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.


Messages - Beaumint

Pages: 1 2
1
Windows / Mac / Flash / HTML5 / Re: Battleground Legends
« on: August 23, 2014, 12:39:12 pm »
Congratulations! That's great news!

Crazy to think that 19,000 played your game already isn't it?
The internet is such a great tool, great time to be a game developer, haha.

Best of luck on your new venture!

2
Windows / Mac / Flash / HTML5 / Re: Battleground Legends
« on: August 22, 2014, 02:55:28 pm »
I like the game, the UI is really streamlined well and causes no confusion.

A critique would be the actual battles... as a player I want some kind of feedback as to what's going on...  the text saying "You duel a dark knight" etc is nice but I feel like I want something a little bit more,  but I'm not sure what it is.

Also, slowing down combat when you're getting low health might be helpful, or at least drag on the screen a second when health is nearing 0 or at 0, it seemed so abrupt when I died.

3
Windows / Mac / Flash / HTML5 / Re: Soul TD (Paused In-Progress Game)
« on: August 22, 2014, 02:52:51 pm »
Thanks for your feedback!

The reason the base was implemented was because there were so many choices for tower placement and having invisible actors in all of those places waiting ended up causing the game to run at like 2 fps. 

Instead now it's deciding where on the screen you clicked and creating a simple base there.  In the new version I have an idea to simplify the process and skip the base placement.

As for the sounds I agree, they are annoying and I plan to have indicators showing what you're lacking.

Thanks again for the feedback, I really appreciate it.

4
Windows / Mac / Flash / HTML5 / Soul TD (Paused In-Progress Game)
« on: August 22, 2014, 11:34:47 am »
Hello all!

My name is Beaumint and this is my first Stencyl game.



I have a little background in graphics and coding so I decided I wanted to take my hand at creating my own game.  After kinda roughing through the code I was able to create the alpha version of Soul TD.
http://www.stencyl.com/game/play/20253





About halfway through the creation of the game I started noticing it to slow down more and more and more.  Reading up on Stencyl 3.1 (was using 2.2) I decided to upgrade and give it a shot.  It semi broke the game but more than that I realized that a lot of my code created at the beginning was not optimal and semi unnecessary at parts. 

So instead I've decided to take a Stencyl course on Udemy that's focused on Stencyl 3.1 as well as start fresh on my game, creating a new version at a larger screen size and more optimal in code throughout. 

I spent quite a few months on this game, though, and wanted to share it with all of you and maybe get some feedback for an alpha prototype.  Let me know what you think!  I can't wait to show you guys my finished product down the line!

-Beaumint

5
Great advice, thanks for the tips. (As I'm creating this game I'm more and more tempted to perhaps pick up your book, haha.  I think it will depend on how this game pans out as it gets closer to completion)

I think I will stick with the game attribute for this one, as its beginning to make more sense in the game to stay that way as it is.  I will definitely not shy away from using 'getting information from other behavior' blocks in the future if it makes sense.

I will go ahead and marked this as solved, I'm sure a very common error for people trying to get their code to work is them initializing it in a 'created block.'  I think that's what I may have been doing.

Thanks again!!  I really appreciate this helpful community!
-Beau

6
Thanks for the reply Innes.

I really struggle working with moving information between behaviors though, I always get 'Behavior not found errors' even when I'm doing it through a scene.

I caved in and made a 'game attribute' instead.  I'm just afraid of making too many of these, I'm not sure how much they hurt performance?

7
This might be a really dumb question.  I tried searching the forums but I'm struggling on how to word my question.


Okay, when I want to obtain the current score of the game I'm running it's very easy.  I can just create an actor behavior and use "Get Current Score" custom block that's created by the 'Score Manager', the pre-loaded behavior that's added to my scene.

When I want to obtain a different number attribute that's also created in my scene in an actor behavior through a custom block I get an error that causes my game to malfunction. 

Why is this?

For a raw example:
Get current score (from a scene behavior created by stencyl) works fine when called by an actor behavior.
Get current level (from a scene behavior that was created by me) does not work when called by an actor behavior.

Is there a way to fix this so I can share attributes between scene and actor behaviors?
Sorry if this is worded poorly, I tried my best, lol.

8
Ask a Question / Re: Why does my animation shake?
« on: July 16, 2013, 07:34:27 pm »
Are you sure your animations are lining up?

It looks like your 'fire exhaust spaceship' and 'idle spaceship' animations might be skewed a little bit.

they should rest on top of eachother exactly

9
Resolved Questions / Re: Deciding Between Overlapping Actors
« on: July 15, 2013, 08:33:45 am »
Wow how bizarre. 

So instead of going through everything LINE BY LINE I decided to instead just turn off entire behaviors at a time and see if that solved it.

I found the behavior that was causing the problem, it was the one I had just created!

if mouse was pressed
   {set y to scene-height
     for each actor of type towers
      {if mouse was pressed on actor
         {if y-position of actor > y
            {set y to y-position of actor
              set clickedActor to actor
             }
          }
       } trigger event for clickedActor (to open menu or whatever you want)
   }

So I sat and I thought for awhile and decided to just re-enable it and see what happened, and POW, the error is gone...

So TL;DR, I disabled and then enabled a behavior and the problem disappeared.

Thanks all for your help!

10
Resolved Questions / Re: Deciding Between Overlapping Actors
« on: July 15, 2013, 08:26:02 am »
Yeah I thought that too, but my game is getting to a pretty decent size in terms of actors and behaviors and after doing a quick scan I couldn't find anything out of place...

Is there any way to pinpoint it?
I just read the guide you linked and doesn't seem to have a 'problem is here' feature, but I could be wrong...

11
Resolved Questions / Re: Deciding Between Overlapping Actors
« on: July 15, 2013, 06:32:27 am »
It worked!!!

Only one small problem though... whenever I run the game now and press ` to see the log I get the following error.  Error #1009  Cannot access a property or method of a null object reference.

I looked up solutions on the forums and found this solution:
http://community.stencyl.com/index.php/topic,10028.0/topicseen.html
Unfortunately my global.workdir was already written correctly so it seems like this solution does not apply to me.

Here is another screenshot, the error is really long. 


Like I said, my game runs fine with no fps issues or anything, just a long written out error in the log.  Should I just ignore it...? 

12
Resolved Questions / Re: Deciding Between Overlapping Actors
« on: July 15, 2013, 05:14:29 am »
Wow thank you so much for a quick reply, that makes so much sense.

Going to try to implement it now!

(I'm no programmer so implementing this sort of stuff sometimes takes me awhile, haha!)

13
Resolved Questions / [SOLVED] Deciding Between Overlapping Actors
« on: July 15, 2013, 03:20:49 am »
Hello stencyl community!  I had a quick question and was hoping you guys could help me.

I'm working on a tower defense game.  After creating initial towers I would like to be able to grant the option to upgrade them.  In order to do so, I would like to make it so that the player can click on the towers.

My problem is that right now there are times when the top of a tower and the bottom of a tower overlap one another.  Here is a picture.


Ideally, it would be great if I could set up a 'when the mouse is released' command and it would be able to decide between the two based on the y factor of the mouse which one to actually select... but I have no idea how to I would be able to make it compare the two towers and their y value.

Think you guys could help me out? xD  /beg  I've been wracking my brain for a long time now, haha.

14
My solution was restarting stencyl ;P

It wasn't registering a new attribute I made for a variable and wouldn't change the default speed to ANYTHING else.

After restarting it worked fine.

Thanks for the tip, makes good sense.

15
I fixed it myself, thanks for those that viewed and thought about it ;P

Pages: 1 2