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Messages - brandonnesbitt

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1
Windows / Mac / Flash / HTML5 / Re: Suggestions Welcomed
« on: May 11, 2013, 12:31:07 pm »
You have provided next to no description of the game on the store page. The only reason I have an idea of what to expect is because I played your demo.

With all that in mind, deciding not to spend my money was an easy decision. :/

The Stencyl demo flash game is not the final updated version. You can't go off the one published on Stencyl. I need to publish the updated version that includes all the final game content.

Was there something that you didn't like or felt needed some work to help make it more appealing?

2
Windows / Mac / Flash / HTML5 / Re: Suggestions Welcomed
« on: May 11, 2013, 12:08:27 pm »
Thanks for catching that, I thought I had typed up information in the description field but I guess not. After I update the app to not include the unsupported API I will publish the updated app and include a detailed description.

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Windows / Mac / Flash / HTML5 / Re: Suggestions Welcomed
« on: May 11, 2013, 08:26:09 am »
My game is now published in the Apple App Store now.  I had set the published date to 2014 instead of 2013 so that is why my App didn't show up.

Here is link the App, please download and give me feedback. 
https://itunes.apple.com/us/app/maze-game-extreme/id611657791?mt=8&ign-mpt=uo%3D2

I have newer version I did attempt to update, but Apple has replied back stating there were some issues with the App and until the issues are fixed the updated version can't be published.  I will post response from Apple in the forum that is for requesting assistance with App submissions.


4
Windows / Mac / Flash / HTML5 / Re: Suggestions Welcomed
« on: May 07, 2013, 09:29:27 pm »
Created some new tiles as you mentioned, see the attached picture of one of the new Scene's I have created.  I haven't added any actions to it yet, but when I do the player will be able to do more than just flip a switch so they can advance to the end of the maze.  One idea I am considering would allow the player to teleport from one area to another if they locate the special block that is enabled for this action.

I may add a black hole feature too, that would kill the Actor if the player runs over the black hole. 

The final version will include an action to kill the Actor if the player does not reach the end of the maze before time runs out.
Looks nice so far. :)

I like the timer idea. It could add a nice sense of urgency to the game, which I think would do very well in turning up the pace and excitement of the game. If you do implement the timer, I would recommend turning up the walking speed of your actor just a bit to better suit the "frantic" mood.

May I make one more suggestion? Maybe you could add a simple enemy that walks back and forth through a hall. Nothing fancy: just walking back and forth, reversing direction each time they hit a wall. It'll make the player pay more attention as opposed to "walk around until I find the right switch". And your reduced vision thing could definitely make that aspect a bit more dangerous too.Make the player feel like they are fighting the maze to escape on time. :)

I like what I am seeing so far. :)

I decided to move away from the reduced vision using the light orb because I can't get the layers to work properly with iPad new Retina display or iPhone 5 retina and Apple is useless when it comes to assistance with issues because the app was developed using a third party SDK instead of the native Objective C.  I really wanted to use the restrictive view because like you said it requires the player to be more cautious when moving around because of the unknown.  If you can or know of someone that can offer assistance to fix the issue that doesn't allow the use of the light orb I would greatly appreciate the help. 

Game has been published in both Android and Apple store. Click links below to download.

Google Play Market: https://play.google.com/store/apps/details?id=com.thecomputerguyok.mazegameextreme2

Apple has yet to publish the application to the Store.

5
Windows / Mac / Flash / HTML5 / Re: Suggestions Welcomed
« on: March 28, 2013, 12:51:53 am »
Created some new tiles as you mentioned, see the attached picture of one of the new Scene's I have created.  I haven't added any actions to it yet, but when I do the player will be able to do more than just flip a switch so they can advance to the end of the maze.  One idea I am considering would allow the player to teleport from one area to another if they locate the special block that is enabled for this action.

I may add a black hole feature too, that would kill the Actor if the player runs over the black hole. 

The final version will include an action to kill the Actor if the player does not reach the end of the maze before time runs out. 


6
Windows / Mac / Flash / HTML5 / Re: Suggestions Welcomed
« on: March 27, 2013, 07:38:27 pm »
A good start, but the game needs a bit more in my opinion. I stopped after Level 4 because I had easily become bored by that point.

I can only speak of the four mazes I played, so maybe you switched it up graphically later. If not, simple changes in scenery would do you well. Maybe some subtle touches like puddles on the ground or some walls with cracks in them. You could even add a splashing sound when they walk over the puddles. Little things like that go a long way in making your game feel complete and satisfying, as well as making it feel less repetitive. If its within your ability to do so, switching to an entirely different tileset every 5 or 10 levels would really spice it up too.

