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Messages - Erevain

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Found the answer. Upgrade Stencyl. Got it.

With the "repeat" function, Stencyl doesn't wait until you've finished the first loop to start the next one. So, it starts the loop again, even though it hasn't finished waiting 2 seconds for the other one to finish. Therefore Stencyl carried out all 200 loops like it was supposed to, and waiting a total of 2 seconds for each one.
The "do every" block, however, will work just fine, because it will wait as long as you tell it to to repeat the function.
If you're dead set on using the repeat function, though, just make this:

repeat [200] times
       do after [[[current loop count] x [2]] + [2]] seconds
              yada yada

This will cause it to wait 2 seconds for every tile it has placed before the next loop finishes.

Game Art / Re: Pixel Art Thread
« on: August 02, 2011, 04:30:22 pm »
BlackCat, I love the perspective you chose for the character.
It makes his arms look beefy.

Chit-Chat / Re: Operation Rainfall
« on: July 31, 2011, 01:18:08 pm »
I mean, as a percentage of the population I think more Japanese like JRPGs than Americans. But I'm still pretty sure that the American game market as a whole buys more JRPGs than Japan...

Chit-Chat / Operation Rainfall
« on: July 30, 2011, 07:21:36 am »

For those of you who don't want to read for the context, this is a collaboration of gamers to get a few select, well-made RPGs to make it stateside for the Wii. Most people at this point feel like Nintendo of America kind of abandoned the American gaming market in order to be family-friendly, and never really localized many games for gamers, even though they sell much better here than they do in Japan/Europe.

I really appreciate that their methods for getting Nintendo's attention do NOT revolve around boycotting or slandering Nintendo. They write letters and send emails and buy games on the VC all at the same time and stuff.

What do you guys think?

Chit-Chat / Re: Food.
« on: July 26, 2011, 06:24:58 pm »
I pshaw at your tacos.

My wife is making homemade tomato sauce atm. Be jealous.


White sauce or red sauce?

Game Ideas / Re: Level Design
« on: July 26, 2011, 06:22:21 pm »
You could also think in terms of game structure.

Even in a sandbox game/huge world RPG, you don't just kick the player out the door after the character creation screen and say "Go!"

The map design is not entirely about being scenic, it's about being functional. The map and the circumstances are what guide the player to understand your game.

So, when creating each map, think about where the player is coming from and where he needs to go. The map is the visual image that guides the player from point a to point b in your story.

If you are creating a centralized hub of activity that the player will frequent (like a city), think about what functions he needs the most. Do you want them to feel lost in a big city? Make it confusing (not always recommended). Do you want them to have easy access to shops, healing, save points, and major plot events? Make it small and well organized, with signs and/or NPCs giving advice as to where to go.

When making a dungeon-type area, think about the effects of gameplay on the world. Are there any new powers/treasures you want the player to uncover? Make them noticeable (but you can add some challenge to acquiring them). Want secrets? Make puzzles. Which monsters do they need to fight to be prepared to encounter and overcome the upcoming trials?

If you know the details of what you want to be in each area of your game, mapmaking becomes the art of cramming as many ideas as possible into a small space.

As for physical aspects, try to limit large numbers of confusing, branching pathways. Don't let it all be a flat plain, add some cliffs and some trees. Think about adding atmosphere to it, like fog or NPCs or animals.

Pick your tools and have fun with them!
Hope my overly large rant helps.

Chit-Chat / Re: What are you reading right now?
« on: July 26, 2011, 01:18:23 pm »
@Strasteo: PLEASE read the novels (especially a Study in Scarlet). The short stories are great, but there's so much depth in Sherlock's character that only gets revealed there.

I'm reading The Fifth Elephant by Terry Pratchett. What a good old bean he is.

Chit-Chat / Re: Recommend an Indie Game Thread
« on: July 21, 2011, 09:26:04 pm »
This thread may steal all the free time I was going to devote to working on Stencyl.

If you have not played N, you do not know what frustration or joy truly are.

By Metanet Studios, N is the most crazy difficult platformer since Kaizo Mario. Fun stuff.

Chit-Chat / Re: How'd you get your name?
« on: July 18, 2011, 08:35:47 am »
 Actually, if anyone remembers an old Black Isle game called Icewind Dale (very similar to Baldur's Gate), there was an elf adventurer who you find dead in a cave early on named Erevain Blacksheaf. You steal his sword and a letter off of his body, rather rudely.
I felt that, since he wasn't going to be using it anymore, he wouldn't mind if I stole his name as well.

Game Art / Re: Pixel Art Thread
« on: July 18, 2011, 08:19:41 am »
Thanks for the feedback, Strasteo.

I'm going to go fiddle with the stone floors now.

Game Ideas / Re: Golbins, Orcs, and Dragons, Oh My!
« on: July 15, 2011, 02:04:12 pm »
I think if you're looking to create monsters for your world, then the identities and characteristics of those monsters play a larger role than you suspect in the atmosphere of your game.

When you use something standard such as goblins or orcs, you immediately cause your players to associate the world of your game with the medieval fantasy setting, unless otherwise explicitly stated. Now, if that's intentional, then it can be a useful mechanic. You just have to understand the effect that choices like that have on your players.

When you create a monster, you place it in the world that you have also created. So, before you think about the types of monsters you want, what kind of world do you want the player to be put in?
If that is the Tolkien-esque, then so be it. If it is not, focus on the place your monsters will have to fit into first.

Game Art / Re: Pixel Art Thread
« on: July 14, 2011, 08:44:09 am »
I just made my first tileset. I know the light green in the grass is horribly offensive, so this is definitely a WIP.

There's also the main character's attack animation.

Question: Is this like a top-down shooter or a side scrolling platformy shooter?
That's a pretty broad spectrum.

And why does a jelly blob own property?

Game Ideas / Re: Vance McDagger: Man of Mystery
« on: July 14, 2011, 08:34:55 am »
Oh, there will definitely fighting.
I know I totally missed my deadline for the contest, but that was just ambition talking.
Right now, I'm working on the mechanics for the Boomewrench, which he throws to dismantle things from far away. The first boss is a bed that attacks you with pillows and blankets and you have to take it apart.

Also, the art is slowly improving. I gained significantly more skill as I worked on this, so now I'm going back and editing some of the characters.

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