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Messages - Bane

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1
Game Ideas / Re: Bane's Game Development Journal
« on: July 25, 2011, 03:49:19 pm »
I fully intend to - I've had to take all of last week off due to work contraints. I only update this when I've worked within the Stencyl program - since I'm moving soon, there is going to be a longish period without internet where I will be working a lot on StencylWorks and writing the journals ready to be posted. Should be good.

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Game Ideas / Re: Does stencyl even have copy and paste
« on: July 19, 2011, 06:02:06 am »
lol I wish stencyl had copypasta for tiles - putting them down individually was a pain. It could have been worse I suppose - I could have had to code them in individually ;)

3
Archives / Re: Change What is Highlighted in the UI
« on: July 15, 2011, 04:51:21 am »
Hey Jon,

Looks great! Sorry I forgot to setup email notifications on replies for this! I only added the last one for sake of finding what I could within the program that was like that.

I think that will make it pop better, and match the overall scheme - nice job!

4
Chit-Chat / Re: Just created a forum on reddit for stencyl
« on: July 12, 2011, 01:25:52 pm »
Hey Rob, subreddits can't be found through normal browsing - the only way you can 'stumble' across them is by finding an interesting person and viewing their profile to see what they are involved in. Believe it or not, this can drive a lot of traffic with the right person!

5
Game Ideas / Re: Bane's Game Development Journal
« on: July 12, 2011, 01:18:18 pm »
Okay lads and ladies - game is now up on my page. At the moment there are no enemies, and none of the exciting environmental hazards exist yet (After you squish the 'boss' the area is supposed to start crumbling). Once you get to the town, that is the end of the game (note, the town is after you exit the castle)

12 individual scenes all in all, with a few remixed scenes (entry from different areas, pre and post boss areas, etc) total 16 scenes of work. There are NO BACKGROUNDS yet - all work in game is done with 32 x 32 tiles at this point.

6
Game Ideas / Re: Bane's Game Development Journal
« on: July 12, 2011, 02:26:39 am »
There you go Rob - What I showed at the meetup was with the fixed player character (so it couldn't get into walls) and a couple of extra scenes. I intend to upload some stuff to the Stencyl site in about 6 hours, as long as I can figure out how to make a scene change on a monsters death (should be easy :D)

Will talk to the community team at some point - is there an email that I can use for that?

7
Game Ideas / Re: Bane's Game Development Journal
« on: July 12, 2011, 02:15:07 am »
Day 5 - Progression

(This journal entry is out of order due to the writers general laziness in getting it up on the site. Apologies)

Today is the first day I have felt I have gotten somewhere with StencylWorks - While I have had mild senses of accomplishment from little things, today I have finally decided on a direction and more. Originally I had thought that my first game would essentially be Super Mario Bros. and that would teach me a lot of basics - but now I have decided differently.

I have decided to do Wonder Boy 3: The Dragon's Trap - Also known as Dragon's Curse for the Turbografx 16 and Adventure Island for the PC-Engine (Unrelated to Hudson's Adventure Island games). Why? Because if I had to choose the first game I took the time and effort to learn in and out, and had a noticeable impact on my life, it would be this one.

It's a very complex game - Outside of having a very large world for a Sega Master System game (Over 100 individual scenes) it has monsters that behave vastly differently to each other, an RPG overlay, your character switches to different forms with different abilities, and more. It is a hugely deep game, and will take me months to finish, but at the end of it I will be able to say that I am at least mildly proficient in flash development.

I was worried about the legality of doing so, but am confident that because I am not doing a port, and am instead doing a build from scratch, there will be little worries. You only need to proove that your work is 10% different from the work of another to be considered derivative, and since I will be changing the tilesets, sounds, code (it will be built from scratch and my code will vastly differ), and I intend to throw in a few secrets - including additional content which will effectively double the amount of gameplay.

I know that some of you might be thinking that such an undertaking is madness, but remember that this is the person who rebuilt the entire game of Legend of Zelda in minecraft in 3D. Persistence, is something I have in spades.

