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Mechanics Mini Jam / HOOPSMACHINE
« on: May 10, 2017, 05:18:34 am »
Hello I am making HOOPSMACHINE in which you break blocks while trying to get a ball into a basket by controlling the mighty arm of the HOOPSMACHINE. When a basket hits the floor it's game over.
there's a WIP demo HERE, check it out.
So far I've got the core loop, which essentially means you can score points and lose. Next I plan to add blocks to the tower that change the gameplay, power-ups like multi-balls and things like that, to see how weird I can make this thing.
I've been doing my best to tweet as much of my progress as possible, because I think this jam is a really cool way to get people into Stencyl. I'm @folmerkelly come hang out
there's a WIP demo HERE, check it out.
So far I've got the core loop, which essentially means you can score points and lose. Next I plan to add blocks to the tower that change the gameplay, power-ups like multi-balls and things like that, to see how weird I can make this thing.
I've been doing my best to tweet as much of my progress as possible, because I think this jam is a really cool way to get people into Stencyl. I'm @folmerkelly come hang out
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Paid Work / [PAID] A shopping list of mobile-focused extensions / behaviours I'd like to see
« on: March 10, 2017, 04:59:44 am »
Hey gang!
I mostly use Stencyl to make mobile games, and I'm interested in taking advantage of features that Stencyl doesn't support out of the box (yet). I'll try and be as detailed and clear as possible with my requests, feel free to go through the list and if you think you can make any of them happen, post a reply (so others know who's working on what) and PM me to discuss price.
I have no idea whether these are realistic requests or totally impossible, but let's find out!
Wanted:
- Sync support (iOS / Android): The ability for games to sync progress between devices. Technically I would accept any option that allows players to sync progress on either platform but obviously iCloud-based would be highly preferred on iOS. Note that I'm not talking about restoring purchases, I mean that if I play a game on my phone and then open the same game on another device, I have the same score and unlocked characters etc available. EDIT: on iOS this HAS to be iCloud syncing, Apple won't allow data to be stored on outside servers.
- 3D Touch support (iOS): The option to use 3D Touch inputs on devices that support it.
- Extended Game Center features (iOS): Ways to access more info and functionality from Game Center. An example would be showing another player's score along the way while you're playing (like in this Steppy Pants screenshot. I think Crossy Road does the same thing as well, but with just names instead of avatars, which I'd be happy with)
- GIF recording and sharing (iOS/ Android): The Simple Share extension allows the player to take a screenshot and share it, but the ability to tweet GIFs of gameplay would be huge.
- Multiplayer over wifi (iOS/ Android): Colburt187 and myself have made a good amount of games that have same-device multiplayer, which is of course not ideal. A way to allow people to get on the same wifi network and play against each other on their own device would be awesome.
Currently Being Worked On:
[nothing rn]
Done:
- Orientation detection (iOS / Android): Made by Squeeb and Robin! Will be available publicly as well via Squeeb, I believe.
I mostly use Stencyl to make mobile games, and I'm interested in taking advantage of features that Stencyl doesn't support out of the box (yet). I'll try and be as detailed and clear as possible with my requests, feel free to go through the list and if you think you can make any of them happen, post a reply (so others know who's working on what) and PM me to discuss price.
I have no idea whether these are realistic requests or totally impossible, but let's find out!
Wanted:
- Sync support (iOS / Android): The ability for games to sync progress between devices. Technically I would accept any option that allows players to sync progress on either platform but obviously iCloud-based would be highly preferred on iOS. Note that I'm not talking about restoring purchases, I mean that if I play a game on my phone and then open the same game on another device, I have the same score and unlocked characters etc available. EDIT: on iOS this HAS to be iCloud syncing, Apple won't allow data to be stored on outside servers.
- 3D Touch support (iOS): The option to use 3D Touch inputs on devices that support it.
- Extended Game Center features (iOS): Ways to access more info and functionality from Game Center. An example would be showing another player's score along the way while you're playing (like in this Steppy Pants screenshot. I think Crossy Road does the same thing as well, but with just names instead of avatars, which I'd be happy with)
- GIF recording and sharing (iOS/ Android): The Simple Share extension allows the player to take a screenshot and share it, but the ability to tweet GIFs of gameplay would be huge.
- Multiplayer over wifi (iOS/ Android): Colburt187 and myself have made a good amount of games that have same-device multiplayer, which is of course not ideal. A way to allow people to get on the same wifi network and play against each other on their own device would be awesome.
Currently Being Worked On:
[nothing rn]
Done:
- Orientation detection (iOS / Android): Made by Squeeb and Robin! Will be available publicly as well via Squeeb, I believe.
