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Messages - decafpanda

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Ask a Question / Re: help: weapon behavior, collision.
« on: March 09, 2019, 06:02:30 pm »
I would create a dummy actor at the time of strike.   Then just go into debugging mode and tweak the dummy actor as needed.

Ask a Question / Re: Low FPS in HTML5 using Firefox
« on: March 08, 2019, 01:29:10 pm »
Thank you for looking at it.  I still get big lag spikes after extended play sessions but it's running much better after doing some tweaking.

Ask a Question / Re: Low FPS in HTML5 using Firefox
« on: March 08, 2019, 05:00:45 am »
Hey Domo!  Good luck man.  I'm still having trouble getting mine to work in HTML5 and it's just a prototype with very basic code and collisions.  Can't wait to see the new game and hope you have been well!!

Btw, have you talked with Armor about sponsorship?  Are they willing to sponsor a Flash game at this point?

if you want to send me a game file to test I can see if it runs well on my machine. So far my HTML5 tests run smoothly. Im on stencyl 10303

Thanks Man! I appreciate it.  It's running much smoother now but still not nearly as smooth as Flash.  Move player with mouse.  Click mouse to dash into enemies.  It's just a prototype with all placeholders but you get the idea.

Ask a Question / Re: Low FPS in HTML5 using Firefox
« on: March 07, 2019, 10:51:02 am »
Hey Domo!  Good luck man.  I'm still having trouble getting mine to work in HTML5 and it's just a prototype with very basic code and collisions.  Can't wait to see the new game and hope you have been well!!

Btw, have you talked with Armor about sponsorship?  Are they willing to sponsor a Flash game at this point?

Ask a Question / Testing in HTML5 very sluggish and unplayable?
« on: March 05, 2019, 05:10:59 am »
I have a prototype of a small game and I was hoping to make my first HTML5 game.  This prototype runs flawlessly when tested in Flash and PC but is unplayable in HTML5.  It loads up fine and I can play it but the hero just jumps around the screen when I try and move him around.

There really isn't too much to this prototype as far as code goes.  Just some basic movement code.  Is there much better performance when you publish to HTML5?  Is testing in HTML5 always sluggish like this?

Chit-Chat / So, does HTML5 work properly now with 4.0?
« on: February 11, 2019, 11:40:31 am »
I've been waiting to get back into gamedev until HTML5 publishing was fully available.   Is it working 100%?  Or is it kinda sorta working and will come with a lot of headaches?

Chit-Chat / Re: Stencyl seems to be kinda dead
« on: February 09, 2018, 04:36:11 am »
I am a newer user to Stencyl here was my first impression.

I did not know anything about programming and started google searching stuff like " game making with no experience "  I ended up finding an article written about easy to use game making software and Stencyl was on the list among construct, Game maker, ect...

So I googled Stencyl and found the site.  My first impression was that it was dead.  The forums had little activity and I just got the all around impression that not many people used it.

I liked the interface of the program and download it.  Stencyl is amazing but a lot of people probably come here like me, then turn away because of the lack of activity.

The lack of HTML 5 is a really big deal as well.  Addicting Games no longer is buying flash games and Armor low balled the hell out of me because of the flash platform of my new game.   Not to mention pretty much all other web sponsors will not take Flash.   Most people usually start with web development and not supporting HTML 5 (aside from experimental) will immediately turn new developers away.

I know HTML 5 is coming but it was supposed to be here at the end of last year and honestly I don't see being able to fully export solid HTML 5 games for a really long time.  HTML 5 should have been a priority a long time ago, now web developers are stuck in the mud with Stencyl till..... when?  Bringing on Rob is great to help with 3.5 so hopefully it can be ready soon but I just get the feeling it wont.

Also, I have not been keeping up as much but it seems that Stencyl can not export games to the new IPhone?  That seems like a HUGE problem, unless I am reading it wrong..  What happens when Apple requires all new apps to fully support the new IPhone and 3.5 is still not ready? (something I totally see them doing)  Again,  I have not been keeping up too much with all that so maybe it's not as big of a deal, but it seems that the most profit developers are making from Stencyl is through Apple features.