After deciding this, I got to work getting a tileset - I am using the Turbografx/PCEngine tiles for the game for now, and am rebuilding them according to my own vision. They creators originally built the game in 16bit - I'm taking that to 32bit (once again a change), which comes with some challenges. I have had to make some half tiles and change a few things in order for it to fit (The game won't be 'bigger' it will simply have potentially 1/4 the tiles (closer to 1/3rd)

I did the basic tileset for the main town in the game and set to work building it - Took about an hour to get it all working, and I was very thankful for SW's ability to edit tilesets on the fly and have their changes instantly show up. When it was finished I ran around the game when I stumbled into an issue with my Player Character (That issue has been resolved, and you can read about it here: http://community.stencyl.com/index.php/topic,1820.0.html ) it worried me, and by the end of the day I hadn't resolved it.

However I had built an entire town that I could navigate through.
I built a multi scene switch behavior that would allow me to use doors in my game - and with the help of others - made it so I could work with any scene and not throw errors ('If {} has value' is pretty awesome)
I made a proper intro scene and have made it so the game now flows.

To me these are a big deal - You will be able to play what I have built on Day 5 here: http://www.kongregate.com/games/BaneAu/genericgameone - Only until the 20th of July 2011 - at which point that game will revert back to the finish of crash course.

Time Spent Stencyling:6 hours
Time Spent IRC/Forums:4 hours

8
Archives / Change What is Highlighted in the UI
« on: July 12, 2011, 12:23:47 am »
Okay, so it's a little pet peeve of mine, and it ends up with me clicking different things. So within StencylWorks sometimes when a button is the selected button, it is brighter than the others... but for other things it is dimmer - This is most noticeable with the Tiles/Actors selection in palette compared to the rest of the major 'category' buttons

So lets standardise - Make it so Categories when selected are brighter - not dimmer. All you basically need to do is swap the 'when selected' art with the 'when not selected' art for these buttons - As you can see in the screenshot below (Green = brighter when selected, Red = dimmer) You change standards within the Tile/Actor selection panel (Choosing tiles/actors is one way, but currently selected tile or actor is the opposite)

You might think this a very small thing, not worth your time - but this is the sort of thing I look at when doing A/B testing on websites... small changes like this can often mystically produce an increase in viewer retention on websites, etc... even though the change seems minor.


9
Game Ideas / Re: Bane's Game Development Journal
« on: July 11, 2011, 11:08:34 pm »

Can you elaborate on this? Is this a bug or we need enhancement to this? I vaguely remember when I was doing one of my games with layers and they were some annoying select problems when I turned the eye icon on and off.
Not really a bug, and it doesn't need enhancement so much as tweaking. Lets say I'm working on Layer 1 - and I want to check what it looks like without Layer 4... I click the eye to make Layer 4 disappear and go back to working - but clicking that eye selects the layer as well, which means I have to remember to click back to layer 1 before I continue working. Could only be an issue for me honestly, but there have been a number of occasions where I do a bunch of work only to find that it is on a different layer to where I want it (thankfully an easy fix, thanks to the right click contextual menu)
Quote
How's big are these meetup? Hundreds of people? Do you know anyone there who happen to be using Stencyl like you or you need to introduce this tool to them.
I live in South Australia, which is kind of one of Australia's 'country' states, if you know what I mean? Even so, we manage to get 50+ people every month, with new faces all the time. Last night we had just over 60 - and the two people I actually showed the game off to had grabbed StencylWorks before but hadn't really worked with it.

While I was working, I had apparently grabbed quite a crowd, and didn't realise (they were hovering behind me watching what I was doing) and I had in about 10 minutes built two independent scenes and tested their functionality.

It's possible to showcase StencylWorks both there and at a local videogame convention that does panels (Panel attendance is usually 100+). If I am still doing StencylWorks stuff in 6 months, I will endeavour to run a panel there. Should be good. As for the Game Development meetup - I'll have a little chat to the runner about doing some sort of presentation either this one or the next one where I basically run through the crash course live.

Some sort of business card I can hand out to people would do great work there though - Because Alcohol is involved, people tend to be a little foggy brained about events the next day :P

10
Resolved Questions / Re: Scene Change Compile Error?
« on: July 11, 2011, 11:22:30 am »
Turns out I have nfi what caused this - I closed and saved it with a different name (so I can revert versions - I love Stencyl for implementing that), closed SW, reopened, problem gone.

