This is a “Stencyl For Noobs” guide! Take 5-10 minutes to go over this guide for a better understanding of the topic at hand! Intro to Boolean (True/False) Logic What we’re learning: Booleans (true/false values): what they are, and why they…
This is a “Stencyl For Noobs” guide! Take 5-10 minutes to go over this guide for a better understanding of the topic at hand! Intro to Boolean (True/False) Logic What we’re learning: Booleans (true/false values): what they are, and why they…
I’ve been playing some flash games here and there, and from my perspective a game’s “pace” seems to be one of those things that can be very tricky to fine-tune. A little too slow, and the player’s bored; a little…
Seriously. Its not that I don’t like it (all the time :P). Its just that it seems SO DIFFICULT AT TIMES. I think part of the problem is easy. Depending on the size of your game, its perhaps easy to…
This is a “Stencyl For Noobs” guide! Take 5-10 minutes to go over this guide for a better understanding of the topic at hand! Positioning and Movement What we’re learning: How to move your actors around effectively; keeping multiple position/movement blocks from fighting…
So as a hobbyist game designer who flies solo, I’m starting to work on my skills in the art known as pixel art. I’ve been sketching and drawing for a long time. I’ve even taken some classes on art. Though…
Possibly my favorite video game series of all time is Mega Man. I am a fan of the Mega Man. Even to this day, the classic Mega Man games are regarded as some of the best platformers ever made. And…
Comparatively speaking, horizontal is easier to handle than vertical in my opinion. Consider pacing, for instance. If you have a run-and-jump game where you have to move primarily horizontal or primarily vertical, you typically can accomplish a quicker pace going left…
I like to code. Seriously, programming is my academic passion. And sometimes I just want to get into it and build the game! What I’m not so good at perhaps is the planning part… Now, you can be extreme on…
As some of you may know, cluttering control schemes with buttons can become cumbersome to the player. In some instances, it is a necessity, but at other times you want a more fluid way to do things without adding ten…
What’s wrong with this logic? Looks simple enough, doesn’t it? Imagine a hypothetical situation where you have some sort of player actor who can do something like curl up into a spiked ball and attack. Accordingly, we want the actor to…