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iPhone / iPad / Android / Yo! Let's UP
« on: March 07, 2017, 04:49:37 am »
Completely forgot to post here, whoops!
Last week I released a new game called Yo! Let's UP. It's a cute arcade game about jumping on blocks and keeping your balance as the tower of blocks grows taller. The game has 9 different game modes, unlocked through completing challenges, and a bunch of fun hats to wear.
YLU was released on the iOS App Store last Thursday, and ended up getting featured in most of Europe and China, which has been great. Yesterday YLU was added to New Games We Love in the US as well.
You can check out the game for yourself HERE. Android version will be out later, it's being worked on.
Last week I released a new game called Yo! Let's UP. It's a cute arcade game about jumping on blocks and keeping your balance as the tower of blocks grows taller. The game has 9 different game modes, unlocked through completing challenges, and a bunch of fun hats to wear.
YLU was released on the iOS App Store last Thursday, and ended up getting featured in most of Europe and China, which has been great. Yesterday YLU was added to New Games We Love in the US as well.
You can check out the game for yourself HERE. Android version will be out later, it's being worked on.
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Ask a Question / Android TargetSDKVersion
« on: August 31, 2016, 02:26:53 pm »
Does anyone know how to change the TargetSDKVersion? I need to get up to 23, Stencyl (build 9170) only allows up to 19.
Cheers!
Cheers!
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iPhone / iPad / Android / Magic Mansion iOS & Android (published by Nitrome)
« on: August 23, 2016, 03:09:04 pm »
Hey Stencylers,
I can finally announce publicly that my latest game Magic Mansion has been released on iOS and Android, and it's being published by Nitrome.
Download Appstore: http://apple.co/2biu97L
Download GooglePlay: http://bit.ly/2bqjQQz
Magic Mansion is a 1bit and 1 button platformer about getting as high up in a mansion full of traps and hazards as possible. It's super hard. Over time different obstacles are introduced, and you can unlock 10 cute characters.
There's a trailer for the game HERE, made by the talented folks over at Nitrome (no way I could've made that myself!)
Working with a publisher has been pretty cool, implementing their requests in Stencyl took some time but it was definitely doable. I'll update this post once the game is out
I can finally announce publicly that my latest game Magic Mansion has been released on iOS and Android, and it's being published by Nitrome.
Download Appstore: http://apple.co/2biu97L
Download GooglePlay: http://bit.ly/2bqjQQz
Magic Mansion is a 1bit and 1 button platformer about getting as high up in a mansion full of traps and hazards as possible. It's super hard. Over time different obstacles are introduced, and you can unlock 10 cute characters.
There's a trailer for the game HERE, made by the talented folks over at Nitrome (no way I could've made that myself!)
Working with a publisher has been pretty cool, implementing their requests in Stencyl took some time but it was definitely doable. I'll update this post once the game is out
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Ask a Question / Android issues: Access navigation bar functionality + display iap prices
« on: July 19, 2016, 04:25:40 am »
I'm wrapping up development on the Android version of a game, and it's quite an ordeal compared to iOS. Right now I have two issues left and I can't figure them out for the life of me.
My first problem is that I can't find any way to access the Android navigation bar and assign functions to it. This really only matters for the back button; you want the back button to perform an action based on context, like on any screen that isn't the main menu, if there's a popup of any kind on screen you want the back button to close it, and on the main menu you'll want it to exit the game (after popping up a confirmation box).
I noticed that there is an option under Settings > Mobile > User Inputs to override the back button functionality, but I can't find a block or event that lets me do anything else with the back button anywhere.
The second problem has to do with iap. So this works perfectly fine on iOS:
but it does nothing on Android. Mousing over the block description it states 'Product title / description / price that you entered in iTunes Connect' so I assume it doesn't have any Android functionality. Is there a different way to make this happen?
My first problem is that I can't find any way to access the Android navigation bar and assign functions to it. This really only matters for the back button; you want the back button to perform an action based on context, like on any screen that isn't the main menu, if there's a popup of any kind on screen you want the back button to close it, and on the main menu you'll want it to exit the game (after popping up a confirmation box).
I noticed that there is an option under Settings > Mobile > User Inputs to override the back button functionality, but I can't find a block or event that lets me do anything else with the back button anywhere.
The second problem has to do with iap. So this works perfectly fine on iOS:
but it does nothing on Android. Mousing over the block description it states 'Product title / description / price that you entered in iTunes Connect' so I assume it doesn't have any Android functionality. Is there a different way to make this happen?
