so enemies, special abilities, as well as more levels/obstacles). Also,  there are some issues with enemy generation that we didn't have time to fix, leading to very uneven difficulty in the levels, and we had to cut corners with some of the scenes. On the other hand, we got pretty lucky with the open source music we found (credit to Eric Matyas of ) which really suited the style and mood we wanted. I think what we managed to accomplish in such a short time as newcomers to the engine, really highlights Stencyl's ease of use!

All in all, a lot of fun and a great experience - thank you to the organizers!

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