I'll change the first two levels. The scenes were kinda jumbled together and I was half asleep when sorting out the regions and switching scenes. (Big thank you for telling me how to add them!! =])
Now I want to make an avoider game! I have an idea and the physics all layed out somewhat. You just increased my workload! :D! I liked how you used correct grammar, and didn't say "off of", which would be a double preposition and is incorrect grammar. There are two things I'd like to see though. 1. How to make something persist across scenes. I''ve always had trouble with that. 2. Random spawn points/explaining random numbers. I personally have some idea of how to do that in stencyl, since I've had coding experiences dealing with random numbers, but I'm sure most people are completely lost at that point.
Wow, someone noticed my grammar! I actually was improper a few times, primarily semicolon issues, just to keep the flow better. To my knowledge there is no way to make something truly persist across multiple scenes. There are two alternatives though: One is to group many scenes together into one giant scene (this tutorial actually is comprised of only 6 actors and 1 scene) or use a game attribute to store the (x,y) of the actor and create it at that point in the next scene. I may go into RNG more in-depth later on once I get a full taste of it in one of my game ideas (which would be almost 100% based on layers of RNG code).
Simon Hason, would you consider creating a sort of a sequel to Sierra 7? Same engine and style, but maybe more guns/missions, different challenged, etcetera, and of course, your own creative ideas. You've never let us down with your ideas, nor your gameplay.
Not your style, Longanimals, but I think its' a very good game. It has a lot of skill required, just as all your other games! I hope to see you branch out even further, and that this game will win a contest! 5/5
When I looked at this more closely, I found another great thing you put in. You didn't tell the user anything about stencylforge. Sounds like a bad thing right? No, it's very good! Making your own graphics/sounds/code is much better, and your tutorial gets that into the users head. What charity does the revenue go to?
While I think StencylForge is a good tool, when I tried to use it, I found that I preferred coding myself. I agree with you that doing things yourself is much better. Also, the in-program tutorial goes over using the Forge if I'm not mistaken, and I do not wish to repeat ideas that can be found elsewhere. The charity is Compassion International, an organization that tries to help poor children all over the world get a good education, have their basic needs met, and teach them about Jesus.
It's easy to see how much work the developer put in. It may seem like a simple game, but making it so that it launches enemies somewhat randomely is actually quite hard.
Thanks, I'm glad you can see my effort. The trickiest part for the launching code was dealing with all of the conditionals (each spawn location needs to spawn in different directions).
The charity is Compassion International, which helps out children in poor countries get food, schooling, healthcare, education, etc. They really try hard to make a positive impact on the world, so I do what I can to support them. :)
Abigayl, brilliant tutorial! I gave it a 5/5 and favorited it, and I checked it's rating (add /metrics to your games URL), but sadly it's only at around 3.18. I think that's because of people like steeltrollNoHack downrating it, thinking that stencyl is *evil*. steeltrollNoHack, tehre are many erasons some of us use Stencyl. One reason I use it is because i'm busy learning C++ and Unityscript. AS3 (and 2 and 1) are very messy. Many people just cannot understand code, and Stencyl's colorful design blocks are much more user-friendly. Good games can be made,, it just depends on how much time people put into i. You should notice that most flash games are very bad as well. Other people cannot afford Flash. Yes, Flashdevelop is there, but it's harder to use and find tutorials for. Then there are Linux users. And Actionscript 2 is not completely outdated.
Thank you for your 5/5 and your tip (I was checking the rating based on where it fell in the Stenyl-tagged games). With your rating, it no longer needs too look at metrics: 3.33/5, which means it has indeed began its climb back up. Agreed on the time put into the games. TLS took about 3 months to develop. I appreciate your support!
Although it has a good concept, the gameplay is bad. Everything is jittery, it doesn't move solidly and fluidly. What scripts are you using to make it like that? They should be fluid movements.
I hate how it's so dependent on your internet connection. My connection is very bad, and people will hit me a second after I hit them, and it won't count my hit.
I liked the concept. But the gameplay was horrendous, in the way that you couldn't win, and going there did nothing but get you around twenty points before the red circle reset your points. 1/5
I'll change the first two levels. The scenes were kinda jumbled together and I was half asleep when sorting out the regions and switching scenes. (Big thank you for telling me how to add them!! =])