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Messages - NickamonPoppytail

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Journals / Re: The Poppytales (Journal Thread)
« on: February 27, 2021, 02:14:07 pm »
Sorry I haven't replied for so long. Thank you Bombini. I've decided to just keep going with the current style at the moment. For the last few days I've spent a little bit of time in the evening working on the game and I managed to get another level done in that time.

I also wanted to put my thoughts about the order in which I make things for the game. I think at the moment I should focus on making the levels and then go back to adding new playable characters later on. Currently there's six playable characters (seven, counting an unfinished one) and six bosses, so I think there's enough playable characters to get a sense of how they will work against different enemies.

So, for the game's first world, 6/10 bosses are now complete. The plan for the game is 12 worlds, but not all of them will have as many enemies as this one does.

Journals / Re: The Poppytales (Journal Thread)
« on: February 17, 2021, 08:15:27 pm »
So, not much progress has been made recently. There are now six fully playable characters in the game (with a seventh half-finished) and five bosses that can be fought in the game.

One dilemma that I've been thinking about a lot is what to do about this game. This is a game I really want to make and play, but if I do the art in the current method I'm using, it's going to take a long time to finish this. I could go back to the old style of just drawing in Pencyl, but then the game probably won't look so good. I want to make it look good without it being too time-consuming.

Anyone have any advice?

Journals / Re: The Poppytales (Journal Thread)
« on: December 01, 2020, 11:34:15 pm »
Changed the screen size so that the boss levels are 100% on screen, so I had to resize some backgrounds to get that parallax effect.

Here's what it looks like now. What do you all think?

You will have to make a new background, bigger than your screen size. Your change in size won't be enough to be a worry in terms of memory or storage.

You could try setting your background to repeat, and give it an X parallax value, but unless you designed it to be a looping background to begin with, the result might not be satisfactory.

Okay, it'll have to be bigger then. The worry about the image's change in size impacting upon memory or storage is that using large images tends to get Stencyl to show memory warnings and lag a bit.

It's not a looping background. I tried to have it repeat and it just looks terrible because the background is a photo.

Thank you for your help.


In a game that I'm working on, I recently changed the screen size to make whole levels fit on screen (I changed it from 640,480 to 896,480). Only problem is now that the backgrounds I was using no longer move when the player does in larger scenes.

Pencyl (which I'm using on an old version of Stencyl because in the current version I'm using Pencyl doesn't work) won't let me increase the size of the image and I'm worried that even if I did do that, it would take up a lot of memory/storage. So I wanted to know if there was a way to have that effect I used to have with the new screen size without modifying the size of the image?

Here's how it looked before:

Now the background doesn't move at all.

Journals / Re: The Poppytales (Journal Thread)
« on: December 01, 2020, 03:59:47 pm »
I tried adding some in, but I think it needs work. I think the added background elements need to be a different size to the green paper background, but I haven't figured it all out yet.

I quickly tried Bombini's suggestion and I made this:

Journals / Re: The Poppytales (Journal Thread)
« on: December 01, 2020, 12:53:24 am »
I think some graphical background elements (simple shapes) between level and background would help to add a bit more depth. Should not be a lot work.

I'm not sure how this would look. Do you mean like (since this is meant to be a forest area) to have like silhouettes of trees or something?

Journals / Re: The Poppytales (Journal Thread)
« on: November 29, 2020, 09:58:34 pm »
I like the paper background and hand-drawn trees. I think it'd look better if the sprite artwork style was consistent with the background--maybe hand-draw/color the sprites, too.

The sprites are being hand-drawn and coloured. I have to up the contrast so they don't look dull though. Although for foreground/background objects they're only outlined in pencil while players, attacks and enemies are outlined in black.

Journals / Re: The Poppytales (Journal Thread)
« on: November 29, 2020, 08:54:06 pm »
New update: I made another video. I had an idea for how to make backgrounds for this game.

