Monthly Archives: November 2013

Making a Pictorial Life Count

Some games that have life counts just take the multiplier approach: “life x 3” displayed on the HUD. On the other hand, some games like to represent lives remaining as a quantity of pictures on the screen. If you have four

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Stencyl For Noobs : Intermediate Boolean (True/False) Logic

This is a “Stencyl For Noobs” guide! This is meant to be a good, concise guide for the beginner or a refresher for the more experienced. Intermediate Boolean (True/False) Logic What we’re learning: More complicated decision making; the idea of priority and

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Guess What? Dilemma!

I’m just gonna be honest: my responsibilities lately have kept me busy. The last week of November looks especially full. So what am I saying? I’m debating on what to do about my “one game a month” thing for November.

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“Just Desserts” : Little Big Cube

For awhile now, I’ve wanted to do something to highlight different games I’ve come across. Game design can be challenging and rough; often the work can be large with a payoff that is small. Even if you bring something above par to

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“Photon used Slash Attack on Scope!”

Well, we’re about half-way through November, so it may be time to start more seriously considering the scope of my current project if I haven’t already. I did some planning mixed with charging headlong into the thick of it, and

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Of Battle and Balance

So my fellow game devs (and anyone else who’s reading), have you ever tried to balance a strategy game with multiple equips? Aye. I knew it was going to be something, and that’s why I was fighting with myself in

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FAQ: How Do I Handle an Actor Death Animation/Sequence?

This seems to come up with some frequency on the Stencyl forums. The first assumption that is typically made is to make this “death” code a part of the player actor or whichever actor is being killed. Sometimes this can

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