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Messages - OGMG

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Ask a Question / Re: Where to pubish large file games?
« on: September 19, 2016, 08:18:47 am »
You could also try compressing your graphics to see if that helps.  See this thread for one method of doing that:

Make sure to follow the instructions about backing up your game first, though.

Journals / Re: Untitled Tower Defense
« on: September 15, 2016, 07:43:22 am »
This looks really great. Let us know when you get a playable version up and running - I love a good tower defense game. (I'm working on one myself, but a different kind.)

And I'm gonna try not to steal your upgrade interface.  ;) Really nice idea, with the pop-out circles and dial.

Ask a Question / Re: Performance: Windows versus Flash
« on: August 15, 2016, 06:13:45 am »
I get a solid 60 fps in Windows mode ... As a direct performance comparison, I get about 2 fps in Flash on the same i5 machine with the current version of my game. :P (and that's 2 fps *without* the shaders, since Flash doesn't support them anyway.)

Thanks BMJ. Yeah - I tried shaders on my current game in flash and then realized they don't work. We'll see what happens for desktop, if I decide to try them again. And thanks for the great info.

  • Avoid regions
  • Avoid too much drawing over another
  • Use simple physics and not Box2D if possible

I discovered these things while working on the past couple of games, but wasn't sure if it was just my implementation or what.  So I guess I'll go ahead and upsize for desktop and hope I get the same performance boost you guys did. Thanks again.

Ask a Question / Re: Performance: Windows versus Flash
« on: August 14, 2016, 02:37:55 pm »
Good to know. Thanks.

Ask a Question / Performance: Windows versus Flash
« on: August 14, 2016, 01:47:44 pm »
I know I'm showing my total ignorance here, but ... I'm getting ready to buy an Indie license, and was wondering what to expect when making desktop games.  Is there a significant different in performance between flash and Windows desktop?

I'm thinking about upsizing one of my flash games, increasing the number of actors and interactions etc (not necessarily collisions or heavy graphics, but it would mean more math and position-checking behind the scenes). I'm close to the limit of flash's ability to handle the game now. Would a desktop version perform better? I assume desktop would use the PC's graphics card, etc, so it would depend on the individual setup, but I honestly don't know how any of the hardware stuff works.

And if you know of any links to articles on the topic, I'd be grateful.

Ask a Question / Re: How to random drops?
« on: August 10, 2016, 03:31:49 pm »
Maybe create a text list with the actor-type names of the 7 gems (or even if they're not actors, whatever), something like rareDropList. When the player is ready to get the rare gem drop:

set GemFound = False
while not(GemFound)
  set randomGem to integer between 0 and 6
  currentGem = get item# randomGem from rareDropList
  if currentGem <> EMPTY (or a dummy placeholder value that means the item has already dropped)
      newDrop = currentGem
      set GemFound to True
      (do something with actor type with name "newDrop" if you need to, or update the player's inventory, etc.)
      replace item# randomGem for rareDropList with EMPTY

This has the theoretical possibility of never exiting the loop (because of randomness) but it seems to work in practice. Otherwise, like other folks are saying, you'll pretty much need to juggle lists or prune lists as the player finds them gems, or use a bunch of if-thens to see if items have been dropped. But somebody else may have a simpler solution.

Hi chm,

There aren't usually many folks around here on Saturday, so since I'm around I'll take a stab at it:

It looks like a couple of things are going on:

1) The scene event where you're passing the Target Actor variable is a "When Actor Created" event. Since the actor already exists when the scene starts up, this event isn't being triggered. Since the glow actor already exists in the scene, if you'd like to attach the Follow Target behavior to the actor, you can just double click on the glow actor in Level/Scene layout and then click the Customize checkbox to add the Follow Target behavior. Then you can choose the Player (already in the scene) as the Target Actor.

2) If you're going to be creating any new Glow actors at runtime, make sure you attach the Follow Target behavior to the actor. You probably know how to do this and just forgot to do it (I do that all the time), but just in case: open the Glow actor, go to the Behaviors tab, and add the Follow Target behavior.

3) In the Scene events, make sure that the Stencyl blocks aren't being copied from one event to another. The "Actor Created" event may have inherited the "the actor" value from the "Enemies Created" event, which might confuse things. Make sure that the "the actor" tag is taken from its own event, not from another.

Not sure if this helps. Hope so. As for the best way to pass actors as variables from one behavior to another, I'm still trying to figure that out for myself. Maybe somebody more experienced can chime in.

Journals / Re: Defense 51 - Tower Defense
« on: July 23, 2016, 09:22:45 am »
Quick update on the game. Finally got the pathfinding working, even though it's still a little glitchy in a couple of places. For those interested, it's a breadth-first search with a sweep of the cells afterward to add diagonal movement where appropriate. I didn't go full A* since it didn't seem necessary (and also since it's my first time working with pathfinding and the thought of adding any more variables into the mix was hurting my brain).

