Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - filsdd

Pages: 1
1
Windows / Mac / Flash / HTML5 / Talk to Strangers released!
« on: April 19, 2019, 08:56:40 am »
Our new game about being a salesman trying to SURVIVE the sales, Talk to Strangers, is now available on STEAM and ITCH.IO:

https://store.steampowered.com/app/963280/Talk_to_Strangers/

https://postmortempixels.itch.io/talk-to-strangers

Here is our trailer:
https://www.youtube.com/watch?v=jeBakMA4_Kw

The game was completely done on Stencyl, thanks to all the developers for their work!
If you have any questions about the game and its development, just ask!

:)

2
Ask a Question / Compiling the game for windows 32bits?
« on: October 30, 2017, 05:25:53 am »
Hi!

Quick question:
Does Stencyl compile a game on Windows 64bits as a 32bit executable?

Thanks!

3
Ask a Question / Where the save game file is located?
« on: March 19, 2017, 05:47:43 am »
Hi!

Sorry, but I could not find the answer by searching the forum or google.
But where does Stencyl save the "saves (the game attributes) file" on the desktop (linux, mac and win)??

Thanks!

4
Quick Edit:
The game is released on Steam and Itch.io!:
http://store.steampowered.com/app/624690

https://postmortempixels.itch.io/nextjump

Here is the release trailer!:
https://www.youtube.com/watch?v=WoHoz5OrzOo

:D

Trailer!:
https://www.youtube.com/watch?v=sbcIh7BV1C8

Introducing: “NEXT JUMP: Shmup Tactics”!:

Since last years #StencylJAM15, that I won third place with “The Next Jump” http://www.newgrounds.com/portal/view/657415, I have been working on a follow up to that game: NEXT JUMP: Shmup Tactics.

Warning: post with heavy gifs! :]


Despite following the same premise as the former JAM game, I took into account all the criticisms and compliments made to that game and rethought several of its systems and basic mechanics: As a consequence the game is much more dynamic, fast and focused on carrying the main features of Shmups for a Tactical and Strategic gameplay.


In addition, all enemies have been revised and new ones have been added (more than fifty in total). New mechanics and behaviors were introduced to then and all art was redone.


The interface has been completely revised and rethought to not only work better but also be more beautiful.


A lore was created around the hunt of the player to the mother ship. (more details on that later!)
There are up to four ships to choose from, one from each race in this universe (Elves, Humans, Dwarves and Orcs).


Here is the  (current) official description of the game:

NEXT JUMP: Shmup Tactics is what would happen if the pillars of the “Shmup” genre were translated into a “Tactics and Strategy (with a bit of a puzzle in between)” game.

  • Be a pilot of the Bastards Federation:
    A group formed by the Dwarves, Elves, Humans and Orcs who used to live in peace, sharing their love for all Beverages. One day their galaxy is visited by the vicious Dragons who fool everyone and steal all the alcohol stock of the UNIVERSE!
  • Your mission: JUMP! Chase the Dragons and stop them from running away with all that is most sacred to the Bastards by jumping from sector to sector, facing hordes of enemies in turn based battles!
  • Each Sector is a Board! Each given “jump” represents a new combat board generated procedurally, simulating combat situations only seen in Shmups!
  • Not only inspired by the classic Shmups and Bullet Hells, it’s also influenced by tactical games like Final Fantasy Tactics and Jeanne d’Arc.
  • Equip and Upgrade your ship with different weapons and accessories that change the combat dynamics!

It’s going to be released in early 2017 to PC (Linux, MAC and Windows. On Itch and Steam through greenlight). You can follow the game development here and some other places:

https://postmortempixels.com/
http://nextjump-game.tumblr.com/
http://www.indiedb.com/games/next-jump-shmup-tactics
https://twitter.com/filipedilly

I hope you guys like it! :D

5
Stencyl Jam 16: "Spooky" / Dont Talk to Strangers!
« on: October 13, 2016, 06:37:15 pm »
That's the name of our entry to the #StencylGameJam 2016!  :D
It was made by me (code and a bit of game design, super average sound) and two other friends, the Illustrators and Comic artists (from Brazil):
Luís Felipe Garrocho (game design and some art): https://twitter.com/liper_gomba
And Ricardo Tokumoto (art and art direction)!: https://twitter.com/ryot

About the game:

You are a kid. You love candy. That’s basically your life.

