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Messages - Meestar

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1
Windows / Mac / Flash / HTML5 / Re: Space Pirate (Oct 2016 demo available)
« on: November 09, 2016, 11:13:06 pm »
This has grown to be fantastic. Keep up the great work!

2
Are you sure the music is getting quieter?  Are you sure that the sound just isn't overpowering the music and making it SEEM like it is quieter?

3
Ask a Question / Re: Speeding Up a 'Do Every' Event
« on: July 19, 2016, 02:15:26 pm »
It will continue on, for a time, which is why you'd need some kind of controller to stop it from continuing past a point.

For instance:
if time = 0
   Stop

Or you can wrap the whole thing in a boolean

When event happens
   If boolean = true
        Do after Time seconds
            Spawn actor
             Decrement time by .1
              Trigger event

Then, outside of your event you can determine when to turn off that boolean

4
Journals / Re: 10000 Dragons: Action RPG
« on: July 13, 2016, 12:25:40 am »
Just a thought concerning showing players how to block or even the possibility.  I have been playing Costume Quest 2 lately, and I really like the way that they guide players.  It's an action-rpg, like the Mario and Luigi SuperStar saga games, meaning that while the combat is turn-based, if the correct buttons are hit with the correct timing, then attacks and blocks can be more or less effective. 
The way the game signals to the player when to press the button is with a circle that shrinks to a point focusing on the character blocking.  If the block button is pressed exactly when the circle disappears, then then block is successful.  I think this is a great way of showing the mechanics to block and coaching the player about the proper timing of button presses.  You wouldn't need to implement this the whole game though, perhaps during the first stage.
I don't know if a cut scene would work seeing as players have been trained to understand that sometimes characters do things in cut-scenes that players can't normally do. But that's just my two-cents.

Well, the way I was thinking about the "cutscene" is that it is very brief and doesn't look any different than normal gameplay, besides the fact that the character moves on its own for a brief moment to knock away a projectile and then boom, gameplay.  Seemless, quick, done and over faster than it takes you to read what I've written here.

5
Journals / Re: Biotech Valley
« on: July 13, 2016, 12:19:53 am »
I. Love. It.

I like the art. A lot.

6
Windows / Mac / Flash / HTML5 / Re: Space Pirate (demo available)
« on: July 13, 2016, 12:18:01 am »
Thanks!
I will take a look.
I think a AI is never done ;)
I know what you mean.  It's not that I have ever really had trouble making cool AI for games or anything, nor did I really learn anything new from this video (the AI he uses is pretty much how AI in Minecraft works, albeit in a more simplified way).  It's just, it made me want to make hundreds of new projects just for the AI.  I had to stop myself, though.  I have my own major projects in development that need attention first!

It's kind of like watching a Let's Play of a game that you already own.  I watch like a minute or two, but then I just want to stop watching the video and just play the game myself.

7
Windows / Mac / Flash / HTML5 / Re: Space Pirate (demo available)
« on: July 12, 2016, 01:42:59 pm »
Looks and sounds great!  I know you said you finished the new AI, but I have a video I'd like to introduce about handling AI.  It's using the C# language in the context of a 3D Game Engine, but it is used in a 2D game in the video.

https://www.youtube.com/watch?v=bc86es4YOoc

8
Journals / Re: 10000 Dragons: Action RPG
« on: July 12, 2016, 01:35:41 pm »
Well, do you use any cutscenes in your game?  You can maybe have a projectile launched at the player during a short scene little scene and show them deflecting/destroying the projectile.  You'd have to do some toying around with the timing to get it right, but if you lock the player's movement and animations, show the scene, then go right into the fight, that may be effective.

9
Journals / Re: 10000 Dragons: Action RPG
« on: July 11, 2016, 09:11:18 pm »
Question.  In what you have shown so far, it doesn't seem like anything explicitly tells the player that they can attack/deflect projectiles like shown during the demo's final boss fight.  Do you have something like that in the game and just haven't shown it at all?  I mention this because the average player probably won't watch most of the promotional material and thus won't know about this useful feature.

