Monthly Archives: June 2013

Stencyl For Noobs : Intro to Boolean (True/False) Logic

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

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Posted in Stencyl

Pace, Pace, Pace…

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

Posted in Design

Why is level design SO HARD?!

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

Posted in Design

Stencyl For Noobs : Positioning and Movement

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

Posted in Movement, Stencyl

Getting Serious About Pixel Art

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

Posted in Design, Pixel Art

Got Mad Skills? – Part I

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

Posted in Design

Platformers: Horizontal Vs. Vertical Gameplay

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

Posted in Design, Platformer

Failing to Prepare is… Well, Yeah….

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

Posted in Uncategorized

Emulating Double Taps

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

Posted in Controls, Stencyl

The “Do After” Dilemma : Building Your Own Time Tracking Mechanic

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

Posted in Stencyl, Timed Events