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Messages - Rexasul

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Stencyl Jam 13 / Re: Stencyl Jam #13 - The Winners
« on: December 04, 2013, 02:36:29 pm »
I should have won.

Chit-Chat / Re: How bad is the stencyl stigma?
« on: August 23, 2012, 11:48:45 am »
My latest game "Claw of a zombie" have been refused multiple times. I gave up trying ....

On talkarcades they refused it in the game feed. Quality to low..... :)

Have you played it?

News / Re: Stencyl Game Jam at Newgrounds - $1,000 in prizes
« on: August 03, 2012, 10:35:21 am »

Windows / Mac / Flash / HTML5 / Replicus
« on: July 31, 2012, 06:10:39 pm »

Have left a lot til' the last minute, but here it is:

There are a lot of things wrong with it (this is the biggest game I've attempted) but now it's all over with, I'm just glad I can say I finished it... in time. The cutscenes and half-baked storytelling border on the unnecessary, but at least it gives you some idea of why you're in space.

In terms of gameplay, I tried to go for a Metroid-esque control scheme - but whether it works or not on just a keyboard alone could be debated. I have yet to try it with a controller, but someone has told me it works quite well.

My favourite part of the whole development process was this:

Chit-Chat / Re: Why do so many indie devs do this?
« on: July 25, 2012, 01:14:10 am »
I have been thinking about this for my game and after scrapping an elaborate control screen, I have decided to make them a part of a tutorial level. Simple instructions appear in the background and have some practical context:

There are more controls that don't appear until later in the game, but I think I'll use the same method.

Ask a Question / Re: Anyone know what music making program I can use?
« on: July 17, 2012, 05:53:51 pm »
Audacity is a great tool, but not for synth and midi. There's a learning curve, but I would recommend SunVox

Paid Work / Re: I will pay for games!
« on: July 15, 2012, 01:30:18 pm »
It refers to the development process in Stencyl. It is all true... but it doesn't create resources for you. Good, appealing visual assets take a lot of time to make, good audio & sfx take a lot of time to produce and above all, a good game takes a lot of effort and determination to design and see through to the end.

You're asking for unpolished games in unrealistic quantity so that you can publish them to the app store, in the hope that it will generate a profit beyond the pittance you paid for them. I don't know why you're so suspicious of Stencyl's marketing, try it yourself.

Shared Resources / Re: Solve: Activating a Deactivated Behavior
« on: July 14, 2012, 03:44:59 pm »
Wrap the "following" code in an if statement with a "is following?" boolean condition. Set it to false when created, then to true after the desired amount of time or when an actor enters the screen, or whatever you want. If you think about it, there is very little need for the disable/enable block.

I'm not sure this answers his question.

I've searching for the right code to change the scrollspeed for more than one background during the game.

Unfortunatelly I don't know the answer and I was hoping someone would post it.

Oops, I saw his post count and assumed he overlooked the background feature. The only way I can think of is bit of a workaround - tiling a background actor using offscreen bounds and the widths and setting each background types' speed to an attribute that can be managed elsewhere.

edit* I didn't read one single post in this thread. I haven't slept for 2 days and that's the excuse I'm sticking with.

News / Re: Stencyl Game Jam at Newgrounds - $1,000 in prizes
« on: July 13, 2012, 05:20:34 am »
I'm going to have a mental breakdown if my game isn't done by the 31st.

In the dashboard, click backgrounds and then 'add background'. You can set scrolling parameters as well as parrallax scrolling factor (needs to be a repeated background). In the scene editor, click background and add the backgrounds you created and set their layer order as required.

Archives / Background offset and blend mode
« on: July 12, 2012, 08:31:09 pm »
It would be nice to be able to change the offset of a background image, as well as its blend mode. There are ways of creating a repeating, parrallax background with code, but it would be nice if it was built-in as it's already quite a solid feature of Stencyl.

An example of the need to offset the background is vertical parrallaxing in a side-scrolling platformer. You might have some mountains in the background that you want to give a subtle vertical parrallax, but as the image gets tiled you end up seeing where it repeats. Perhaps the option to disable vert/hori tiling as needed? Being able to choose a blend mode for each background would also be ideal.

Shared Resources / Re: Stencyl tools
« on: July 12, 2012, 07:41:17 pm »
Thanks for the input. I just looked into Automator, that's pretty amazing. I still would like to learn these things for myself though. I'm going to make the tool if only for personal experience, but I'll hold back porting it to an extension until more info about 3.0 is available.

Also, I must get me (a job) a Mac.

Shared Resources / Re: Stencyl tools
« on: July 12, 2012, 04:49:46 pm »
If you can program in Java, you could create those as extensions to Stencyl itself, rather than separate utilities. In fact, there should be a TODO/notepad extension already, if it's not taken down due to version incompatibilities perhaps...

I did think about how much nicer it would be if I could make it in java, but VB is the only language I feel comfortable using at the moment. This won't be happening until at least the end of the month, so at the very least I'll read into using java. I've already found a library for creating zips, so I'll give it some serious thought.

Shared Resources / Stencyl tools
« on: July 12, 2012, 08:56:55 am »
Once I'm done with my project for the NG game jam, I'm going to start working on a pretty basic utility with Stencyl in mind. The first feature which should hopefully make this make sense is... a backup tool.

You will be able to select a game from the Stencyl game folder, choose an output folder and then click "backup" and it will create a .zip of that folder in a chosen directory. The app will make it clear what game is selected at any given time and you can minimize the utility and right-click an icon in the notification bar and click "backup" to do the same thing. Outputted zip files will have a 'game name'+'date' naming convention.

The other features are a cache flusher that clears the cache created by Stencyl, to clear save data when testing your games. The other is a TODO list. With a game selected from the in-app file browser, a large text area will be populated with whatever you typed in with that game selected previously. Seeing as I would be booting this app up each time I work on my games, it could help with motivation to see a list of stuff you need to do for the selected game.

They're really the only tools I need this util for. It is going to be developed in, so Windows only I'm afraid. And bearing in mind this app is meant for automating basic tasks, what features would you suggest?

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