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Messages - encore

Pages: 1
1
Fixed Bugs (3.x) / Re: Minor Bug: Sometimes cannot snap "exit loop"-block
« on: January 16, 2012, 06:01:13 pm »
I've also had this issue but with if blocks. I think something about blocks with bottom edges (excluding the 'always, when this collides, when drawing and on creation' ones) are buggy.

2
Game Ideas / Re: Voidan
« on: January 01, 2012, 10:34:10 pm »
Guess what: The first largely Hacked Up demo is available to play now while I wait for arts from Remnant. In the meanwhile, enjoy a boulder dodging minigame that is completely unlike anything that will be in the final game. This demo is mainly to show that development has started and is running quite smoothly. Also, take note that if you go offscreen you will NOT respawn. This is not a glitch and will not be fixed because Voidan will contain no bottomless pits in the final. Enjoy!

3
Game Ideas / Re: Voidan
« on: December 12, 2011, 05:56:07 pm »
@Remnant: Try taaking the bottom rock off the structure when looping it vertically. It looks really good, but when you loop it like that it makes me cringe.

4
Game Ideas / Re: Voidan
« on: December 12, 2011, 05:29:31 am »
Yeah Voidan's up and running. Things will be run differently this time (Most notably a second man doing teh arts^) but we should have a demo a month to two months along. Finally, this still needs to be moved into game ideas.

5
Chit-Chat / I'm. . . back.
« on: December 11, 2011, 05:08:25 pm »
Umm. . . a while ago, I started a project called Voidan. It was a dream project of mine, but it simply was not meant to be.
My computer crashed, I had no copies of the game, and I lost all confidence in the project. I was ashamed. I didn't want to return, I was scared of what was to happen. But recently a friend of mine simply said, "Why don't we learn actionscript together?". That sparked me to return. I have no guarantees of what's going to happen to the Voidan project, but I'm here now, hopefully to stay. I'd also like to say thanks to lexadrik. I don't know if he's still here, but I owe him for that drawing he made of Sol. It inspired me.

So, this is encore, hopefully here to stay.

6
Windows / Mac / Flash / HTML5 / Re: Project White Overview
« on: July 14, 2011, 07:10:51 pm »
It looks like it has a ton of potential, I really want to see the final product. Really want to see the final game! The frame rate is laggy though which is really unfortunate.

7
Game Ideas / Re: Voidan
« on: June 11, 2011, 12:34:39 pm »
Sadly I haven't made a decision about the art style, mainly because Drawn images are incredibly difficult to get in game, and I suck at spriting.

And yes, he will have a hard time with that zipper.

8
Game Ideas / Voidan
« on: June 11, 2011, 10:47:02 am »
Voidan
Outcast from society because of a scar on his right eye, Sol lives deep underground. One day however, a loud earthquake awakwns Sol from his slumber. He investigates only to find a mysterious man with a mysterious machine waiting for him. Distrustful of other humans, Sol confronts the man, but is simply cast aside into a deep hole by the powerful machine. That is where our story begins...
--Characters--
--Sol--
http://imageshack.us/photo/my-images/822/00123lexadrik.png/  <--- Drawn by Lexadrik
Cast out from society as a young boy due to the scratch on his eye, Sol lives underground. The hero of the story.
--???--
More concept art and character bios will come as the game gets developed.
--Gameplay--
Action/Metroidvania
--Powerups--
Here are two powerups that will be in the game.

--FloatBoots--
Status: Not implemented.
Similar to the Mario 3 racoon leaf, this powerup will slow your descent every time you press the jump button.
--ReflectSheild--
Status: Not implemented
This powerup will allow you to reflect your enemies bullets back at them when you press A. You'll need good timing for it to work though!

Status:
--Concept finished.
--Character design finished.
--Chests implemented.
--Story finished.
--Power up ideas finished.

To do:
--Graphics.
--Implement powerups.
--Level design.



Any comments or constructive criticizm appreciated.

Note: Due to the re-making of Voidan, this information may or may not be accurate.

9
Game Ideas / Re: Great Flash-based game sound generator: Bfxr
« on: June 05, 2011, 12:11:20 pm »
Very sweet, I'll probably use this for my project.

10
Resolved Questions / Re: Actor not moving to mouse
« on: June 04, 2011, 07:20:02 pm »
Ayup, Setting it to always simulate seemed to have fixed it! Thanks for your help!
Feel free to lock this topic now.

11
Resolved Questions / Re: Actor not moving to mouse
« on: June 04, 2011, 06:54:13 pm »

Yeah, the actor just stops moving, if I move the mouse cursor back into the screen area, the Actor no longer follows the mouse, just sits at the side and does nothing. Also, thank you for your quick reply and warm welcome! Few sites are that nice!

12
Resolved Questions / Actor not moving to mouse
« on: June 04, 2011, 06:40:44 pm »
If the mouse leaves the window the actor will not move to mouse. Here is a copy of the behavior code. It was designed with the blocks, not hand coded.
Code: [Select]
package scripts
{
import flash.display.BlendMode;
import flash.events.*;
import flash.net.*;
import flash.filters.*;

import Box2DAS.Collision.*;
import Box2DAS.Collision.Shapes.*;
import Box2DAS.Common.*;
import Box2DAS.Dynamics.*;
import Box2DAS.Dynamics.Contacts.*;
import Box2DAS.Dynamics.Joints.*;

import stencyl.api.data.*;
import stencyl.api.engine.*;
import stencyl.api.engine.actor.*;
import stencyl.api.engine.behavior.*;
import stencyl.api.engine.bg.*;
import stencyl.api.engine.font.*;
import stencyl.api.engine.scene.*;
import stencyl.api.engine.sound.*;
import stencyl.api.engine.tile.*;
import stencyl.api.engine.utils.*;

import org.flixel.*;

public dynamic class Design_0_0_Move extends ActorScript
{

override public function init():void
{
    doesCustomDrawing();
    handlesCollisions();
    hideCursor();
    FlxG.enablePauseOnFocusLost();

    if (getSound(1) ! = null)
    {
        getSound(1).loop();
    }

    actor.setFilter(createSepiaFilter());
}
override public function update():void
{

    if (isMouseDown())
    {
        actor.setX(getMouseX());
        actor.setY(getMouseY());
    }
}
override public function handleCollision(event:Collision):void
{

    if (event.collidedWithActor)
    {
        actor.die();
    }
}
override public function draw(g:Graphics, x:Number, y:Number):void
{
    actor.drawImage(g);
}

public function Design_0_0_Move(actor:Actor, scene:GameState)
{
super(actor, scene);
}

override public function forwardMessage(msg:String):void
{

}
}
}

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