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Messages - PulseCode

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Thanks for the feedback Kyle, Yes, my intention was to make a game for kids. Slightly above the toddler age. Which is why the game mechanics are so simple.

Maybe I should just drop the RPG out the name. I will definitely consider it.  Something like "Kitty Mini - Adventure." I'm actually happy I posted the game here because I wanted to get as much critical feedback as I could get.

[EDIT: I'm changing the title of the game!]

From the posted version, I have gone through and optimized for iOS devices. Game play on a device seems to be more fun than using a mouse to click the screen. I'm hoping to submit for appstore approval soon. Just need to make a demo video.

Thank you for the feed back Tennisers!

I do have a pop-up happen when you earn a new skill, but if you exit the game over screen, you might miss it. So, if you miss it the first time, it should show up the next game over screen. But if you miss it the second time, then you do miss it.

However, when you get double jump, your kitty will leap instead of walk. When you get the fly ability, your kitty gets wings that can flap. When you get the rocket ability, your kitty gets sunglasses.

And finally, your jump HUD icon changes with each different ability.

So each ability does change the behavior/look of the kitty. Hopefully people will recognize this and change their playing style to match the new ability.

Did you gain any abilities yet? It is actually very easy, maybe 10-20 plays (if you are very good) to get to level 5. So getting the first upgrade ability is very fast.

Thanks hdesign. I make audio apps on the side with my brother. So most of the sounds effects were made with our modular synth app.

The music is just a simple square wave, then it repeats with a 25% pulsewidth to get it from becoming too repetitive.

I really tried to use BFXR to make sound effects, but the waveforms are not band limited and alias too much for my taste. Does anyone else notice this?

The entire experience of making retro game sounds inspired me (and my brother) so we may end up making a really hard core sound effects design app geared at retro sounds.

Windows / Mac / Flash / HTML5 / Re: Kitty Nano RPG - My First Stencyl Game
« on: February 05, 2015, 12:54:24 pm »
Thanks for the suggestion Rob, your logic of the title does make sense and I will definitely consider just removing the RPG to not make expectations higher than they should be for this game.

Windows / Mac / Flash / HTML5 / Re: Kitty Nano RPG - My First Stencyl Game
« on: February 05, 2015, 11:24:08 am »
Thanks for the input Rob. I'm not really calling it an "RPG", I'm calling it a "nano RPG" which I intend to mean that it has a very simplified RPG mechanic in it. I hope no one gets confused about that.

You do get experience, level up, gain new skills, and ultimately 'upgrade' the character. My first goal was to mash up casual endless runner style games with RPGs, but leaning heavier on the casual style game (because eventually, it will be an iOS game). My second goal was to get people who don't like or haven't played an RPG to be introduced to just basic concepts of that gaming style.

Windows / Mac / Flash / HTML5 / Kitty Mini Adventure
« on: February 04, 2015, 10:30:18 pm »
Greetings Everyone. I'm pretty excited to release my first game (as a flash version for now) to see what you think. I intend to release it on iOS as a universal app soon.

Since it is designed for iOS, click your mouse on the screen to play the web version.

You can find it here: [EDIT: removed link because I am making changes and prepping for iOS App Store]

I tried both ways. I put them in an Updating /Always event just to force it true at all times and because I wanted the ability to always be available.  Eventually when I get it to work consistently, it won't be enabled when the actor is created anyway. It will be a power-up that happens in-game.

Thank you. I'll try printing the collision attributes to see if they are triggered.

This is all that I have set up in the player settings behavior in an Updating/Always Event.

I check the "can wall climb" and "can top climb" global attributes from a "wall climb" behavior and a "top climb" behavior.

This is the wall climb behavior in an Updating/Always Event.

The "top climb" behavior is very similar.

The problem I am having is that when I build for the flash simulator, sometimes wall climb works, sometimes it doesn't, sometimes top climb works, sometimes it doesn't. So I can't figure out why things are so inconsistent when building.

I am making a platformer test project to learn how to build my own player mechanics such as jump, air-jump, wall climb, ceiling climb, etc.

For testing wall climb and ceiling climb, I set them up as global attribute booleans. I have a player setup behavior that has each boolean set to yes.

When I run the flash simulator, sometimes wall climb works, sometimes they both work, and other times neither works. It just depends. I can close the simulator, retry it and it seems to be random (which I doubt it really is random, but something going on with my code blocks).

For more info, I have each player ability in its own behavior so that I can keep the code modular for use in future projects. So maybe it depends on which behavior is executed first?

Any ideas?  Thanks!!

Resolved Questions / Re: Access attribute from different behavior?
« on: July 16, 2014, 01:27:21 pm »
Thanks for your comments. I will look into the "for [Actor*1*], get (text*2*) from behavior (text*3*)" block. Currently, I am doing things a different way for simplicity and my own understanding,  but I am sure your's is a better approach (although a little more effort on the front-side of me learning Stencyl.

Yes, I think what you are talking about is what I want to do, but I was hoping all of this could be done within Stencyl just for fast workflow. I don't know anything about haxe-code and I only have experience with Xcode and C DSP programming.

@ Sdieters
What I would like to do is a search of an attribute or global attribute and have Stencyl show me a list of all the behaviors I call the attribute or global attribute in.

When I use the search for an attribute currently, it will pull up the attribute in the tool pane on the right side, but it doesn't show me which behaviors  I use that attribute in. (Unless I overlooked something, please let me know!)

For example, within Xcode, I can search for any string, variable, etc. and in a pane on the left side it will show me every file with an instance of that string. Then when I click on the file, it takes me right to where that string instance is.

Sorry, I am a noob with Stencyl (only about a month into it), but on other traditional programming dev platforms this feature is fairly easy to do.

Thanks to both of you for your feedback!

Is it possible to access a regular attribute in a behavior from a completely separate behavior. From my testing, it is not. What I would like to do is create a set of very simple 'modular' behaviors that I can mix and match and apply to a player actor instead of having each event within a single behavior for a player actor.

Thanks in advance for any feedback!

I agree.  a search feature is so important for fast development! I find it hard to catch every instance of an attribute or global attribute while working in stencyl and my test projects so far have been fairly small so far. I can only imagine how difficult it will be on a large project. Searching is so important when fixing bugs! Will this feature make it into a future version possibly?

Chit-Chat / Re: Introduce Yourself!
« on: July 16, 2014, 08:54:12 am »
Hi, I'm a noob to Stencyl and this is my first post on the forum. Just wanted to introduce myself and this looks like the thread to do it.

My name is Billy. I am testing out the free version of Stencyl to see how difficult it is to work with. I have been extremely happy with the results I have had so far. Currently, I am working on making my own behaviors because I figure that is the best way for me to learn how this SDK works.

My brother and I make iOS music apps on the side such as drum machines, synthesizers, etc. (will both also have full time jobs and families) and have been developing on the iOS platform since the Appstore opened under the name Pulse Code, Inc. Before that, we made a free homebrew app for the Sony PSP called "PSP Rhythm". The success of PSP Rhythm really gave us a bug to make audio apps.

I know AutoCAD 2D/3D inside and out, I'm learning 3DS Max, Photoshop, and I have a pretty good knowledge of how DSP audio works (which probably won't be of much use with Stencyl).

I still make music apps, but I've always wanted to make 2D games. I love classic console platformers like Metroid or anything on the NES , SNES, or Sega Genesis.

Anyway, it is nice to meet everyone!

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