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Messages - ChristianLonsing

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Thank you! I will do my best :-)

The new, improved version with fully integrated minigame is now available in the arcades:

I hope you like it, but regardless of whether you feel good or bad about the game, please comment on it plentyful and by all means: don't hold back! This might be my first computer game, but its by far not my first game, so I'm used to all kinds of feedback. Fire away :-)

Windows / Mac / Flash / HTML5 / Re: Kaphornia Labyrinth Minigame
« on: March 12, 2013, 02:01:40 pm »
Thanks for the feedback!

An updated version of the minigame is now included in the main game "Emeralds vs. Smaragde":

* In the storytelling context of the main game the minigame will hopefully make more sense and feel less repetitive than in the stand-alone version. Also the fact that its not always fair may make a bit more sense when played within the story (because its an alternative to throwing dice).

* To reduce the frustration factor from getting caught up in the walls you can now always activate a key, but if you don't have one in your possession, you pay for it with 20 steps.

* The mage is the best hero in the minigame, because he has the highest number of fate points (and lowest skill ranks in the other skills) of all the heroes in the storytelling game.

If anyone has specific ideas for improvements, add-ons or changes of the game mechanics, please don't hesitate to tell me! Both the main game as well as the minigame are going to be constantly improved/modified in upcoming titles (same heroes, different adventures).

Resolved Questions / Re: How to update games on the Stencyl Arcade?
« on: March 09, 2013, 08:43:06 am »
Yeah, but the problem was: Where is that bekakte folder?

So I changed the search parameter and looked for all the files that were modified today, and luckly this time I was able to spot it. Its here:

C:\Documents and Settings\User name\Application Data\Stencyl\stencylworks\games

It still puzzles me why those xml files didn't show up when I was searching for them by name. Anyways, problem solved, the rest was a walk in the park. Thanks for pointing me into the right direction :-)

Resolved Questions / Re: How to update games on the Stencyl Arcade?
« on: March 09, 2013, 05:38:16 am »
There is an ID field in your game.xml that you can edit to match the ID of your uploaded game, which is shown in the URL.

Where can I find this file? With a Windows file search I only found the game.xml files from downloaded games, not those of my own games.

Resolved Questions / Re: How to update games on the Stencyl Arcade?
« on: March 06, 2013, 12:41:04 pm »
I tried that, but it didn't work. Maybe because I saved the game under a new name in the meantime?

(I always save files followed by a prefix number counting up, like "Game01", "Game02", "Game03", and so on, to keep track of my progress as well as to be able to go back to a previous version if something goes terribly wrong. Before publishing I give it the proper name, but delete that version right afterwards to not mix up my prefix numbers.)

If that is what's causing the problem, then I have a suggestion: The option to replace an existing game should appear when the one you're publishing has the same name.

Resolved Questions / How to update games on the Stencyl Arcade?
« on: March 06, 2013, 11:37:53 am »
Good evening,

When I want to update a game that I've previously uploaded to the Stencyl Arcade, can I do so without deleting the previous version first?

On a side note: Before asking this question I searched for an answer in Stencylpedia as well as looking for similar posts here on the forum, but couldn't find anything, which is strange because it adresses an issue that most Stencylers should come across sooner or later.

Windows / Mac / Flash / HTML5 / Re: Kaphornia Labyrinth Minigame
« on: March 06, 2013, 11:28:13 am »
I've uploaded an updated version:

Windows / Mac / Flash / HTML5 / Kaphornia Labyrinth Minigame
« on: March 05, 2013, 10:35:46 am »
Hello everyone!

I've just uploaded a new game of mine. The Labyrinth Minigame is going to be an essential part of my other game "Samargde vs. Emeralds" and is intended to add some action. As such it is my first try at designing and programming an action game, so I would love to hear some feedback!

Here's the link:

Thanks, I will definetly try and do that. For the time being I went into a different direction however and created an action minigame that's going to be part of the bigger game. I just uploaded it onto the Arcade. With this I hope to make the whole thing more attractive for regular flash gamers.

Yeah, its essentially a short story with some dice rolling. Not excatly what the usual flash gamer would expect from a game. The full game will have a lot more game play elements in it, especially when I get the turn based combat running. But that still leaves the problem with the game's lack of ... well ... eye candy. I got a couple ideas, but that will take some time, so watch this space.

One idea that is probably not possible to implement is reading the story aloud, like an audio book. That would be very close to how the unplugged game "feels", but it would require a) someone to read it aloud in English (not me, because I'm horrible at that - could of course do the German version, but that but only be half of it) and b) some way of stuffing all those MP3s into the game without bloating the swf size to preposterous propotions. But before I even try anything in that direction, the question is if that would really make the game more interesting? What do you think?

Ask a Question / Re: Handling of layouted multi-collumn text paragraphs
« on: February 17, 2013, 01:02:16 pm »
I managed to solve the problem and wrote a little program to document it. It's called "JustifiedParagraphText", and in its description you find additional information on what it does. It might also help newbies like myself to get the label behaviour running in the first place.

This is just the raw code without any extras that is going to be the basis for the next installment of my game line. Until then I won't know for sure if and by how much the SWF file size will be reduced by using this code instead of entering the text blocks as full page graphics, but I believe the reduction will be tremendous.

Very interesting. What makes you say that?

The Character Selection page is full with drawn text which aparently uses up a huge amount of resources. As an experiment I changed the whole setup into actors created with the Label behaviour found on Forge. That however didn't do anything good to the performance either, because instead of large quantities of text there are now 80+ actors on the screen, and even just sitting there, not moving or interacting in any way, they easily cut the fps in half.

As a last resort I will turn the complete text blocks into one actor each. That should do the trick.

Ask a Question / Re: Handling of layouted multi-collumn text paragraphs
« on: February 12, 2013, 03:17:43 pm »
A quick update on using the Label behaviour:

After overcoming a wild series of weird problems whose cause I'll probably never understand mixed with a number of careless mistakes on my part I finally managed to get the behaviour running. Fully implementing it will take some time, but should reduce the file size by a large quantity. Once that's done I'll come back here with a full debrief ;>

Ask a Question / Re: Handling of layouted multi-collumn text paragraphs
« on: February 11, 2013, 11:59:01 am »
With both Audacity and the Magix Music Maker (the one I used before) I come up with a 2.5 MB MP3 for a roundabout 2.5 minutes sound track. Is that good or bad? Can it be reduced further in size and if so, how much?

(This goes a bit off-topic, but its still about reducing the swf file size, so I guess its okay)

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