In terms of gameplay, it feels too repetitive and linear. In essence, completing a level is nothing more than get from point A to B to C then finally to D. I would add some more puzzle elements to it. Maybe you could have some walls with little blasters on them that fire a constant stream of shots. You might have to block their shots, for instance, by turning one of the colored blocks back on.

Thanks for the great pointers and ideas on ways to make the game more appealing.  This is my first attempt at creating a game for the mobile platform.  I am planning to do custom tiles and other game attributes once I get the core part of the game play down and I fell confident that my coding is solid without any bugs. 

7
Windows / Mac / Flash / HTML5 / Re: Suggestions Welcomed
« on: March 26, 2013, 08:20:08 pm »
I would make his collision a little smaller -- I find my self getting stuck on walls when trying to make turns. Making it at just the feet would be fine.

I have made the adjustments as requested.  I tried to change the collision just at the feet and the actor could sometimes jump between tiles and get stuck between the walls.  The adjustment that worked best was to make the radius of the collision smaller such that the actor has some area of his body not covered by the collision circle.  I also noticed the actor gets caught when you are moving through a straight stretch that has parts of the wall missing. I will change this too, so the movement flows better.


8
Windows / Mac / Flash / HTML5 / Re: Suggestions Welcomed
« on: March 26, 2013, 12:47:01 am »
The player has been set to always be looking down after each scene transition.  There is now an intro/menu scene that I plan to use in the near future to enable advanced game features like; Options, High Scores, IAds, and support/contact request.


9
Windows / Mac / Flash / HTML5 / Re: Suggestions Welcomed
« on: March 25, 2013, 03:12:48 pm »
I will run through all levels to verify Player is looking down. As for movement on IOS an Android I have code set to detect each mobile device platform to load supported touch controls. I have tested on both including iPad/iPhone. The movement will be done by the user doing a constant touch gesture using the draging option. 

Thanks for the feedback.

10
Windows / Mac / Flash / HTML5 / Suggestions Welcomed
« on: March 25, 2013, 01:22:57 am »
I have expanded the MazeGame from the Stencyl demo games to include 12 mazes for level 1 and 3 mazes of Level 2 that I will be created using custom backgrounds and scenery.  The game also includes 2 types of switches that challenge the player to strategies on how they pick which switch to flip in order to allow them to switch off the blue one that will remove the block keeping them from exiting to the next maze.

I am also planning to include Game Scores so that players can compete with other players of the game, and also unlock levels if they can beat the Developers published record time of finishing each maze.  I may also add the Die after so many minutes, but not initially because I want the players to get a good sense of the game before I start to add the die after some time feature.  When I publish the game to the Apple App Store, it will be free for the first 2 levels that will include 24 mazes, then the user will need to buy more levels, or beat the published record time to finish the maze by the developer to unlock free levels.

The games is called MazeGameExtreme and you can play the game at the link below.
http://www.stencyl.com/game/play/17422

11
Looks like I posted this into the wrong forum.. I meant to post it in the 3.0 beta discussions forum. 

Can one of the moderators move this post to the proper forum thread for discussing development issues as it relates to IOS?

12
Archives / Add another mobile platform to the export feature
« on: February 24, 2013, 11:40:25 pm »
With Blackberry releasing the new BB10 os, do you have plans to incorporate the Blackberry SDK into Stencyl mobile export feature? 


13
I have yet to hear from anyone for assistance with my issue.  Is this the wrong category to post for assistance request when building IOS games?  I have some more questions as it relates to IOS and also need to know what the error means that I am getting when I try to port the Android version of app over to Blackberry BB10 using their Android porting tool.

As the title states I resolved the issue by looking at the sample code and kits that are part of the downloads for the 3.0 release.  In case anyone is courious as to what I did to fix the problem, see my picture below showing what behavior I used to enabled touch for the actor in my game. 


14
I've been working on an advanced version of Maze Game and I can't seem to get the controls to work after I publish as an ADHOC IOS or via IOS Simulator.  I want to verify the controls are solid and working as expected for IOS before I go and created 100's of different levels. 
http://community.stencyl.com/Themes/Stencyl/images/bbc/unformat.gif
Here is link to the flash published version of the game: http://www.stencyl.com/game/play/16752

I have also included an Stencyl export of the game in the attached zipped file.

Additional comments added 2/19/13

I initially created the levels using Stencyl 2.2 flash game mode and then I converted the game to Mobile.

Would it make any difference if I import the game as the native Flash version as compared to opening game with the new 3.0?

Attached picture of Behavior for the 4 way movement control

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