Stencyl should be doing everything possible to make sure Apple developers stay up to date.

Just my two cents.

iPhone / iPad / Android / Re: The Smallest Story - available on Android
« on: January 27, 2018, 05:53:26 am »
It's an interesting game.  I enjoyed my brief time with it.  I'll pick it back up a little later and finish it.

Rated and reviewed!

Well done but what happened to the other version?  It seems like a lot of hard work got scrapped.... :(

Downloaded, rated, reviewed, and shared!  Congrats!!!

Ask a Question / Re: Google Play Anti Piracy?
« on: January 17, 2018, 04:04:12 am »
Site locking does not do much  to prevent piracy.  I do not even bother with it any more unless it's required for a license deal.  They will always find a way to get your game.

As far as mobile goes, I am unsure about it but pirates will always find a way it seems.

I think the best way to deal with piracy is to make sure that the players know that YOU made the game.  Your website links need to be in place, links to your other games (on the sites you uploaded them to), your logo needs to be prominent.  So the scumbag pirates actually end up promoting you.

Windows / Mac / Flash / HTML5 / Re: Hunger Roll
« on: January 13, 2018, 05:02:57 am »
I agree with Domo.  Giving the player the option to swap the controls would be nice.  Also, a little tip for getting ratings.  You can get anyone you know to rate your game on their phone if they have a Facebook account.

You will normally go to the mobile version of Kong when you first go there on a phone.  Scroll down to the bottom and tap "view full site"

Then on the top of the page tap, the blue "sign in with Facebook" option.  Most people are already logged into Facebook on their phones and won't even have to type in their password.  If not, they will have to type in their Facebook  password.

Once they are in, they are free to rate your game.  While they are there, why not have them like and share your game too, as well as write a short, positive comment

It's easier than you think.  You can do everything for them, you just need their phone.  Think about how much 5, 10, 15, 20....ect  5-star ratings could help you right now.

These things go a long way towards exposure.

Ask a Question / Re: Kongregate's algorythm
« on: January 12, 2018, 07:10:35 am »
It is really hard to get exposure on Kong without an idle tag or knowing someone that works there.  They LOVE their idle games at Kong.  Why not release on Newgrounds?

I feel Newgrounds handles new games the best.  They give all new games decent exposure.  If the game has over a 3.3 star rating after judgment you will probably get a daily medal, which will put you on the front page for a day.  If the rating improves you will probably be front paged.

At that point you could contact Kong yourself and be like "hey check out my game on Newgrounds, it's doing pretty well"  They might throw you a FP spot, or at least bump you to the top of the month column even if you do not meet the requirements.

Word of warning though, Kong players are extremely critical and can be really harsh

Ask a Question / Re: Kongregate's algorythm
« on: January 12, 2018, 04:00:00 am »
Like I said before, I am not sure how they work but I think you definitely need more views and ratings first.  I'm actually surprised you have not gotten many views since I played.  You probably need around 500 views and the normal amount of ratings that go with that number.

Windows / Mac / Flash / HTML5 / Re: Poppytail Series (PT 1-5)
« on: January 10, 2018, 12:53:20 pm »
You should still be able to find a way to get that mini game to work on flash.  Look at your physics settings.  Do you have continous collisions disabled for those actors?  Are doodads in your game using simple physics?  Did you delete C boxes on doodads? 

How are your collisions handled?  Are you using booleans correctly to prevent updating events to register multiple collisions?

And...... you could always tweak your mini game to accommodate less collisions or scrap it completely.

The current game that I am working on went through HUGE control and gameplay tweaks midway through development to make sure things ran smooth on flash.   It's just part of the dev proccess.  If this mini game, that no one has ever played, is going to prevent hundreds or thousands of plays, is it worth it?

Game jolt has a really low volume of players as it is.  A game like yours is invisible there.

I think Merrak makes a great point.  Why not start from the very begining with your new art style  and develope the game for flash.  Start fresh with the series and upload to Newgrounds!

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