Strange

11
Game Ideas / Re: Bane's Game Development Journal
« on: July 11, 2011, 10:44:42 am »
Day 6: Building Worlds

So I finally have my base tileset setup - it's simply a matter of building a bunch of levels and testing. I'm using layers for the first time (I know all you artisty people will be familiar with them, but for me it took a bit). I need to have four layers with the tileset I'm using - 1 is the main stage - 2 is horizontal shadows - 3 is vertical shadows (sometimes they overlap slightly, hence different layers) and player - 4 is objects the player can walk behind (pillars in this case)

I'm contemplating making the shadows opaque - I don't know if I can do that, but I am going to look into it - then I can drop an entire layer and put the main elements and player on the same layer. World building will take a while, so making the process easier would be good.

I wish Stencyl didn't select the region when you click the eye icon to make a layer dissapear while working - it's very annoying and has caused me to have to redo a decent quantity of work. I'll get used to it eventually I guess, but not for now.

I built a scene switch behavior similar to the door behavior I built Day 5 (The entry is missing, I know - I'm still yet to write it) but for some reason it throws an error at compile even though it is almost identical to my door behavior. I really don't get it. I've posted a forum post about it and will likely get some feedback telling me what a moron I am when it comes to things code :P I don't mind.

The next day I work on this should simply be fleshing out the entire gameworld - at the end it will look fairly impressive! I'm going to write a To-Do list in the top post to see all I have to do and what I have done so far. Should be good!

Attended a local game developer meetup - AAA game devs and Indies get together and drink and network. Indies get to look either at people they aspire to be or meet with fellow indies, and AAA guys get to look for upcoming talent while providing valuable resources to the indies. It's pretty good - and people were blown away by my simple three scene game you could barely do anything with.

This amazes me.

Time spent in Stencyl: 2 hours
Time spent on web/IRC: .5 hours
Time spent 'boozing it up': 4 hours

12
Resolved Questions / [Solved] Scene Change Compile Error?
« on: July 11, 2011, 10:29:04 am »
Okay, so I built a wonderful door behavior that works wonderfully - it doesn't throw any errors, and behaves the way it should - check it here:



However, I built a scene switch behavior which looks almost identical - only doesn't require player input... and it throws an error each and every time. The error is this (repeated 5 times, once for each region instance in the behavior)

<BaneAu> Behavior: Design_14_14 at line 31
<BaneAu> Type was not found or was not a compile-time constant: Region.
<BaneAu> public var region:Region;

Here is a screenshot of the Behavior, I've obviously overlooked something ^^ - please tell me what I'm doing wrong?



(since uploading I have renamed all internal names to match their attributes - I used the base 'scene switcher' as a template, which has player named internally as 'region' wtf?)

13
Game Ideas / Re: Bane's Game Development Journal
« on: July 07, 2011, 08:59:32 am »
Thanks Rob, once I get to the point where I'm actually developing games based on my own ideas I'll be investing in a cloud backup solution, heck I could probably even use dropbox depending on size.

Day 4 Sound Issues and Tilesets

So it's gotten to the point where I feel I am getting the hang of creating a platformer. Originally my thought was to do Mario, for simplicity, but I've decided that Stencyl should take me a few months of learning to get down - so I opted to recreate a much, much larger and complex game - namely WonderBoy 3: The Dragons Trap. You might know it as Dragon's Curse.

The reason for recreating it is pretty simple, I will have to deal with everything I can feasibly think of in both a platformer and most RPG's - No small feat, and I will need to use all of my brain to do it. It's going to take me a very long time, but that will be half the charm.

Before I get to that, I wanted to find a nice sound effect for my slime. I'd set his bounciness to 1 but it makes him bounce gradually higher, which is frustrating, and I have no idea how to deal with it. I tried to convert my sound to mp3, but a mixture of my lack of flash knowledge (flash supports only PCM, not 32 bit float apparently) and dying headphones meant that I lost quite a lot of time debugging a problem which was frustrating me.

When it was finally out of the way, I was pretty satisfied - my ground enemies moved (though at that point couldn't move with gravity enabled due to friction), my slimes bounced and made extremely satisfying squishy noises, I had created functioning health variables and was enjoying life. Then it was time to learn how to scene change.

The scene change tutorial is good, but pretty much tells you to download x behaviour, set region, walk away. Nice, and I like the simplicity, but not perfect - I needed to learn how scene changing worked so I could bend it to my will later. I decided to build a basic intro scene, since some of my limited Kongregate comments were along the lines of 'no intro?' and so on.

