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Messages - QwertyB

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Chit-Chat / Re: what type of music is your favorite?
« on: September 26, 2013, 01:24:09 am »
I prefer anything instrumental over vocal, so elevator music would get thumbs up over something like rap which is word heavy and low on melody. It takes me exceptionally long to learn the lyrics well enough to sing along to anything and I rarely try anymore.

So I like anything electronic, classical, and instrumental. Any suggestions for more types of music like this that I might have missed out on?

My favorite electronic musicians at the moment: Flying Lotus, Hudson Mohawke, TAKE, Birdy Nam Nam, Ratatat.

Think I dropped my hipster card somewhere around here.

Chit-Chat / Re: what type of music is your favorite?
« on: September 10, 2013, 11:30:08 am »
Hehe... there's a longwinded sociological answer to this question. Another time maybe.

Nice! Of course, the game I am making is looking for a bit more suspenseful space music, but otherwise thats pretty good!

Ah cool. Not sure if this one is of any use? Probably needs a bit more mixing. I usually keep the drums tinny because I figure you need space for the "juiciness" of the SFX.

I have a hell of a lot of bleep-bloop making devices.

Example of a track which I think would make a great theme for a space Shmup (starts orchestral, drops into hiphop/trap style drums and synth)

Example of in-game reactive music (click the "men" and arrow-key move them onto the pressure pad to hear the "stings". The bed of chords in the background is semi-random. Think it gives it a pensive feel ideal for a puzzler.)

Both represent fast, rough sketches and are unmixed.

Happy to work for free initially but ideally would like to see your previous games and would prioritize anyone who has previously completed games to a decent standard (for obvious reasons).

Example SF action game, e.g. space shooter theme (unmixed):

Example of a puzzle platformer with semi-random music:
(click one of the men in top left to select, arrows to move. Move them onto the pressure pads for a reactive musical "sting". chords are semi random. works well for a looping, endless puzzle theme)

Contact me for details. Won't work for free but will charge a lot less if the game is any good. I'm not great at Stencyl but I'm good enough to incorporate any reactive elements directly into your code.

Ask a Question / Re: How i can copy text to the clipboard?
« on: August 08, 2013, 08:22:33 am »
The thread is about a textbox coding for a general copy/paste that can go to anywhere you want. It's not just inside of Stencyl (although I warn up front that it's a bit of a challenge to use it, even with the comments I put in it).

Thanks for your help Tuo; anything that involves custom code is challenging to me at this point, but I guess I need that. I'm making a "battle rap generator" so only really looking to export text out of the Flash game... I won't even ask about converting it into a tweet, haha.

Ask a Question / Re: How i can copy text to the clipboard?
« on: August 08, 2013, 06:53:41 am »
This was just recently asked:,24056.0.html

From what I can see in that thread, they're talking about copying and pasting to a simulated clipboard within the Stencyl game, rather than copying a text string from the game to the OS's clipboard outside of the game?

Ask a Question / Re: How i can copy text to the clipboard?
« on: August 07, 2013, 04:22:05 am »
(This is what I'm getting)

ArgumentError: Error #1063: Argument count mismatch on scripts::Clipboard(). Expected 0, got 2.
   at stencyl.api.engine.behavior::Behavior/initScript()

Ask a Question / Re: How i can copy text to the clipboard?
« on: August 07, 2013, 04:20:29 am »
Anyone nailed this? I've tried using the above text in a (scene attached) code behavior but it just crashes on startup.

Chit-Chat / Re: What Have You Been Playing Lately?
« on: July 15, 2013, 02:59:29 am »

Been playing this on and off for a few weeks. Pretty neat resource management / text/adventure game.

Thanks for this, nice little background browser game.

Thanks for your response TUO.
I know next to nothing in terms of coding but it's good to know that this is an option for the future. Might even be possible to save the actor types as numbers in a list to load and save them, not sure.

I'm currently making a game with several scene and quasi-random elements in them. For example there will be skyscrapers where around 1/3 of the side walls and floors will be removed or made cracked/destructible on scene generation. I had initially abandoned the idea of having the scene's "persistent" (i.e. reloaded upon exit) because it seemed too long-winded to save everything in game attributes. But is this a way of doing it if I did want to;

When leaving the scene and going to another one;

For each object in scene
Add <actortype>,<actor y position>,<actor x position> to a game attribute list called Scene X Inventory.

Then run a boolean check upon scene start to see if the level has previously been visited. If it has, then draw in all the objects using this list by using the "using , as separator" text function?

edit: questions answered

Sorry for digging up an oldie but this seemed like the most relevant thread out of all the ones I've read on scene persistence. Is there anything in the works to make persistent (i.e. self-saving) scenes a built-in feature? I've got a system in the works to procedurally generate some aspects of scenes - the scenes themselves would be linked in a grid. Obviously saving that much info in game attributes gets a bit longwinded.

Chit-Chat / Re: What Have You Been Playing Lately?
« on: June 16, 2013, 11:17:28 am »
Yeah, I've been on the Hotline Miami recently too 8) I was thinking of perhaps making a twitch-platformer with the 1-hit kills mechanic.

I love the art direction and the music too - it makes the story-advancing '3 masked men' scenes as freaky as hell!

Yeah, the story is sort of an afterthought but it makes the game feel so freaky and adds some much-needed downtime. It's weird having grown up with ultraviolence and seeing over the past decade or so a lot of games which are still violent but which are starting to problematize their own violence (Hotline Miami, Bioshock; the use of no-kill plays as a "braggers rights" achievement in Deus Ex and Dishonored).

Chit-Chat / Re: What Have You Been Playing Lately?
« on: June 14, 2013, 04:24:40 am »
Also, I think awkwardness of control can be a game mechanic in itself see; Euroshmups, original 2 Resident Evil games, and "lander" type flying games.

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