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Messages - Dimasko

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Stencyl Jam 14 / Re: Papercraft Heroes (Tag-team Action RPG)
« on: April 01, 2014, 06:57:00 am »
Should be up now!

Stencyl Jam 14 / Papercraft Heroes (Tag-team Action RPG)
« on: March 29, 2014, 11:25:12 am »
Hey everyone! Here's my game jam submission.

Stencyl Link:
Newgrounds Link:

Overall, I'm fairly satisfied with what I was able to finish in time for the jam. Pretty much all of the combat mechanics that I worked on made it into this version, but there are still a number of things that I plan on adding in a sequel/update:
- Deeper RPG elements (upgradable skills, stats, equipment)   I was already working on it, but had to strip it out of this version because of balance issues
- A better tutorial. It's fairly mechanically dense and I really intended to roll out each concept gradually, but wasn't able to in time
- A campaign
- More spell effects, more enemies w/ more varied behaviors...more everything!

Any feedback is greatly appreciated, and best of luck to everyone who entered the game jam!


Chit-Chat / Re: Stencyl rip-off?
« on: March 24, 2014, 11:34:03 pm »
Interesting. I've never heard of MIT Scratch before. It's interesting to see where Stencyl got some of its roots.

I've been procrastinating with my latest project so this will give me an excuse to finish it up by then. Good luck everyone!

Ask a Question / Re: What is best ? Mobile : One version or 2 (iOS/Android)
« on: December 15, 2013, 12:20:14 am »
Unfortunately I'm still a novice myself, but my intuition tells me that doing the vast majority of production in one project and then dividing the two at the end for minor tweaks would likely be fine. Doesn't seem to me that the differences are big enough that you would need to split development much.


Ask a Question / Re: Foreground Filter
« on: December 15, 2013, 12:17:03 am »
It was large, about 800 by 600. I also had it scrolling which may have been the issue

Ask a Question / Re: Foreground Filter
« on: December 14, 2013, 01:01:36 am »
Yeah, I used a transparent fog foreground to try to add to the mood/ambiance of a platformer I was working on. For some reason, it seemed to impact performance quite a bit and I ended up scrapping it, though I'm not sure what exactly caused the performance dip.


Ask a Question / Fading actors vs. creating transparent sprites
« on: December 14, 2013, 12:56:42 am »
Hey guys!

So in my current project, I have a World of Warcraft style ability bar. When an ability is used, the Ability Icon actor fades it's sprite to 50% transparency over 0 secs (to show its on cooldown), and back to 100% when the cooldown is over. It's a fast paced game and actor fading is triggered several times per second

I was wondering if anyone with some Haxe/actionscript knowledge could give me a rough idea of how taxing this function is compared to switching animations. I'm wondering if I would likely see a performance increase from creating a transparent sprite for each ability instead and switching the animation between transparent and opaque instead of using fade. I'm hesitant to do this without knowing the consequence since it would mean adding dozens more sprites to my game and increasing its file size quite a bit.



Chit-Chat / Re: "Top" Worst Games
« on: December 06, 2013, 08:31:35 pm »

This one is my favorite.

Wow...I really don't know what to make of that. Weirdly fascinating actually.

Ask a Question / Re: Armor Help.
« on: December 06, 2013, 08:17:09 pm »
You could create a boolean game attribute for armor that is determined in the menu. Then when playing, have the scene or character actor only wear armor if true.

Hope this helps!


Game Ideas / Re: Need feedback on something i am working on
« on: December 06, 2013, 01:09:28 pm »
I thought the grapple worked really well. One thing I think would help is an indicator of the maximum range of the grapple before you launch it, but perhaps that would make it too easy.

Yeah, inventory is a great example. Another one I can think of is random battles in an RPG. You could make a list of the possible enemies to fight in a given area and then spawn them by choosing a random item in the list.

Ask a Question / Re: "90% memory usage"
« on: December 06, 2013, 11:55:06 am »
Weirdly enough, I've actually grown to like my frequent 90% usage warnings now because they remind me to save my work :)

Good work arounds in this thread though.


Ask a Question / Re: Confused about "self is alive" block
« on: December 06, 2013, 11:52:43 am »
Maybe this will clear things up:

This is an awesome tutorial! Thanks a bunch Photon!

I'm pretty sure timed tasks are automatically cancelled when the "parent" actor is killed, so you should never need to use "SELF" is alive within a timed task or anywhere. It's useful for referencing other actors than self though to make sure they haven't died.

Ok that's what I figured. Thanks for clearing that up!

Ask a Question / Re: Confused about "self is alive" block
« on: December 06, 2013, 03:25:42 am »
thanks guys!

Actually I believe "SELF is alive" is useful inside a timed task.

Irock, do you mean that if a timed event in an actor started and it was killed/recycled during the timer, you could use it to make sure the event wouldn't execute? Or would the timer "disappear" when the actor dies?



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