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Resolved Questions / 'Unknown classes' error when trying to build APK [SOLVED]
« on: July 09, 2016, 08:29:06 am »
I'm trying to build an APK and I keep running into the same issue, unknown classes appear to be referenced in an extension I use, Unity Ads by robinschaafsma. When I build the iOS version everything works fine, and when I remove all traces of the Unity Ads extension, the APK builds fine.
The error seems incredibly hard to google, as I end up with only Unity-related discussions (or at least nothing Stencyl-specific). I've brought the problem to robinschaafsma's attention in the thread for Unity Ads extension , and I figured I'd post it here as well in case someone understands the problem and can point me in the right direction.
From my logs:
[haxelib] [proguard] Warning: com.unity3d.ads.android.webapp.UnityAdsWebBridge: can't find referenced class android.webkit.JavascriptInterface
[haxelib] [proguard] Note: com.unity3d.ads.android.data.UnityAdsAdvertisingId: can't find dynamically referenced class com.google.android.gms.common.GooglePlayServicesUtil
[haxelib] [proguard] Note: com.unity3d.ads.android.data.UnityAdsAdvertisingId: can't find dynamically referenced class com.google.android.gms.ads.identifier.AdvertisingIdClient
[haxelib] [proguard] Note: com.unity3d.ads.android.data.UnityAdsAdvertisingId: can't find dynamically referenced class com.google.android.gms.ads.identifier.AdvertisingIdClient$Info
[haxelib] [proguard] Note: com.unity3d.ads.android.unity3d.UnityAdsUnityWrapper: can't find dynamically referenced class com.unity3d.player.UnityPlayer
[haxelib] [proguard] Note: the configuration refers to the unknown class 'com.google.vending.licensing.ILicensingService'
[haxelib] [proguard] Note: the configuration refers to the unknown class 'com.android.vending.licensing.ILicensingService'
[haxelib] [proguard] Note: there were 2 references to unknown classes.
[haxelib] [proguard] You should check your configuration for typos.
[haxelib] [proguard] Note: there were 4 unresolved dynamic references to classes or interfaces.
[haxelib] [proguard] You should check if you need to specify additional program jars.
[haxelib] [proguard] Warning: there were 1 unresolved references to classes or interfaces.
[haxelib] [proguard] You may need to specify additional library jars (using '-libraryjars')
Full logs attached.
EDIT: The solution ended up being installing every Android SDK, basically.
The error seems incredibly hard to google, as I end up with only Unity-related discussions (or at least nothing Stencyl-specific). I've brought the problem to robinschaafsma's attention in the thread for Unity Ads extension , and I figured I'd post it here as well in case someone understands the problem and can point me in the right direction.
From my logs:
[haxelib] [proguard] Warning: com.unity3d.ads.android.webapp.UnityAdsWebBridge: can't find referenced class android.webkit.JavascriptInterface
[haxelib] [proguard] Note: com.unity3d.ads.android.data.UnityAdsAdvertisingId: can't find dynamically referenced class com.google.android.gms.common.GooglePlayServicesUtil
[haxelib] [proguard] Note: com.unity3d.ads.android.data.UnityAdsAdvertisingId: can't find dynamically referenced class com.google.android.gms.ads.identifier.AdvertisingIdClient
[haxelib] [proguard] Note: com.unity3d.ads.android.data.UnityAdsAdvertisingId: can't find dynamically referenced class com.google.android.gms.ads.identifier.AdvertisingIdClient$Info
[haxelib] [proguard] Note: com.unity3d.ads.android.unity3d.UnityAdsUnityWrapper: can't find dynamically referenced class com.unity3d.player.UnityPlayer
[haxelib] [proguard] Note: the configuration refers to the unknown class 'com.google.vending.licensing.ILicensingService'
[haxelib] [proguard] Note: the configuration refers to the unknown class 'com.android.vending.licensing.ILicensingService'
[haxelib] [proguard] Note: there were 2 references to unknown classes.
[haxelib] [proguard] You should check your configuration for typos.
[haxelib] [proguard] Note: there were 4 unresolved dynamic references to classes or interfaces.
[haxelib] [proguard] You should check if you need to specify additional program jars.
[haxelib] [proguard] Warning: there were 1 unresolved references to classes or interfaces.
[haxelib] [proguard] You may need to specify additional library jars (using '-libraryjars')
Full logs attached.
EDIT: The solution ended up being installing every Android SDK, basically.
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iPhone / iPad / Android / TrapTower (iOS & Android)
« on: June 19, 2015, 05:39:46 am »
Hi gang!
I made a game about wall-jumping! Your basic endless arcade one-button highscore chaser type thing, with unlockable characters.