I decided I could use my already existing tileset, it had a couple of nice tiles that I could use to make some old style graphics. I decided to set my name up as 'Banes Games' because of the two words being 5 letters and rhyming (I am so witty, I know!). I resized the tileset using the SW options to do so and got to work. After I had finally set it all out the way I wanted, and built a simple time based scene change behaviour for it, I tested it... and was disappointed.

As it turns out - SW is incapable of resizing tilesets for whatever reason. Although it lets me do it, when trying to display it it was using different tiles, and so my intro screen went from red and yellow tiles on black, to one long mottled green mess on black, not good. I posted in the bug forums, and opened the tileset in MSPaint, resizing it down 50% and then resaving it as a .PNG file. Problem solved.

Still, it was another day where I spent more time fixing issues I had than actually working, Stencyl was really starting to annoy me, and then in IRC one of the mods mentioned 'well the software is in beta'. To tell you the truth, I didn't know that. The way it's advertised on Kongregate sounds like it's released. The version is 1.0x (1.0 generally relegated to the first successful release) and nowhere did I remember seeing the word 'beta'. Either way, I felt better about all the issues I was having, and thus ended another (mostly unproductive) day with Stencyl.

Questions for the class:
Why is it that when I create my slime, and set his bounciness to 1, and spawn him in the air, he will gradually bounce higher and higher?

Time Spent: 4 hours stencyling (stencyling replaces SW from here on out), 4 hours net

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Old Bugs (1.x/2.x) / Re: Square Tile Collision Problems
« on: July 06, 2011, 08:16:55 pm »
Rob,

That's definitely the one. I edited the 11 vertice one and gave #5's X value a positive increase of 1 for all animations (just to be safe) and bingo - can't enter blocks.

We need this changed on the extended run and jump game kit if possible as well, since people have commented that is a problem they have had.

15
Game Ideas / Re: Bane's Game Development Journal
« on: July 06, 2011, 08:08:18 pm »
Hi guys, thanks for the responses. I'll have to build something in my back and forth behaviour to use _DisallowMovement. I went to sleep before I could finish the journal, so back into it! Oh and Rob - That's how much time was spent within the bounds of what I was doing. Net could include StencylPedia/Forum/IRC/Kongregate :)

Day 3 - Bugs and other stuff

So todays goal is to put a few new enemies into the game and add some whacky behaviours to seperate them from Pronger. A pretty simple thing, all in all. I finish reading the rest of the help center articles, and understood a lot, but not everything. I imagine more understanding will come with time.

I grab a couple of actors from StencylForge and start by putting a blue slime in the game. I fiddle with some options, change some behaviors a little, and off we go... wait a minute... why can't I see the slime? Confused I check the scene editor, it looks there, but it isn't there. I go to put a different slime down and see, only to find that there is no slime drawn when I click. Frustrated, I delete the slime, only to find that the flash game is no giving me errors everytime I run it. AWESOME!

You see, this was a bug (not anymore) - and it was stopping me from doing work, and it was frustrating me. I couldn't figure out why it was giving it to me, someone on IRC suggested the error was related to a missing actor. I had removed the slime, but I'd also removed anything relating to the slime. I was very confused (little did I know at this time that there was still invisi-slimes in my scene I couldn't see in the editor). I deleted my game, and started from scratch - after all, now that I knew how to build health and put new enemies in, it shouldn't take long.

The second time I built the game, I decided to try again with the slime, to receive precisely the same result. The first one I put down displayed, but then on testing it wasn't there. Curiously I moved my player to the slimes location. There WAS something there, I just couldn't see it for some reason. Frustrated I clicked frenziedly on the scene, drawing invisible slime after invisible slime (after testing I couldn't see that I was placing slimes).

I went and did some other things, tried to read up on the forums, and use IRC to get more information, but to little avail. So I continued to fiddle in game, but couldn't figure it out, at least, until I closed and saved the actor - at which point they reappeared in the scene. I tested the game, and a wall of slimes spread out over the edge of the screen where I had clicked frenziedly, and I smiled.

Mentally exhausted, I slept, having done little/nothing over the course of the day.

Time spent: 4 hours SW, 2 hours Net

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