Now I have to work on everything else that will actually make it a game - real graphics, UI, turrets, health, money, scores, various types of towers and enemies. I'd like to create some tower-building and enemy animations too, but I'm pretty horrible at graphics in general.

One big worry: So far everything's been done only with math, so I haven't had to deal with collisions yet. I'm not sure how the framerate will hold up once bullets and other weapons are introduced.

Also, if anybody has ideas for interesting or quirky types of towers, I'd love to hear about them. I plan on doing the usual ones - simple gun, cannon, slow/freeze, concussion, air defense, and maybe a time-reversal bomb that would send the enemies backwards for a few seconds.

Ask a Question / Re: Is Stencyl PR active ?
« on: July 22, 2016, 08:08:55 pm »
Speaking as a total noob, I too am amazingly happy with Stencyl. It does everything I need it to do and more, and is flexible enough to accommodate individualized code when necessary.  I can't image a better product out there that's as easy to learn and robust enough to meet the needs of a seasoned developer (which I am not, but the forums are obviously full of them).

However, (again, as a noob) I was - and still am - wary about investing time in learning an IDE where the communication from the devs is very limited. A simple "what's happening" forum post every few weeks would do a lot to reassure me that Stencyl is being actively updated and is keeping up with the newest developments in the gaming world. Again - much love to Stencyl and the devs, but a little communication would alleviate my concerns.

Ask a Question / Re: Speeding Up a 'Do Every' Event
« on: July 19, 2016, 02:35:40 pm »
I found this very thread a few weeks ago when I was playing around with music synchronization and couldn't figure out how to speed up actor creation to match the music. Kramer's answer about a recursive call was right on, although I've only tried it in Flash so far. (Mostly just wanted to thank Kramer for his help, since this answer saved me a lot of headaches.)

(To skip to the level where the acceleration happens, click the 'invisible' button at the bottom of the "More" screen.)

Also re what Meestar's saying - yes, you definitely need some way to make sure the loop doesn't go on forever!

Journals / Re: Defense 51 - Tower Defense
« on: July 13, 2016, 06:16:01 pm »
The funny thing about algorithms is that they're usually much simpler in theory than in practice. The typical A* algorithm outline in a textbook is about 25-50 lines of code. Implemented, with all the support methods, etc., it turned into more than 1,000 lines of code :P But I learned a lot about Stencyl and Haxe writing it... probably more so than with any other single project.

Yeah - I don't have any delusions that I can do anything close to what you've done with the AI extension - I can't even wrap my head around how you did that. (I was an actuarial programmer 25 years or so ago, so I understand how hard it is to go from theory to working code.)  My best hope is to get something clunky to work so that I understand the basic mechanisms, and then give up and capitalize on the work you've already done.  ;)

Journals / Re: Defense 51 - Tower Defense
« on: July 13, 2016, 04:59:34 pm »
colburt187 - Thanks, if you happen to run across the one you liked, let me know, but don't go out of your way to find it. I've been googling the heck out of "Stencyl" and "Tower Defense," so I might have run across it already - there's one that kind of stands out but looks like it was never finished.

ceosol - Yeah, I've played most of the TD games that have come out, especially on Steam, but the 3d ones are usually overdone and end up turning into shooter hybrids or something. Not what I'm looking for in a td at all.

merrak - Thanks.  I've got my eye on your AI Tools extension but hope I can figure out most of the coding and algorithms on my own - the biggest fun for me is in puzzling out how all the mechanisms work behind the scenes. Which will probably be a big mistake, but at least I'll (hopefully) learn something along the way.

Journals / Defense 51 - Tower Defense
« on: July 13, 2016, 10:55:28 am »
I know it’s a pretty outdated genre at this point, but I'm a big fan of both path-based and grid-based (pathfinding) TD games. So my goal is to make something like Desktop Tower Defense - simple-looking, with minimalistic graphics and a basic UI.

I’ve been goofing around in Stencyl for a couple of months now, trying out different concepts, and I figure it’s time to try to make something good enough for Newgrounds or Kongregate, even though I’m really just a hobbyist. And I've enjoyed reading other people's journals, so I thought I'd go ahead and start one to help hold myself accountable and actually finish a publishable game. (Plus I'll probably be needing some help and guidance along the way, so thanks in advance for that!)

I’ll post again in a couple of weeks, or when I have a basic prototype/proof-of-concept up and running.

Extensions / Re: 2D List Extension
« on: June 25, 2016, 11:48:44 am »
How do I fix the following error?

/My Stuff/stencylworks/engine-extensions/2DList/List2D.hx:70: characters 10-14 : On static platforms, null can't be used as basic type Float

I'm getting the same error when trying to "Set GameAttributeListName to <generate new 2D list etc>". Feels like I'm missing something obvious, but not sure what. Clueless noob. Any help is appreciated.

Journals / Re: 2D Minecraft
« on: June 16, 2016, 07:26:01 pm »
It might be a little hard to implement, but I'm a pretty big fan of the crafting system in Craft the World. The workbench shows a template of what's needed for each craftable item - then you can add the required items if you have them. You can find videos online.

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