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Messages - travisofarabia

Pages: 1 2 3 ... 11
1
An easy way to do this would be to create a number 'game attribute' that would change based on the direction you press i.e if up is pressed set number to 1 and so on with all four directions.

Then when the shooting button is pressed if number equals 1 push actor towards 270 and so on with all four numbers in all four directions.

2
All the controls in description are incorrect.

The Bullet only fires in the up direction.

Consider changing the collision bounds of the ship. When there so square it makes it difficult to navigate some of the terrain.

3
Windows / Mac / Flash / HTML5 / Re: Perdition -- Released!!
« on: June 20, 2014, 06:09:24 am »
Congrats on the games success! I hope all continues to go well.

4
Ask a Question / Text from list on two lines ( Doesn't Fit on Screen)
« on: June 17, 2014, 06:45:41 pm »
So i've been wondering what the best method around this issue would be for awhile.

I am drawing text from a list. The text is long enough that it does not fit on the screen. If I make the font size any smaller it becomes unreadable. I am hoping for something as simple as hitting enter while typing in the list, dropping the text down another line. Unfortunately that doesn't work.

Any solutions you can see other than using to separate items from a list.

All help is greatly appreciated. Thanks!

5
iPhone / iPad / Android / Re: Strike Team (Android)
« on: June 12, 2014, 04:12:39 pm »
Looking really good! Congratulations.

How do you find working with Pickle Editor is it worth the $25?

I definitely think its worth the $25, it has greatly helped with animations for me. Everything else it comes with is also helpful and its very intuitive. Theres a 7 day free trial and if you are willing to wait its almost always $10 off around LudumDare timeframes.

6
iPhone / iPad / Android / Re: Introducing Polygone!
« on: June 01, 2014, 03:59:58 pm »
Interested in seeing where this goes. Good luck.

7
iPhone / iPad / Android / Re: Strike Team (Android)
« on: May 23, 2014, 05:42:03 pm »
looks really nice from the screen shot, i only have iOS devices though.
I would love to bring it to iOS also but I can't see spending the $100 a year development fee until I see how things go with Android.

8
iPhone / iPad / Android / Strike Team (Android)
« on: May 23, 2014, 12:35:04 pm »
Hey all,

Today I finished and posted my first mobile game "Strike Team" to the google play store. This was a quick build, something I started on last Wednesday and finished up today. It is a homage to one of my favorite high school flash games "Helicopter Game". I created all of the art using Pickle, finishing things up in photoshop.

Please let me know your thoughts! Any feedback would be great.
Google Play:
https://play.google.com/store/apps/details?id=com.travislucia.striketeam


9
Do you by chance do your own art or work with an outside artist?

10
Ludum Dare 29 / Re: Petrichor (completed post LD)
« on: May 01, 2014, 10:38:19 am »
Really cool game, interesting idea and well executed! You should stop some of the sounds after they start however, the noise gets rather daunting

11
Ludum Dare 29 / Re: The Valley Rule - LD29 Jam
« on: April 29, 2014, 06:40:29 pm »
This is by far my favorite ludum game as of now and I look forward to more. Great Job!

12
Ludum Dare 29 / Re: LudumSub
« on: April 29, 2014, 03:41:31 pm »
If anyone is interested, the music for my game was all procedurally generated and totally free! Check it out in the link...

http://www.abundant-music.com/

13
Ludum Dare 29 / Re: LudumSub
« on: April 28, 2014, 07:23:42 pm »
I think the timer is too fast.
Nice graphics BTW.  :)

I agree that some levels it feel to fast but I only had so much time to test and finish! haha

14
I've updated the page with all known entries and will blog about it tonight after everything's come in.
http://www.stencyl.com/jams/ld29/

Just added mine about an hour ago, look forward to seeing everyone's submissions!

15
Ludum Dare 29 / Re: Sub-Terraria Zero
« on: April 28, 2014, 06:42:12 pm »
Putting Stencyl and its Image API through its paces.

I was concerned at first because Stencyl was folding rather easily under the pressure of 4-5 lighted objects, let alone more than that. Turns out I was able to solve performance issues pretty easily be delegating the darkness drawing to a "do every .05 seconds" loop as opposed to "when updating." The result is a slightly choppy update that somehow kind of meshes well with the pixelated look.

I learned a great new method for lighting from "San-jay" and will post a tutorial later if anyone is interested, it works well and doesn't diminish performance at all. Graphics are fun and the gameplay is on point! Good job!

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