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Messages - Phillament

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Game Ideas / Re: Trenchbrain
« on: March 12, 2013, 12:36:23 am »
Wow, this game is really pretty. How are you doing the lighting?

the games on my account here are my oldest 2 games and dont really represent my recent stuff but is nice you thought they were ok. all my games (including those older 2) have been outputted and made through 3.0, which (partially) might explain why they appear much smoother (for me personally anyhow) as 3.0 can handle much more thrown at it. my two latest are announced in the 3.0 forum but i think you dont have access there so heres  a couple of trailers i put together for them.

I didn't know you could draw stuff in real time like that in stencyl! Is that a new feature?

Those games look amazing, I hope the bidding process is going well for you.

Standard really depends on what a sponsor is looking for I think. Then again the sponsor bids/amount will vary too. Each sponsor has differing views of what a good game is to them - just depends on the game. Best thing you can do is work on your game, get feedback/input on here and on fgl once you put your game on there and open it to other devs feedback. Make sure its as polished as you can make it before submitting for approval and sponsor viewing. Then sit back and start another game as things can take time. I have 2 games being bid on currently - 1 took nearly 2 months to get its first bid, the 2nd got bid on about 15 minutes after being approved!

Dont release it anywhere as sponsors wont touch it if its out there already.
Dont expect it to be a quick process - it can take weeks or months to get sponsored.

Do polish the game as much as you can and get as much feedback as possible before submitting for approval and review.
Do make the first minute or 2 as good an impression as you can as some sponsors will only look briefly.

Theres many more things you could or couldnt do to help, but look around here, and also the forums on fgl have some good faq's and stuff too. Im still fairly new to all this myself so still learning, but the above things are some good points though. Good luck with the game :)

Oh wow, thanks for all the advice! I'll definitely have a look at FGL.

I had a quick look at both of your games (spoogob and camaleonyco) and I'm really blown away. The level of polish is astounding. I almost can't believe those games were made in Stencyl! But then again, there's a lot I need to learn about stencyl. What really stands out about your games is that they have no lag! My games seem to always have lag for one reason or another, but your's run smoothly. The presentation is also nothing to scoff at, either.

I've noticed that there are games that look like they've received a lot of care, like your's, and games that were rushed out for a quick buck. The latter make me think it's easy to get a sponsorship, while the former show me where the bar is at.

This is a very useful thread. I definitely need to learn more about this. What are the standards for games that get sponsored? I'd like to get a game sponsored by the end of the year, but what are some do's and don'ts for getting a game sponsored?

Resolved Questions / Re: Grid like games like tetris [SOLVED]
« on: February 08, 2013, 09:30:29 pm »
I just wanted to say thanks for asking and solving this question. It's definitely helped me on my project!

Windows / Mac / Flash / HTML5 / Re: Caverman (My First Stencyl Game)
« on: February 01, 2013, 01:03:34 pm »
This game is beautiful! I can't get over the visual presentation. Great start for a first game!

Windows / Mac / Flash / HTML5 / 5 Seconds High and Rising!
« on: February 01, 2013, 12:50:24 pm »
Hi everyone! Here is my new game, 5 Seconds High and Rising.
I made it for One Game a Month, as my January game. My second game ever!
It took me about two weeks to make it, and it was a real good time, too.
It's a speedrunner platformer, and it can be beat in less than 5 minutes, if played flawlessly!
How long will it take you to beat a 5 minute game?

Also, if you have a controller, use it!

Your feedback is much appreciated!

If there are any questions, feel free to ask.

Ask a Question / Re: Crushing player
« on: January 24, 2013, 12:45:07 pm »
Okay, so I've decided to use the original code I posted, with minor tweaks. After a lot of testing it has proven to add some variety to my game. The other enemies are so predictable, I feel there should be at least one thing that is bound to surprise. besides, the screen/scene is only 12 tiles wide. That seems to be a good range for the thwomp, so far! They also don't move diagonally, which was the only thing I didn't want. But still, I really appreciate you even bothering to help out.

Ask a Question / Re: Endless Runner/ Terrian Generating?
« on: January 24, 2013, 12:37:24 pm »
I've been looking for this for a while now. It's gonna help for on of my next projects. Thanks!

Ask a Question / Re: Crushing player
« on: January 22, 2013, 12:18:35 pm »
Okay, so far it's working, the only problem I can see now is that it has diagonal movement with this setup. I'm hoping for it to move in one direction until it hits a wall. I made the behaviour the same way you've shown it in the picture. Could I be missing something?

Ask a Question / Re: Crushing player
« on: January 22, 2013, 01:10:31 am »
Oh thank you! I've got my thwomp up and moving, but there are still a couple problems: I'm trying to set a small range for where the thwomp will be triggered, and I have to make them move in a straight line until it hits a tile with whichever edge. right now the trigger zone is slowing things down, and not doing much else for the thwomp behaviour. Also, anytime the thwomp touches a tile it stops, even at the corners.

Any idea how I could fix this?

Ask a Question / Re: Crushing player
« on: January 18, 2013, 06:05:55 pm »
Hi, I'm also trying to make something similar. my issue is having the player trigger the thwomp's movement when in the line of sight. How would I go about doing that?

Paid Work / Re: Anyone willing to create a small project with me?
« on: October 31, 2012, 01:34:07 am »
Do you guys have/need a sound guy?
Here's some stuff I've posted online:
Let me know what you think.
Either way, I hope the project is coming along well!

Take care.

Ask a Question / Re: Zooming?
« on: September 17, 2012, 03:06:47 am »
I uploaded a game to Forge called "Zooming Demonstration".  I integrated it into the Jump and Run kit so you can see what's going on.  Take a look at the Camera Manager behavior attached to the scene, as well as the "Zoom" behavior attached to the main player.

(1 = zoom in, 2 = zoom out)

Hi, I attached this behaviour to one of my scenes, but it didn't work. How can I configure the keys to make the zooming work?
Any help would be appreciated.

Ask a Question / Re: How to Simulate Shifting Winds?
« on: August 15, 2012, 08:01:22 pm »
another way you could do it if you don't want a pattern to be detected.
make a number attribute that generates a random number at 1-4.
if (Number) = 1 change the gravity + or - in the direction you want (do the same for 2,3 and 4). therefore what ever you want to be going crazy in any direction can go in what ever crazy direction.

I know this may not help your situation... but it may help someone. (just throwing some ideas out there for everyone)

Actually, this is the closest to what I'm trying to make! Hahah. Thanks!

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