You just arrived in a new city with your family after your parents changed jobs. And it’s Halloween.
Your mother warned to not talk to strangers your whole life. But it’s Halloween. You gotta get that sweet sweet glorious candy.
So you go. If you get to know them, maybe they are not strangers anymore? So it would be ok to go trick or treating then.
But be careful. If something looks strange, you can always leave.
Good luck.

You can play it on gamejolt:
http://gamejolt.com/games/dont-talk-to-strangers/197889

Thanks! :]

6
Resolved Questions / Compiling Errors on Build 8868
« on: January 12, 2016, 03:51:24 am »
Hi!

I'm making a game for PC and was using Stencyl 3.3.2 for it, its working really well.
I tried to Run the project on Stencyl 3.4 Beta2 it gave me compiling errors.
The game does run the first screen, but when it finishes the transition to the next screen, crashes.

Logs attached.

7
Stencyl Jam 15 / the Next jump [stencyljam2015]
« on: May 09, 2015, 02:31:24 pm »
Third place on stencyl jam 2015! :D
Thank you!
The game:
http://www.newgrounds.com/portal/view/657415

*Changes are listed on the bottom. [24/05/15]

Follow me on Twitter and Facebook:
https://twitter.com/filipedilly
https://www.facebook.com/postmortempixels

the NEXT jump is a turn based shmup with roguelike ingredients.

You are a pilot in pursuit of a Pirate Mothership that keeps its distance from you. To catch the mothership, you use "Jumps" to cross long distances... and inside those jumps hordes of pirates (each one with their movement pattern) try to kill you.

Its a game about learning patterns, the enemies and yours!

Controls are Mouse:
To move your Ship, click on the tile next to you.
To shoot click on the shoot button... and the same to punch.

Every move (click on the tile you wish to move) costs energy, every punch costs energy... every shot... Once you make your move, the pirates around you make theirs and so on.
But you can pickup energy and Scrap (money) from fallen Pirates.

When the jump is complete, a JumpGate appears and you can buy upgrades on the shop and then jump again...

I made everything on Stencyl 3.3, GIMP and Blender. Sounds are public domain and BFXR (site).
Thanks for playing! :]

---
First:
Thank you for all the feedback and nice reviews! Also thanks for Newgrounds for putting my game on the first page! :D

I have spent the last days reading all the comments and improving the game, here is a list of major changes:

Bugs:
- Many Bugs and optimizations have been made. All the major problems that I could test where fixed and improved. The game should be faster now too.
- You can no longer do more than one action per turn;

New features:
- A notification system for your ship is in place now. Everytime you pickup Energy, Scrap or receives damage a colored number jumps out of the ship to inform you that;
- The enemy "spawn" system was refactored and improved to better scale the dificulty and better spawn enemies (without filling up the whole screen);
- A new type of enemy atack and projectile was created: A missile;
- Now when you die a list of your achievements is displayed, like how much scrap collected and how many Jumps you made. :]

Changes:
- Some enemies had their patterns of behavior changed for the better. Especially those on the most advanced "jumps".
- Slightly better visuals for colisions.
- The player ship no longer receives damage for (two or more) enemy bullets occupying the same tile. Now it only receives damage done by ONE bullet, the other is destroyed.
- The jump Gate now appears in a "semi-random" place;
- Jump Gate now teleports every enemy that collides with it. Enemy "Bullets" are destroyed;
- Balance changes to the distance of the Mothership.
- Reduced the time of the "Turns Left inside Jump".
- Balance changes to the prices on the store.

-------- update 3 [24/05/2015]-------
This update, in theory, is the last update I will make to the Flash version of the game. Now that I have the Stencyl License (:D) I will further develop it into a full PC and (maybe) tablet game.
Expect way more variety in every feature and even totally new ones, like more playable Ships, way more weapons and upgrades, WAY more enemies... procedural stage generation... and more! :D

But I'm still going to maintain this version with bug fixes!

BUGs Fixed:
- The "no corner" collision bug is fixed!
- Made a attempt to fix a Bug where, when you die and try again, you could no longer move your ship.
- Now when you kill enemies on the boss stage, they drop scrap and coins.
- Made a attempt to fix a Bug where the jumpGate appears before it was time.

