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Messages - ThyRaven

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Game Ideas / Re: Visual or Psychological
« on: March 08, 2012, 05:49:52 am »
I would go for the second one, personally.
Still, keeps us informed. :p

Game Ideas / Re: Preternatural (Story-driven platform shooter)
« on: March 06, 2012, 03:17:20 pm »
I know it's a lot of work, and what kills projects like this is probably the over-ambitiousness of the makers, but what would be really cool is a change of the character sprite depending on, say, his corruption.

Since you said there would be different endings, it would be nice to have an ending for when he embraces his newly found powers fully, and one for when he rejects them and stay human.
As the game advances, if he accepts his powers, "monstruous" features start appearing on his body, like horns, glowing eyes, claws, that kind of stuff. I think that something like this would fit with the spirit of the game, and it wouldnt be too difficult to implement, you just need to change the sprite assigned to the player.

This gives me ideas to my own project (that appearently I will never finish, lol)

Ask a Question / Re: Is there any way to clear save data?
« on: February 21, 2012, 11:58:26 am »
Yeah, if by clearing you mean simply resetting everything to zero, it should be easy.

News / Re: Going Pro - StencylWorks 2.0 and beyond (Updated Feb 20)
« on: February 20, 2012, 12:15:14 pm »

Next thing, guys, work on a way to make stencyl create the games in my mind just by thinking at them... That would be cool. :p

Game Ideas / Re: Dragons Took My Candy
« on: February 19, 2012, 08:59:25 am »
Oh.... Am definetly enjoying the sudden interest of the community in roguelikes. That makes the number of ongoing roguelike projects to 3.

Waiting for a demo. :D

Also, the point of achievement is the sense of satisfaction you get after. If there is an achievement for drinking 1000 potions, then that's totally silly and stupid and pointless. If there is an achievement for drinking 1000 potions that rewards you with a continuous regeneration or something, then that's a totally cool achievement.

That's my take on this question, anyway. :p

This is where planning ahead shines, I guess.
For now I don't see any problem with using nested arrays, most of the features am planning don't depend particularly on the map's structure, so I guess that nested arrays will do.
I just hope that I won't regret this choice later...

Anyway, thanks again for the precious help, cole. :D

Ask a Question / Re: Caves in a game
« on: February 18, 2012, 04:46:31 am »
Sadly I can't right now help much, really busy, but here is a list of variants of map generation, you should read all of them to get the general idea behind each strategy. Also to create cave-like maps I follow that cellular automata trick of the earlier post, or also this trick here, its pretty flexible as the various examples show.

But yeah, I know it's overwhelming and, sadely, those articles aren't particularly newbie-friendly, but the important part is to understand the general plan behind them.

I can't really show you exactly how this can be done since I don't have the time to try things out, but one simple way to make a cave-like map is to fill the map with dirt (or any impassable) tiles, then randomly dig a huge randomly shaped room (this is where the nature of a cave like map is special, since all your walls and rooms must not look like walls and rooms, simply make a wall then randomly add tiles to the sides to give it an irregular shape, we actually want walls to overlap, so no need to check for that). Then cut that huge room into smaller sections (again, you can go over-zealous with shapes and let the Random Numbers God go mad).
The tricky part in all this is to make sure that each "room" is connected to another, otherwise you will end up with badly disconnected caves.

I know, this is a terrible examples that is probably more confusing than anything, but I used that for a small project of mine (discovered how nice it looked accidently by forgetting to check for overlaps with a random walls make I made) and it worked well.
Keep experimenting and reading those articles, if I come back later or tomorrow morning, I can maybe help a little with a more concrete example.

Ask a Question / Re: Caves in a game
« on: February 18, 2012, 04:00:34 am »
Random generation of map is kind of my favourite subject, so I think I can give you a couple of answers or methods.
Problem is, I don't understand what you need to do exactly... :p
You want to randomly generate a top-down view cave for your character to walk around in?

if that is the case, this should be of intrest... :p

Resolved Questions / Re: Properties of items in a list...
« on: February 18, 2012, 03:28:33 am »
Well, I tried playing around a little and I really want something as optimized as possible, since the game is already laggy enough as is, and calculating FOV is pretty costly.

In a worst case senario, I will use the first option, the one involving another array, but hell, that would be an array of arrays of arrays, I can see the bottleneck from here.
The flash objects option is tempting me like a succubus, but I didn't know how to implement it efficiently and, more importantly, how to implement it within stencyl's blocks.

Basically, do I have to add a code block where I declare a new flash object variable and add it to the array? Then call the whole
Code: [Select]
<map[x][y].explored = True>
<map[x][y].passable = True>
and other variables I would need? I am kind of reticent because, if I follow this path, I will have to stop using all my stencyl blocks in most methods involving the map list and switch to code blocks. (unless there is a block somewhere that deals with flash objects)

Sorry for sounding like an annoying noob... :s

Resolved Questions / Re: Properties of items in a list...
« on: February 17, 2012, 12:49:09 pm »
I am an absolute master noob at AS, but on python I used something like...
Code: [Select]
map[x][y].explored = True
I can actually do this in AS? cooool. :D

Hello again, people of the Stencyl republic.

My roguelik project is slowly, but steadily, taking form, and am starting to work on the bread and butter of it, mainly dungeon generation and line of sight.
I got the dungeon generation part handled with surprising ease, but the line of sight art is kind of annoying.
One thing I want to have is, when the level is generated, nothing is drawn, everything is pitch black, but as the player explores more and more, the tiles become "flagged" as explored and they are now drawn. I also want to use a fog of war variant of this by making tiles far from the player "grayed out" (if performance allows so, appearently flash effect on tiles aren't ressource friendly).

Anyway, my question is, how do I flag a tile as explored or no? I use a 2D array for my map (that good old list of lists technique), each tile is actually a single number and, depending on that number, the game chooses which tile to draw, whether its passable, so on. This all works perfectly fine when nothing changes, but when I have to flag things as the game goes on by "seen" or "not seen", I get stuck...

Any insight? :D

Windows / Mac / Flash / HTML5 / Re: Crazy Steam Bros (WIP)
« on: February 16, 2012, 03:05:18 pm »
I loved it!

One thing I can suggest is to remove the sounds linked to certain projectiles. If I understand correctly, sounds are played when there are projectiles on screen, for example that "bzzzt" sound is played when there are sparkles or whatever they are on screen.
Though it makes sense for the sparkles to have that sound, the fact that those gunner ships' projectiles keep playing a cannon sound despite being the only thing on screen is kind of silly.

Still, lovely game. :D

Game Ideas / Re: Some of my thoughts on the games we make
« on: February 16, 2012, 02:53:04 pm »
Stencyl is first and foremost a tool to ease game creation, and thus, it will attract mainly newbies who want to make awesome games quickly with as little effort as possible.
Of course, there will be a bunch of simple copy-cats and rehashed tutorials out there, but with a little bit of time, a dedicated community of people who mastered the tool will create games of higher complexity. cole's Miner is the first one that comes to my mind.

Still, for example, I am working on a roguelike, which I hope will bring something a little bit new to the roguelike genre. Another guy is also working on a roguelike (his name is damn complicated)...
But yeah, point is, just give it time, the real gems are out there, just being polished. :D

Being a hardcore RPGer, am very happy and looking forward to play around with this kit. :D

Paid Work / Re: Pathfinding
« on: February 09, 2012, 01:25:34 pm »

Av always found A* pathfinding complicated and often used a simplified version of "get path from target to me and if there is no semi-direct path to me then screw this stuff and declare it's impossible".

Thanks, I will have fun with this. :D

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