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Messages - Quady14

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Chit-Chat / Re: Shovel Knight
« on: June 27, 2014, 12:50:39 am »
Absolutely agreed, I kind of brute forced the game as soon as it released XD I haven't conquered NG+ yet, but I 100%'d my first run in a sitting (which was pleasantly unfrustrating whilst still being challenging and requiring a keen eye and some intuition to find some of the more well-hidden music sheets).

It's the second project I ever pledged to on Kickstarter, and the first I've seen release of all the projects I've backed thus far, so it was a very exciting occasion for me. Now having played the game to its conclusion, I'm so happy that I backed it, a really quality experience in my opinion, plus it opened up a whole new appreciation for shovel and dirt-themed puns for me! XD

So looking forward to the playable boss knight campaigns for King, Specter and Plague Knight that they're going to add in a future update. Same for the local multiplayer battle mode and everything else they're adding from the stretch goals. This is a game I think I'm going to be coming back to for months to come!

Lends itself extremely well to speedrunners too,  some of the special weapons have fantastic maneuverability aspects to them like the Propeller Dagger's air dash, and the level design in general is pretty genius at many points. I honestly can't say enough nice things about this game. :D

Regarding it being the sort of game you could make in Stencyl, I have no doubts about it, Stencyl's a powerful game development tool. Unfortunately  I can't say the same for myself. I can't even get basic movement to function. I swear I feel so inept with this stuff sometimes.

Regardless, Shovel Knight, good stuff, makes me feel warm and tingly inside. Except for when I fall down the same bottomless pit three times in a row, but that's on me. :P

So on average how long would you say it takes to get a single, moderately sized piece of code to work? Like say getting an enemy to attack, hit the player and do damage? Or some of the particle systems you've created, I really like what you've done with those, particles that attract towards the player as they move about, or just drift about on a whim. Just so I can gauge some level of progress when it comes to creating behaviors.

Just doing the Crash Course #2 challenges took me a good 3 or so hours and looking back at them they were simple as could be, I'm just really inept at putting this stuff together right now. I kind of want to avoid just plopping down pre-made behaviors though, it feels a little like cheating to me. Maybe that's a dumb attitude to have, but I feel like I'm at least learning the concept more directly if I walk myself through the logic directly rather than using a pre-made behavior. Sorry I'm getting a little off-topic here, I'll try not to derail the discussion any more than I have. X_X

Chit-Chat / Re: Link's a girl in the new zelda
« on: June 20, 2014, 05:50:36 am »
Link in Skyward Sword had the most kissable lips I've ever seen.

Woah, no Groose love? That's cold man, look at those puppies!


In all seriousness, I'm cool with Link being a girl. I haven't really played much Zelda since Twilight Princess (I beat Phantom Hourglass but was really disappointed by it and afterwards just didn't get much use out of the Wii or DS and haven't gotten any of the newer Nintendo consoles) but I think they've been taking the series in a good direction and being more free about gender in game protagonists, especially an established protagonist like Link (at the least consistent in heroics through the ages) only amplifies that. That said, what I still really want out of the Zelda series is some form of Majora's Mask equivalent; that game's storytelling was the height of the series plot-wise for me, mostly because of how in-depth you got to learn about the inhabitants of Termina, especially the subtle stuff like the dojo master cowering in fear in the back room of his building after proclaiming he was going to slice the moon in half, little details like that can mean so much to the atmosphere and world-building of a game. Anyways, I'm getting off-topic. Girl-Link: I dig it.

Chit-Chat / Re: Introduce Yourself!
« on: June 20, 2014, 05:24:03 am »
Heyo! My name's Chris. I've spent the last two years going to Becker College in Worcester, Massachusetts for Interactive Media & Game Design. I learned a lot but it was more expensive than I could really deal with without taking on massive loans, so somewhat unfortunately, I'm not going back for my last two years, though I may return to college education to graduate one day in the distant future.

That said, I'm still passionate about becoming a game dev some day, even if it only ever stays as a hobby on the side working on small, silly projects. I hope to be able to get my real start with Stencyl. I have some previous experience with 3D Modeling in ZBrush and some light game development in Unity which can both be seen here on my current art/project dump:

Neither of which really carry over into Stencyl, and there's really nothing too great on there anyway, but I think after what I've learned in those programs, taking a step back to use stuff like GraphicsGale again along with a more accessible engine like Stencyl after learning some really basic C# scripting in Unity, I might have a better time actually creating games rather than spending so long on little experiments that don't end up going anywhere like all of my Unity projects. :P

Anyways, good to be here, I look forward to learning from all of you and with all of you! If you ever need some assistance or unbiased outside feedback, hit me up, I'm always glad to offer whatever insight I can!

Chit-Chat / Re: How did you find out about us?
« on: June 20, 2014, 04:19:02 am »
Right there is where I'm pretty sure I first heard of Stencyl, though what actually got me inspired to start using it and frequenting the forums was hearing about, reading up on and pledging to Ghost Song. That said, I don't want to leave the impression that I joined an entire community of great people and fellow game developers because of one game project, (though it is turning out to be a damn fine game) but it was what really got me interested in learning the program, and so I'm planning on spending the coming months hopefully learning to use Stencyl little by little, and developing my own personal projects to share with you guys and improve upon, as well as contributing to the community and checking out other peoples' projects as well!

Heyo! I've finally decided to start popping on the forums after prowling as a guest for a couple days, as I'm hoping to learn to use Stencyl after hitting a lot of brick walls in Unity, and after reading about your positive experience developing in it, as well as going through the Crash Courses, I've got a pretty good feeling about the whole thing. Incredible stuff I've been reading up just in this one thread! I'm really impressed with how helpful and transparent you've been regarding Ghost Song's development to the community here, it's a huge help to everyone and I can't commend you highly enough for it.

Some of the events you posted are a little mind-boggling for me at the moment, but I grabbed em for future reference if I ever want to try implementing similar features in my own projects, (I'll want to start out with the basics first obviously) and hopefully within a couple years, if I manage to keep at it, I'll find my way half as well as you seem to have! ;) I know I'll never match that art style though, absolute brilliance, so much rich atmosphere; it's inspiring stuff.

Anyways, I think I owe it to the community to branch out and actually introduce myself formally on here, but I just wanted to first thank you personally for indirectly introducing me to the wonders of Stencyl! Here's to its bright future, and to Ghost Song! :)

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