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Messages - xcmn

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Chit-Chat / Re: Easy way to develop games!!!
« on: August 06, 2015, 09:51:16 am »
What about re-skinning your own games? Just wondering if people do that.

Ask a Question / Re: Drawing my own assets
« on: July 19, 2015, 09:53:58 pm »
Your choices for 2D game art are basically:

Pixel Art,504.0.html
Non-Pixel Art,19408.0.html

Your program of choice should have a "preview pane". You'll often be zoomed in while working and the preview allows you to see the actual in-game scale, which is usually quite small. Kind of like how painters step back from their easel, to better see the whole picture.

If you're doing pixel art, "Graphics Gale" is a popular choice. It's animation ready and has a wonderful array of features, including customizable hot keys to speed up your work. Bit of a learning curve, however.

Export as .png

Also, sprite sheets are a snap with Graphics Gale if you export the frames of an animation as a combined image.

Chit-Chat / Re: Anyone else struggle with level design?
« on: July 17, 2015, 08:53:57 am »
Sometimes I flood fill the scene with tiles and delete them out to form passages.

Ask a Question / Re: Making Money using the free version of Stencyl .
« on: June 27, 2015, 11:43:06 am »
We're talking pennies per view with ads, right?

Bundled Behaviors / Re: RPG Jumping(Needs Testing!)
« on: June 19, 2015, 01:37:38 pm »
So, just use "Animation" for it?

Bundled Behaviors / Re: RPG Jumping(Needs Testing!)
« on: June 19, 2015, 11:30:12 am »
For RPG Jumping code, what type of attribute is Direction? Looks like "Text" but I'm unsure.

Chit-Chat / Re: How to get good at stencyl
« on: June 18, 2015, 10:29:48 am »
This one's subjective, but I think making behaviors instead of using the events tab in actors and scenes brought me to the next level.

« on: June 17, 2015, 10:30:40 am »
Don't forget spinoffs!

« on: June 16, 2015, 03:00:33 pm »
Maybe Aeris survives this time.

Ask a Question / Re: Make an actor walk around a square tile...
« on: June 14, 2015, 02:14:00 pm »
You may have luck following this:

Otherwise, I'd just use invisible actors. Place them at corners, give them "sensor" collision property. You might have to fiddle around with the placement.

Ask a Question / Re: How do I make smaller tiles?
« on: June 13, 2015, 09:13:48 pm »
Also check tile size settings when creating a scene.

Chit-Chat / Re: having trouble with downloaded content
« on: June 12, 2015, 06:03:36 pm »
I'm assuming this is a 3/4 view (top-down) Zelda type of game?

To have the Ally wander off and attack enemies and rejoin you all on his own is complex, to say the least. You're covering a wide field of play here. He has to be able to wander far and yet follow you closely. You could simplify things with a key-press or other type of input. When the button is pressed he ignores enemies and follows you. Otherwise he acts independently. Although, with a key-press reigning him in autonomy becomes diminished.

An "easier" AIly to program (easier sounding to me, that is) would be one who uses a projectile attack. This eliminates the need for him to deviate from your hero. I imagine him as a Mage type character who shoots fireballs. Instead of following in the heroes footsteps, he periodically teleports to the hero's location. Basically, this Mage is a stationary ally who casts magical spells at the enemy. Once the hero moves a certain distance away, he teleports and rejoins.

Allies aside, the hero and his quest should be your primary concern. This is, after all, the main thrust of your game, to which the ally is but decoration. Concentrate there and develop it well. When it is clear to you the challenge and skill involved in navigating the hero's role, the ally you choose to implement will come about naturally and fulfill the supporting role satisfyingly.

Chit-Chat / Re: Best Stencyl Game Of The Month - May
« on: June 12, 2015, 12:58:23 pm »
I vote "Handy Footy" for its just-one-more-play addictive hook.

Chit-Chat / Re: Best Stencyl Game Of The Month - May
« on: June 12, 2015, 11:20:33 am »
Must the game be in the Stencyl Arcade to qualify?

EDIT: Looks like you solved it, but here's my solution.

Always "if Y of self =" switch to this animation. This means, the whole time his Y equals that number, he is switching to the animation. Then you have him travel along the Y axis until he reaches "X", at which point he's supposed to switch to a new animation.

But his Y position has not changed. He's still switching to the "If Y of Self =" animation. When he reaches "X" he has another animation to switch to, resulting in your glitch. He's simultaneously trying to switch between two animations, because both conditionals are met.

Check for an X value in addition to your Y value to solve this.

If "Y of self =" and "X of self ="

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