New FEATURES!:
- Two new Upgrades: A SHIELD and a SCANNER! (let me know what you think about then!)
- Now Upgrading the Engine ALSO upgrade the Energy Conservation of the [WAIT] action.
- As the turns passes inside the Jump, the stars move faster! (its a small but nice touch)

Changes:
- Engines are a bit more expensive now [125, was 100];
- The cost of the Energy is now lower [5, was 10];
- Upgrading the Energy Cap. and HULL gives you full Energ and Hull

Thanks again for all the feedback and let me know if you run into new bugs! :D

.dilly

8
Bug Archives / Colisions problems in Flash 15 (stencyl 3.3)
« on: March 28, 2015, 01:10:47 pm »
Hi!

I'm making a game on Linux for the Stencyl Jam and there seems to be a problem with Flash 15 (the one thats bundle with Chrome, on linux is the only way to get the latest). Using the flash that comes bundle with stencyl on Linux, there is no problems and everything works (but is a bit slow).
But when I tell stencyl to run using the browser (in this case, latest Chrome) some collisions (the spaceship ones) are buggy and the game sometimes locks on a loop (reproducing the hit sound forever).
Compiling directly to Linux binary also works right.

Please help!

9
On the latest Stencyl 3.2 I have the following problems when compiling for Linux Desktop:

Using a Actor on top of another one, the supported Blend mode ("set blend mode for Self" block) works fine on Linux. But when using "Set blend mode for Instance" block it does not work on Linux.

Using the same actors and image instances, when I use the "Fade Out Self Over [10] sec..." block on the ACTOR, it does not work on Linux. After the 10 seconds the Actor just disappears instantly without any fade. But the "fade [Instance] to [xx] % over [10] sec..." works right with image instances!!

Further testing the Draw blocks of Actors I found that the "set opacity for Self to...." does not work too.

In all above cases it works flawlessly on Flash (tested on Flash Browser option, using latest Chrome).

I also want to note that I'm using the Blend modes that are stated to work on Desktop. :]
Logs are attached, but it doesn't seem to have any problems described on there.

I'm on Ubuntu 14.04 64 bits, nvidia card with proprietary drivers.

Thanks for any help!

10
Bug Archives / Fade [actor] Blocks does not work on Desktop
« on: July 22, 2014, 12:42:37 pm »
I'm just beginning to test Stencyl (3.1) on the desktop (Ubuntu Linux, 14.04 64bits)
I noticed that the Fade [actor] Blocks does not work on desktop, none of then (Actor > Tweening > Fade).
I tried multiple methods for then to work, with zero success (and I used Clean Project every time I tried something different).

I cant see any errors on the Log viewer that seam related to that.

On flash everything works fine.

Thanks!

11
Ask a Question / I need help to get my game compiling on Desktop
« on: July 04, 2014, 10:57:27 am »
Hi!
I asked this on the "Bugs" section, but I don't think its a Bug anymore, I believe its a Lib or something missing on my system.

I'm reviewing the possibility of buying the Indie license to release my games on Desktop, but when I try to Test it on my system (I'm on Ubuntu 14.04 64 bits) it fails to compile.
The game runs well on Flash and I already installed everything described on Stencylpedia. I'm also running the Stencyl 64 bits as well.

My Logs are attached.
Please, I really need help on this.
Thanks!

12
Resolved Questions / Fullscreen does not work on Flash [Linux]
« on: July 02, 2014, 02:26:21 pm »
Hi!

I'm working on a game:
http://gamejolt.com/games/shooter/glitched-spaceway/28941/

And when I try to implement Fullscreen on Flash it just does not work:
- When using the Stencyl Flash Player (version 11) and asking to start on FullScreen on Settings, it goes fullscreen, but I lost the capability of using the Keyboard (like hitting enter to change screens or trying to control the Ship). Mouse still works fine (clicking on a button works fine).
- The same (above) happens on "Stencyl Flash" when I try to implement a button that switch to fullscreen.
- When using the Flash Browser Option (in this case, Chrome / Latest Flash 14) Stencyl cannot, in any way, set to fullscreen.

Is this a Bug?
Can anyone help me?

13
Resolved Questions / Fail to Compile on Linux
« on: July 02, 2014, 01:37:14 pm »
Hi!

I'm reviewing the possibility  of releasing my game on Desktop, but when I try to Test it (I'm on Ubuntu 14.04 64 bits) it fails to compile.
The game runs well on Flash and I already installed everything describe on Stencylpedia. I'm also running the Stencyl 64 bits as well.

My Logs are attached.

Thanks for any help.

14
Fixed Bugs (3.x) / Cant instal extensions on Linux
« on: June 03, 2014, 07:56:08 am »
I'm trying to install Extensions on Linux (Ubuntu 14.04) and I simply cant because the "extension file selector" shows me only images of file type (not zip).
See attachment for a screenshot.

Is this a Bug or something wrong I did?

Thanks in advance.

Pages: 1