TrapTower: Help the cuties stuck in the TrapTower wall-jump as high as they can, while avoiding spikes, bullets, spinning saw blades, and lasers! Collect coins to unlock new cuties to play with! Have fun!
Oddly enough, it got a Best New Games feature... in Mexico. No idea why but that happened. Here's TrapTower chilling close to Hue Ball, another Stencyl game released this week! Buddies! :3
TrapTower is F2P on iOS, only showing static interstitials every X amount of game overs, with a $1.99 iap to remove ads. GET IT HERE.
On Android, the game is $0.99, so you pay less to have an ad-free experience but you can't get it for free. I just felt like doing an experiment since Android historically has been awful for me. So far it seems to be working out ok. GET IT HERE.
I made a game about wall-jumping! Your basic endless arcade one-button highscore chaser type thing, with unlockable characters.
TrapTower: Help the cuties stuck in the TrapTower wall-jump as high as they can, while avoiding spikes, bullets, spinning saw blades, and lasers! Collect coins to unlock new cuties to play with! Have fun!
Oddly enough, it got a Best New Games feature... in Mexico. No idea why but that happened. Here's TrapTower chilling close to Hue Ball, another Stencyl game released this week! Buddies! :3
TrapTower is F2P on iOS, only showing static interstitials every X amount of game overs, with a $1.99 iap to remove ads. GET IT HERE.
On Android, the game is $0.99, so you pay less to have an ad-free experience but you can't get it for free. I just felt like doing an experiment since Android historically has been awful for me. So far it seems to be working out ok. GET IT HERE.
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iPhone / iPad / Android / WRASSLING iOS and Android (Best New Games feature on iOS!)
« on: April 24, 2015, 07:29:35 am »
Hi Stencyl!
So Colburt187, myself, a super talented musician only known as IsYourGuy, and GeorgeN -who did a ton of work on the Android side of things- released a new game called WRASSLING yesterday.
On iOS!
And Android!
Wrassling is an F2P wacky physics arm-flailing-simulator where the goal is to wrassle as many opponents out of a wrestling ring as possible, and not get wrassled out yourself.
There are also hats in Wrassling that can be unlocked by completing tasks (custom achievements, basically), watching video ads, or purchasing the iap to remove ads for $1.99.
So we released it yesterday and ended up getting a Best New Games feature in the US store, which has been amazing! My best guess is that happened because the reviews have been extremely positive. We're currently at 5 star ratings on iOS, 4 on Android, and 4 on TouchArcade.
Pocket Gamer gave it a score of 8 out of 10 and wrote a really lovely article.
148 Apps gave it 4.5 stars and wrote a pretty nice article.
AppSpy did a neat preview video.
And yeah that's p much Wrassling! We're currently collecting feedback and bug reports (there are a bunch) so if you check it out and have any suggestions please let me know
So Colburt187, myself, a super talented musician only known as IsYourGuy, and GeorgeN -who did a ton of work on the Android side of things- released a new game called WRASSLING yesterday.
On iOS!
And Android!
Wrassling is an F2P wacky physics arm-flailing-simulator where the goal is to wrassle as many opponents out of a wrestling ring as possible, and not get wrassled out yourself.
There are also hats in Wrassling that can be unlocked by completing tasks (custom achievements, basically), watching video ads, or purchasing the iap to remove ads for $1.99.
So we released it yesterday and ended up getting a Best New Games feature in the US store, which has been amazing! My best guess is that happened because the reviews have been extremely positive. We're currently at 5 star ratings on iOS, 4 on Android, and 4 on TouchArcade.
Pocket Gamer gave it a score of 8 out of 10 and wrote a really lovely article.
148 Apps gave it 4.5 stars and wrote a pretty nice article.
AppSpy did a neat preview video.
And yeah that's p much Wrassling! We're currently collecting feedback and bug reports (there are a bunch) so if you check it out and have any suggestions please let me know
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Ludum Dare 31 / Entertainment Software For Lonely Children
« on: December 09, 2014, 03:24:10 am »ESFLC is basically me talking to myself as a kid when I used to play 2 player Pong by myself. Every time the player loses, a message is displayed; it's all things I wish I could tell my younger self.
The gameplay itself is your basic Pong except that the controls for P2 are inverted, so that if P1 goes down, P2 goes up and vice versa. I tried to simulate the frustrating difficulty of having to deal with two controllers at the same time, but for one player.
Entertainment Software For Lonely Children
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iPhone / iPad / Android / #SUPERHYPER (iOS)
« on: October 21, 2014, 05:34:17 am »
#SUPERHYPER
#SUPERHYPER is a low-fi, minimalist, pure action game about surviving on a 3-lane grid for as long as possible.