So I made this video:

It also shows a bit of Buzzy Boy's unfinished level and the overworld. I think I like how the background looks. What do you all think?

Thank you Luyren!

Journals / Re: The Poppytales (Journal Thread)
« on: November 27, 2020, 08:23:19 pm »
Quick update, Easter Bunny and Gremlin Girl are now both implemented into the game, and I made two short videos showing what they do:

Easter Bunny:
Gremlin Girl:

I might still have to tweak them a bit but I think they're okay for now. It's probably time for making levels now.

Journals / Re: The Poppytales (Journal Thread)
« on: November 26, 2020, 05:30:30 pm »
Still working on Gremlin Girl. I think I have an idea for her moveset. I'm still going to give her the triple claw move that Poppytail has, but I'm thinking she could use a spare ponytail to attack her opponent at a close range, and then for the powered up version, she could throw it like a boomerang so it would hit the enemy and then come back to her. For her full meter move, I was thinking she could create bursts of steam around her (since she's a water character) and gain increased movement speed temporarily. For her ability I was thinking that if her health gets at or below 25%, her attacks could deal increased damage. Still working on the drawings for her, but it shouldn't take too long for me to put her into the game.

One thing I liked about making Easter Fun 2 is that if I got bored with making one particular aspect of the game, I could switch to making another. What I mean is, if I got bored of making levels, I could make more playable characters, and vice-versa. However, I'm still torn about what I'll do after adding Gremlin Girl into the game. I've got plans for how Snarly Dog (character number 4) could work, but then again there's not much point making so many characters if there's only one level to test them in.

If you didn't know already, I'm focusing on the characters to add from my planned list from one of my old games at a time. I'm focusing on Poppytail 1 for now. So far Poppytail and Easter Bunny have been added, Gremlin Girl is in the works and I have a plan for Snarly Dog. For that game I'm also planning on adding Lizard Hunter, Enderguy, Alex and Alice, but maybe after there are some more levels.

Another thing I need to figure out is what the level backgrounds are going to look like. I have a plan for the game where there are a small collection of bosses in each "world", with each world having a particular theme, but I haven't figured out the specifics of the environment yet. I'm starting with the first world in the game, which is going to be set in a forest (since I've abandoned the idea of remaking worlds from the canon Poppytail games). The bosses I'm thinking of having here are:

Buzzy Boy, Cheese-Apple and Red Duckie (from Easter Fun 2)
Bush Turkey, Guardener, Scopiary and Shrubbery (from AGATH:FV)
Alphox (from Rise n' Brawl)
Moon Chompa and Thrasher (from the Elecreatures book)

Red Duckie's level is already in the game, but it needs more work. Since the gameplay of Easter Fun 2 should be similar to The Poppytales (minus the team aspect and the egg collecting), Buzzy Boy and Cheese-Apple shouldn't be too hard to add in. But the AGATH:FV bosses and Alphox were originally made in different gameplay styles (Rise n' Brawl looks very different to EF2 and AGATH:FV is a top-down game), so I'll have to figure out how they will work. Moon Chompa and Thrasher have never been appeared in any of my games before, but I have ideas on how Thrasher's fight could work.

Once I finish Gremlin Girl, I'll make two videos for YouTube showing off how both her and Easter Bunny will work.

Journals / Re: The Poppytales (Journal Thread)
« on: November 24, 2020, 08:28:14 pm »
Haven't made a video yet, but I have finished the second playable character for the game. I'm planning to have about 100 when the game first releases (which I don't think is too much considering in Easter Fun 2 I made 64 playable characters), and I'm going through my old games and adding characters from the older ones first. I'm starting with the characters from the original Poppytail, so I have the character called Poppytail and the Easter Bunny. I'm thinking of making Gremlin Girl as a third and then to start focusing on the actual levels. I think three is a good number of characters to start off with so I can test levels to see if they work with each one.

