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Messages - Sift

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Game Ideas / Re: Can I get some feedback on this scene?
« on: July 06, 2013, 03:19:56 pm »
Thank you for the feedback guys, this community is really great. I made some adjustments to the gusts so that they feel a little less sporadic. I took some of your advice, Siren and made the gusts change hue so that the player can expect a weak or an ideal gust. I have also added a function so that when you hold the S key, you will be able to center yourself in the gust for a more accurate jump. It's not perfect, but this is something I'll have to build on. I'll rebuild the level so that the player becomes more comfortable with the gusts first. If anyone wants to give the new gusts a go then here's the link again: Thanks all!

Game Ideas / Can I get some feedback on this scene?
« on: July 03, 2013, 09:39:34 pm »
Hi, I am currently working on a game from what I meant to finish for the game jam. There are "acceleration gusts" introduced in this scene and I am wondering if they are too difficult to maneuver. It's a short level for me to complete, but I've been testing it so much that it's easy for me to get to the top. Can you make your way to the top of the level and tell me whether it's difficult to use the gusts or not?  Thanks!

Here's the link ( 8kb - I'm so sorry, some other parts of the game are in there):

A - jump, you can triple jump
S - switch lever

UPDATE: Adjusted gusts. Holding the S button will now center yourself in a gust.

Windows / Mac / Flash / HTML5 / Re: The Ultimate "Demo-" Now Playable
« on: June 28, 2013, 08:31:15 pm »
Jesus christ I did not expect that last level. It was a nice way to kill 20 minutes. I really liked it! The game starts of slow until you make it to the first water level and then you finally see the whole game in its glory. It was fun and frustrating at some moments, but it was good enough to make me keep trying to beat the levels. I think this is a perfect example of level design, player interaction, and difficulty setting. The only thing that was a little annoying was the repeating dialogue every time the scene was reloaded. Great job, 10/10!

Ask a Question / Re: I can't seem to get this code correct!
« on: June 23, 2013, 12:58:34 pm »
You are creating the coins in the next scene. There is another code block that just says "create actor type ____ at Front."


I hope I can finish this. A lot of inspiration was taken from my old game, but hopefully this will be better.

Windows / Mac / Flash / HTML5 / Re: Water, Rain, and Buoyancy Demo
« on: March 20, 2013, 04:06:57 pm »
Yes I plan to do a few more things. This is the list:

-water displacement
-disconnection and re-connection of water joints(contemplating, may be difficult to do)
-more fluid water motion (for boats)

For now, these are planned, hopefully I can get to them. The latest thing that was updated in the demo was a small tweak to buoyancy that allows objects to rotate accordingly and freely.

Hi there! It's a pretty big scene. If you don't have anything else to add, then don't and make the scene smaller. It's bad level design to have a lot of useless space and objects. Anyways, if it's pertinent that this scene be large, try something that would have the player visit most of the areas. Good luck on the game mate!

Windows / Mac / Flash / HTML5 / Re: Water, Rain, and Buoyancy Demo
« on: February 17, 2013, 05:02:58 pm »
I fixed the box speeds, thank you for telling me!
As for how the water works, it's based on the concept of joints in this thread:

Here's how a detailed explanation:

It's basically a bunch of actors jointed together, in which each have a behavior that moves the actor based on the one next to it. The actors are invisible, but the water is drawn as quadrilaterals. One vertex of each quadrilateral connects to the Y of the next actor, while the other vertices form a rectangular bottom.

There is a bit more to how the water moves, but it's nothing complicated. This is the best way I can explain it without getting too technical.

Windows / Mac / Flash / HTML5 / Water, Rain, and Buoyancy Demo
« on: February 17, 2013, 12:56:33 pm »
Hi all! I've been working on water for a while and I'd like to show you it. There are two behaviors: One is for water, the other is for buoyant objects.

What the water does:
-Maintains a constant level
-Stablizes after impacts quickly
-Constantly in motion

-Relative to size of the actor
-Relative to the height of the wave
-Allows for motion in water
(Very choppy at the moment)


R to reload scene
Click to create a box
Q to toggle between small and large boxes
Left or right to move the boxes in unity

I'll polish it up and have a kit out soon. Thanks for reading!

Chit-Chat / Re: Stencyl game jam?
« on: January 03, 2013, 03:54:32 pm »
Yeah, I think I'd try if there was another one.

Love it, nice work.

Journals / Re: Game Graveyard + Tech Demos
« on: November 13, 2012, 07:40:07 pm »

My hard drive died and I lost all the files. No hope for recovery;It keeps me up at night. Although it was poorly made, it was my first attempt at making a real game.

Ask a Question / Re: Need help moving player.
« on: September 01, 2012, 10:40:03 pm »
I think it might be because of the push towards Xdir and Ydir part. When you have the X of the character and Y of the character in place of those it most likely does not push it towards the original position during the click. However, it is most likely that a force is acting upon the actor(probably pushing it downwards on a tile which is why it doesn't move) . I'm not so good at math, but there's probably an equation to push your character towards that original position. Or if you feel up to it you could use the "Slide to X, Y" Block, but it does not detect collision according to my knowledge.

Windows / Mac / Flash / HTML5 / Re: Perdition
« on: August 23, 2012, 08:48:26 am »
Bravo! Amazing work in detail, I really love the flow of the art. Good job!

Game Ideas / Re: An RPG idea
« on: August 22, 2012, 11:46:16 pm »
Thanks guys. I'm trying to fix up the tileset. I've also been thinking about adding water, so after a quick search I found this post: and tried to replicate what greg did. The physics are a bit duller than his, but this is what I have so far:
Click to drop boxes.

EDIT: I managed to draw the water

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