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Messages - Miketheweird

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Suggestion Archives / Re: Mini-Suggestion Thread
« on: August 10, 2012, 04:41:52 am »
Please limit the number of characters available for making comments in the stencyl forge. Apparently there are people who think it's funny to post 600 page blobs of gibber (don't believe me go look at the comments under the"Jump and Run-extended" kit).

Also would be nice if we had some kind of posted/enforced rules for commenting on resources in the stencyl forge. Something with teeth that would allow the admins to revoke the Stencyl Forge commenting privileges of those who abuse them, or something along those lines.

Ask a Question / Re: An odd question about stencyl's game save system
« on: July 01, 2012, 09:14:09 pm »
I figured that might be the case...
Was hoping there was an easier work around to it aside from "Learn to program in AS3"

I'll look at tutorials, but so far as I have experienced, most tutorials on programing are written from and for a perspective that you already know how to program in the first place, which is one of the main reasons I'm here with stencyl.

Ah well, thanks for the reply =]

Ask a Question / An odd question about stencyl's game save system
« on: June 30, 2012, 06:20:29 pm »
I've played at least one game series (Arkandian Crusade & Revenant) that utilize features such as achieving certain goals in one game gives you bonuses in the next in the series and was wondering if this is at all possible with Stencyl.

To give a simple example
Imagine you have a simple platforming game where the player collects magic gems to increase their HP, and for every ten magic their HP total goes up 1. The max the player can achieve is +5, but they finished the game with only +4. The idea here is to allow him to start the sequel with +4 to his total health, or +3 if he only managed to collect between 30-39 magic crystals.

Any ideas or is this more of a pipe dream at the moment?

Windows / Mac / Flash / HTML5 / Re: MeteoDash
« on: June 21, 2012, 02:13:00 pm »
Update V1.1
New Fireballs have been added (yes they are animated, still no explosions though)
Many Tweaks and touch-ups.

Again, Let me know what you think, and thanks for playing =]

Windows / Mac / Flash / HTML5 / Re: MeteoDash
« on: June 16, 2012, 02:04:55 pm »
Quote from: 'misterjones'
Giving the meteors an animation for when they hit the surface would add some polish, I think

Admittedly I am not a great artist pixel or otherwise. That being said I'm always looking to improve in that area so eventually I'll probably have better graphics for this game, such as animated meteors that explode when they hit the ground/player eventually, and by eventually I mean sometime between now and then.

Quote from: 'misterjones'
The background scrolls a bit too fast -- especially for stars in space.
Stars and their movements are all about perspective, on a much smaller planet/largish asteroid moving across the surface of said celestial body would alter your perspective on the sky far more drastically than when you move the same distance for example on earth. So the game either takes place on a rather small planetoid or I'm just making this up as I go along, I'll let you try to figure that one out  ;)

Quote from: 'misterjones'
I'm a big shmup fan, so --inevitably-- I thought that some more "bullet patterns" would have been cool for the meteors.
As for more bullet patterns, that will have to wait for another game (a sequel maybe, maybe not who knows) after I've refined my skills with stencyl a bit more.

Windows / Mac / Flash / HTML5 / MeteoDash
« on: June 16, 2012, 10:12:03 am »

My first game completed on stencyl =D
Not much, just a simple get from point A to point B avoiding the fireballs kind of game but let me know what you all think. Anyone experiencing performance issues please post them here along with any relevant information.

Apparently there is a stutter in the game on the higher difficulty levels when played in Firefox, Google chrome seems not to have this problem for some reason =/

Suggestion Archives / Re: Mini-Suggestion Thread
« on: June 19, 2011, 11:30:23 pm »
I would like to be able to spawn an actor on a specific layer rather than just Front, Middle, and Back.

Windows / Mac / Flash / HTML5 / Infernus- Chapter 1: Dawn of Requiem
« on: April 01, 2011, 12:25:58 pm »
Infernus: Dawn of Requiem

In a post apocalyptic world zombies have nearly cleansed the world of the uninfected. Only a handful of the most hardened and resourceful remain. Those that remain continue to fight the zombie hordes in an attempt to find a way to reverse their condition, or failing that a way to eliminate the zombie menace once and for all.

B.E.V.E. Zombies
No one knows where it came from, and to this very day no one knows how to stop it. The anomaly known as the  Bio-Electric Viral Entity (B.E.V.E for short) showed up around the year 2013 and by the middle of 2014 had infected nearly all life on the face of the earth (Plants, Fungi, and single-celled organisms being the only things immune)

Once infected the victim changes rather quickly. The first change is general behavior, they quickly become violently aggressive to just about everything around them with the exception of other BEVE infected organisms. As time goes on the presence of the BEVE begins to mutate it’s host. The host then begins to mutate to adapt to it’s environment, Leading to a host of different EVES or ElectroViral Enhanced subjects, commonly known as an EVEs.

The Electricians
Those who go out and face the BEVE Hordes are known as Electricians, and consist mostly of what’s left of the earths major military forces. Their sworn duty is to protect the remaining uninfected and to constantly search for new ways to combat the BEVE menace.

Electricians cary special equipment into the field called ESD (Electro Static Disruption ) Generators. These generators send high frequency radio waves through their armor which effectively blocks the BEVE from jumping into their system. These generators however cause no small amount of discomfort and only the strongest can utilize them and still remain effective in a combat situation.

The Plot
About three months prior to the start of the game, a distress signal was received from a building in the middle of the city of Portsfield. The man sending the distress signal claimed that he had discovered a way to reverse BEVE infection, and that he would give this technology to anyone who came to his rescue. Two months later the city of Portsfield sank into the sea for no apparent reason. Three individuals were then chosen to go into the building, find out if the man was still alive, rescue him, secure the “Cure” and bring them both back safely.

Name: Mary Rothchild
Rank: Elite Troop
Mary Rothchild is a living legend even amongst the Elite Guard. She has survived more encounters with the EVEs hordes than anyone. She is the only person ever to have encountered the mysterious Midnight Beast and live to tell the tale, though she did lose her favorite Shotgun in the encounter. She was an obvious choice for this mission as with her on the team their chances of survival are literally doubled.

Name: Leon Curtis
Rank: Master Engineer.
There isn’t much left on earth that Leon Curtis can’t pick apart and put back together in better shape than when he had started. The only thing he’s better at taking apart than putting back together are EVEs. Leon was chosen for this mission for two reasons. 1: To clear any mechanical obstacles out of the way, and 2: to evaluate the target if it is found, and to come up with a way to transport it back to HQ for further examination.

Name: John Lunsford
Rank: Secret Intelligence Officer
John Lunsford is a master at all things espionage, from bypassing electronic locks to Hacking computer terminals no one can best him in speed and efficiency. John was chosen to participate in this mission to deal with any kind of high tech security measures they may run across as well as for reasons the military have claimed are top secret.

Gameplay will have elements of a point and click adventure, with the added challenge of the possibility of randomly generated RPG style battles as you move from room to room.

More to come as I make more progress.

Progress Made
Core Engine (Inventory and Battle Systems): 20%
Story: 50%
Puzzles: 15%
Graphics: 2%
Sound & Music: 0%

Archives / Attribute Removal/Replacement
« on: March 26, 2011, 07:10:14 pm »
The ability to right click an attribute box and replace it with the same box only of another similar attribute would be nice, the ability to remove all instances of said attribute box from a behavior would also be nice.

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