If you saw the video showing the test of Poppytail, you should have noticed the yellow meter on the side. Once this gets high enough, you will be able to use a stronger attack at the cost of a fraction of it, or fill it to the top to sacrifice all of it for a special effect.

Poppytail's first attack is throwing a red poppy out, which is affected by gravity. It's the same attack he had in Easter Fun 2, so nothing that hasn't been done before. His second attack is throwing out a bullet wave of three claws, which was also an attack from Easter Fun 2, except it was used for W Gizmo Girl and her virus variant. The powered up versions of these attacks are a larger poppy that does increased damage and a wave of more claws (seven I think I set it to). When the bar is full, Poppytail can heal himself over time for 20 HP. I'm also planning on giving him an ability that heals him by 1 every so often.

Easter Bunny has some similarities to Poppytail. He moves faster and has a higher jump though. His two basic attacks are a short range kick (which is basically just creating a bullet that looks like his foot at the moment) and dropping an Easter egg on the ground which damages enemies who move along the ground. The powered up versions of these are a long dash that can be done in midair (it's fun to watch him fly across the screen) that damages enemies on contact, and a black egg (based on the colour inverted eggs from the Easter Fun games) that deals more damage. When his bar is full, he does the same thing as Poppytail at the moment (heal for 20 HP), and I'm planning on keeping that for him. The bar normally fills by attacking, but since it's hard to use the kick on moving opponents and the eggs have a very slow firing rate, his bar fills up automatically over time.

Gremlin Girl I haven't figured out all of the details of her moveset yet. I'm planning on giving her the triple claw attack like Poppytail has (I think it'll save a lot of time by reusing attacks between multiple characters), but I'm unsure of what her second attack, full-meter ability, and automatic ability should be yet.

I'll also mention that the type system from EF2 is also going to be in this game. In EF2, characters were divided into the Darkness, Earth, Fear, Fire, Light, Magic, Nature, Technology, Water and Wind types. There are going to be two more in this game: Ice (because it has different properties to liquid water) and Master (which is a category for those who don't fit into the other eleven types). Since this type system I've done before in EF2, it's no trouble doing it again. At the moment this just impacts how much damage the player does to enemies (e.g. fire doesn't do much against water, water does a lot against fire, etc.), but unlike EF2 I'm also going to make it affect the damage enemies do to the player. I think this will make using elementally weaker characters against enemies will add some extra difficulty for players who may want to try this. Poppytail is categorised under Nature, and Easter Bunny under Wind.

This was longer than I expected it to be, but everything seems to be working pretty well so far. My only issues at the moment are that sometimes when a character is in their falling animation and they move in one direction, they face the other; and that the enemies (due to using the default health manager behaviour), can't take damage from more than one bullet at a time (which half defeats the purpose of attacks such as the claw wave). The second one will probably just take a bit of tinkering and the first one I think I have a rough idea of what's going wrong.

Edit: I have discovered another problem. If I use a basic attack and then immediately use the more powerful version without holding the X key, part of the meter can be consumed without the attack deploying. I've tried to fix this before but I haven't figured it out yet.

There isn't a hard limit. I suppose there could come a point where the number of game attribute blocks just becomes unmanageable to sort through, but even then there's the generic 'value of game attribute with name' blocks.

I have a system where I have a list of characters in one game attribute (where the position on the list is their "ID", and then I just have each attribute as "Data (ID) (Save Number)" so it's easy to sort through. Good to know there isn't a hard limit though, thanks.

You can check the code for the save/load blocks, and change the savefile parameter to something else, so you can have any number of save files without having to create multiples of your game attributes.

That sounds like it could be very useful. I'm using a game attribute at the moment to keep track of which save is in use, so is it possible for me to modify the save/load block to save the file with the value of the game attribute?

I'm currently working on a game that will be storing a few bits of information for each character I add into the game. I'm also planning on making multiple saves for this game, so the maps for each character will be added in three times. I was wondering if there was a limit on how many game attributes can be used in a game?

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