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Messages - noahkaczor

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Formula 112!
it's a really fun and challenging game, especially on the iPad. you do need an iOS device to play it...
Here's the link:

iPhone / iPad / Android / Formula 112 on the iOS app store!!
« on: April 20, 2012, 10:13:46 pm »
Play this exciting and challenging strategy/maze game on your iOS device! Search "Formula 112" in the app store or click here:

More info on the game here:

Windows / Mac / Flash / HTML5 / Play iPhone Assembly Line!
« on: April 20, 2012, 10:09:09 pm »
Play it here:

This is a social commentary game that takes patience and a high degree of focus. You won't like this game if you're expecting to win.

i tried that, it didn't seem to have much of affect, if any. Any other suggestions?

I have the lateds iPod touch. It has the retina screen and i think it has the A4 processor.

I have several levels that are very large and have a lot of actors. My biggest scene is 50x50 tiles at 64x64 pixels per tile (3200x3200 pixels). levels that are about this size are running very choppy on the iPod touch.

Most of this large level is filled with actors, as you can see from the screenshot (It's a kind of maze game). is there an easy way to improve the performance without making the level smaller or eliminating a whole bunch of actors?

I'm not sure if recycling actors would help, since I don't really know how that works and I need the actors to still be there if and when the player returns.

Any suggestions for improving performance?

Old Questions (from 1.x/2.x) / How to create an HUD count down timer
« on: March 25, 2012, 06:50:18 pm »
I'm Currently working on a labyrinth-type game, and right now I have a "timed" mode where there is a time limit for each labyrinth. After the set time, the level resets.

The problem is, I can't figure out how to display that time as an HUD. I've tried all the timer behaviors on stencylforge, but they all crash the game, maybe because it's an iOS game...

The description on stencyl's help site explains how to create a timer and how to make a label, but it doesn't say how to make the label display the time!

Old Bugs (1.x/2.x) / Tiles will not change sizes.
« on: March 18, 2012, 11:11:17 pm »
I'm currently working on a maze-type game and the "wall" tiles are supposed to be solid black. They were for a while, until one day they were half the size they're supposed to be.

The collision zone is the same, but the black square continues to be half size even if I import a larger black square image or edit the current frame in photoshop to be twice the size. I've even created a whole new black tile set, but the whole thing just happened again.

I attached one image of what it looks like now when the first level is simulated in flash, and what it is supposed to look like (and what it does look like in the iOS simulator). Oddly, the problem is not present when I simulate the game in the iOS simulator.

Ask a Question / Re: different behaviors for different tile sets?
« on: March 03, 2012, 07:16:37 pm »
You should probably use actors for that.  There is a tile API but even with that I'm not sure you can have different collision groups for tiles.

Any Ideas for how to get the behavior to work using actors? I can't figure out how to make actors turn collision bounds on/off depending on the animation of the player actor...

Ask a Question / different behaviors for different tile sets?
« on: March 03, 2012, 06:05:03 pm »
Is it possible for an actor to have a behavior that only occurs for a certain tile set?
if so, how?

Here's more details on my dilemma:
In the game I am developing, if the blue animation for the player actor is playing, I want it to be able to move through blue tiles and be stopped by red tiles.
If the red animation is playing, I want the actor to be stopped by blue tiles but move through red tiles.

To better understand, the in-development project is here:

Windows / Mac / Flash / HTML5 / New Game! "Biased Rivalry"
« on: February 16, 2012, 04:55:07 pm »
Check out the new indie game by Noah Kaczor!  :D

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