10
Journals / Re: Ghost Bird
« on: July 11, 2016, 09:05:15 pm »
That would be a lot more restrictive than my approach. For instance, that wouldn't work with multiple light sources, additive and non-additive lights (which i talk a bit about in the TIGSource devlog, but basically lights that combine color/brightness vs lights that just mesh shapes if they are the same color), dynamic light sizes, the light beams entirely (they use the exact same code for the single-point lights, just stretched along a line). Also. though its hard to tell when the light is moving and because the transitions are so smooth, the triangles are fixed to the tile grid visually. I could make an image snap to the tile grid sure, but that would look a lot less intricate than having each triangle moving individually.
That makes sense.  I do, though, want to disagree with the multiple light sources part, though.  I can use a static black image that fills the entire screen and cut out multiple light sources and still have character movement and a negligible hit to performance, even with graphic redraws that players won't notice at all.  But that's neither here nor there.  It's a very interesting approach and I applaud your work thus far.

11
Journals / Re: Ghost Bird
« on: July 11, 2016, 04:23:43 pm »
Thanks guys!

albatrosssoup: Awesome! I love Gimmick a lot. I honestly didn't even think of that when making it.
I'm kinda hesitant to just give out pretty much the main draw to the game, but I will say it's a big array of triangles drawn to the screen every frame, in which the size/shape and color/darkness depend on the lights in the scene in relation to the position of each triangle.
It's taken a lot of work to get it to run smoothly. Right now I can have nearly as many lights as I want and still maintain 60fps. The light beams slow it down a bit, but it never drops below 30 on my machine. I'm pretty confident I can't get any faster with the drawing/lighting code, but I haven't invested enough time into the raycasting to know if I can't optimize that any more. I just finished it a couple days ago (and actually only spent one day on it. I'm surprised I did it that quickly) so I'm sure I can speed that up a bit more.

Wait, so you're using When Drawing to create all of the triangle shapes for lighting?  I thought that was an image you had following your actor around and you just had a shader or something on it to give it a stylistic view.  What makes you use this approach as opposed to, again, an image following your main character?

12
Dang, that looks sweet.

Not to sound like a frame-rate jerk, but does it run at 60 FPS?
Not on my junky computer! :P

13
Suggestion Archives / Re: Attributes Categories
« on: June 19, 2016, 10:06:24 am »
Great suggestion! I was working on a game with 100+ attributes and wasted a lot of time scrolling through the list.

100+ Local or 100+ Global?  Either way that sounds pretty high.

14
Stencyl games are generally exported as a .stencyl file.  Without seeing what you have, it's a little hard to help, but I'm guessing you have the game's folder with all of the art and stuff in it. Is that correct?

If so, you'll need to go to the Stencyl works folder.  There's a button along the top of Stencyl that will open the directory for you.  I believe the toolbar lists it as "View Games Folder." Just drag and drop the folder in there and reopen Stencyl.  The game should appear.

15
Journals / Re: 2D Minecraft
« on: June 14, 2016, 12:36:28 pm »
I actually thought about creating the world as needed, just haven't gotten around to doing it yet but thanks for the advice!  As for the clicking, I started the project using clicking to break the blocks which worked great, but I was actually making the game for someone else and they preferred not to use the mouse.  Which is why I changed it to using the spacebar.

I haven't used the image API, especially for anything like this, just from what I heard I figured using tile API would be the best.  Although I'll look into it now to try and boost the performance.

Thanks a lot Meestar!  Don't worry I will definitely take you up on that advice sooner or later ;D

Ahh totally forgot about changing the physics, that should also help the performance.  Thanks  letmethink!
Well, the tile api will definitely help on the performance front, but if you learn how to do collisions based off of the image api in addition, you can definitely speed things up and won't need Stencyl's physics system at all.  It'll be especially easy since the world is made of flat lines as opposed to curves and the like.

Even without using the mouse, you can still do the breaking over time thing.

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