#SUPERHYPER offers 4 different difficulty modes ranging from SUPER to #SUPERHYPER, each with their own unique challenges.
#SUPERHYPER can be played using TAPS, SWIPES, or VIRTUAL BUTTONS.
#SUPERHYPER has Game Center leaderboards and achievements for each mode.
Get the Game
- App Store
Screenshots
Updates
There's an update waiting on review right now that addresses some kinks and makes unlocking new modes easier. After that there will be a content patch + new control method.
Currently I'm working on new content and an Android release. I also plan to release a desktop version through itch.io.
Commentary
#SUPERHYPER is really hard and some people get frustrated with the controls. I also made a mistake by shipping the game with the music / SFX / voice over being turned off by default, so I think I lost a lot of momentum early on. No feature from Apple, very few sales.
TouchArcade gave it 4 stars, which is awesome but as far as sales go it's most likely too little too late.
I don't mean to sound like I'm complaining though, just wanted to be open about how the game is doing. #SUPERHYPER is a niche, raw project, and I'm looking at this release as a learning experience and something for my fans who know I make hard-as-fuck games.
#SUPERHYPER is a low-fi, minimalist, pure action game about surviving on a 3-lane grid for as long as possible.
#SUPERHYPER offers 4 different difficulty modes ranging from SUPER to #SUPERHYPER, each with their own unique challenges.
#SUPERHYPER can be played using TAPS, SWIPES, or VIRTUAL BUTTONS.
#SUPERHYPER has Game Center leaderboards and achievements for each mode.
Get the Game
- App Store
Screenshots
Updates
There's an update waiting on review right now that addresses some kinks and makes unlocking new modes easier. After that there will be a content patch + new control method.
Currently I'm working on new content and an Android release. I also plan to release a desktop version through itch.io.
Commentary
#SUPERHYPER is really hard and some people get frustrated with the controls. I also made a mistake by shipping the game with the music / SFX / voice over being turned off by default, so I think I lost a lot of momentum early on. No feature from Apple, very few sales.
TouchArcade gave it 4 stars, which is awesome but as far as sales go it's most likely too little too late.
I don't mean to sound like I'm complaining though, just wanted to be open about how the game is doing. #SUPERHYPER is a niche, raw project, and I'm looking at this release as a learning experience and something for my fans who know I make hard-as-fuck games.
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Stencyl Jam 14 / Stack Bunnies
« on: March 29, 2014, 04:27:13 pm »
Finished this pretty close to the deadline and ended up too tired to make a thread so here we are a day later.
Play Stack Bunnies!
Stack Bunnies is an action game about a bunny collecting weapons- all of which stack on top of each other- to murder a whole bunch of cave creatures with, all to gather enough firepower to destroy the cave keeper, whoever that may be.
PRO-TIP: Health restores to 3 after every room, so don't be afraid to tank stuff if you have to!
Featuring:
-20 different weapon types (8 per playthrough is the max load out)
- 8 semi-random levels
- BOSS FIGHT
I wanted to make something crazy and push Stencyl to its limits when it comes to explosions and bullets and stuff on screen. Ended up pushing it a bit too far and as it turns out there have been people going through multiple playthroughs just to collect every weapon, so at that point the game lags, slows down, p much grinds to a halt. But it's fun getting there, I think!
Shoutout to Stencyl and NG for another great jam.
Play Stack Bunnies!
Stack Bunnies is an action game about a bunny collecting weapons- all of which stack on top of each other- to murder a whole bunch of cave creatures with, all to gather enough firepower to destroy the cave keeper, whoever that may be.
PRO-TIP: Health restores to 3 after every room, so don't be afraid to tank stuff if you have to!
Featuring:
-20 different weapon types (8 per playthrough is the max load out)
- 8 semi-random levels
- BOSS FIGHT
I wanted to make something crazy and push Stencyl to its limits when it comes to explosions and bullets and stuff on screen. Ended up pushing it a bit too far and as it turns out there have been people going through multiple playthroughs just to collect every weapon, so at that point the game lags, slows down, p much grinds to a halt. But it's fun getting there, I think!
Shoutout to Stencyl and NG for another great jam.
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Chit-Chat / My Stencyl game is selected to be part of the indie MEGABOOTH at GDC
« on: February 22, 2014, 07:13:47 am »15
Ludum Dare 28 / SUPERBLADE
« on: December 15, 2013, 04:46:39 pm »
SUPERBLADE! A quick and tense ninja adventure. Walk the path of SUPERBLADE and cut down all those in your way, until they cut you down.
Arrow keys to move
X to hack at dudes.
SUPERBLADE
Arrow keys to move
X to hack at dudes.
SUPERBLADE
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