inkBot's Forum Posts

  • How did you do the code for playing the sounds?

    If you used "Apppath & (wherever your sound file is)" then you'd have to have the sounds included in whatever folder you have your exe in for the sounds to play. I assume this is what you did.

    If you add the sound files as resources and instead use "play from resource" they will be compiled into the exe.

  • I'd much more appreciated it if they gave us credits to spend instead of giving us a choice of 2 from 5 lackluster titles. =/

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  • Should be simple to implement.

    Not necessarily. The InputSystem plugin could very well be an indicator of the very opposite.

    I haven't had any problems with the Input System plugin so far. I'd say go ahead and use that. Even if they could add the functionality to the MouseKeyboard object (simple or not) I imagine there's stuff that have higher priority before they'd get to that.

  • When we talk about art and games the focus is almost always on the aestethics, audio story and intent of the games. While those are all fine and valid points of discussion I think the scope of discussion has become stunted. A large part of what makes games games is the mechanics and I think that the discussion needs to encompass that as well, because that is what makes games unique.

    Take previously mentioned Tetris for example. Why can't that be considered art? Sure it doesn't have an intended meaning, but it doesn't have to. You can easily derive meaning from the mechanics alone if you wanted.

    For me I think it all boils down to one thing. Can games be art? Yes, but they don't have to be.

  • In short, I've always wondered a little bit why, if we're going to call games art, just not list the best fucking games we've ever made, instead of these really short and often not-very-fun platformers and screensavers.

    Because if it's not pretentious and/or boring enough, it's not "art". =P

    But seriously, I hear you and I'm with you. The whole problem with art games as I see it is that people are kinda going about it the wrong way (though when you talk about "art" there is no wrong and anyone telling you different is completely right). Instead of judging games on their own merits, people need to compare games with other artforms. You don't judge a painting the same way you judge a piece of violin music right?

    To add to the list:

    Shadow of the Colossus, Silent Hill 2, Secret of Mana, Terranigma, Megaman 1-ZX

  • Yeah I'm sure they'll fix the bugs that pop up.

    It does have a lot of good things going for it though. If there's a way to have Stencyl allow a projector to display the game fullscreen, and add some gamepad support, I might take a crack at learning AS3 with this.

  • I'm a bit disappointed really.

    I find the event/code block system to be much too convoluted and counterintuitive. I wanted to do something as simple as change the X offset for the "Camera Follow Player" behavior, something I can and have done in less than a minute in Construct, but in Stencyl I don't know how to go about it. It doesn't really help that the getting started tutorial in their help section requires an internet connection. I only have wireless were I live and I don't have a wireless card on the computer I work on.

    On top of that, their own code is buggy. I tested a scene with the Jump and Run kit. If you jump from to high, or have too high Y velocity (not sure), you fall through the terrain.

    When I first clicked around in it I thought that I might actually use this for something until C2 is ready for actual work, since CC only does windows, but looking at the convoluted block mess, the unstable code. Yeah, I'll just stick to Construct Classic. Windows has the larger userbase anyways.

  • Closest I can think of right now would be Limbo.

  • There, I got it downloaded now. Gonna give it a go and see if it's good.

    First impression is that it's pretty slick.

  • I can't get to their site...

  • It's an interesting topic, and one that bears discussing.

    I'm of a similar opinion of deadeye on art games. I'm generally disinterested in "art" per se, as the way I see it "art" has mostly always been more about social commentary than the craftmanship of illustration, composing etc.

    When talking about art games you'll invariable run into "games as art" territory. Though, it's a separate issue. Art games are art where the artist uses games as a medium, wheras games as art is more about getting games accepted as an artform. Like movies and comics (to an extent) have been.

    Following that train of thought. We had a lecturer from Berkley have a seminar about close reading games like they do in literature. It was an interesting lecture and I can see the validity of it from an academic stand-point. But when I, as someone within the industry, look at it matter of factly, what you're doing is literally shoehorning a work into meaning something it probably wasn't supposed to mean at all. Thus, for me, the idea has little use outside of academia.

    I have played a few art games, and most of them seem to share a few points. They are often not particularly engaging, which makes me want to 'not' call them games. What gameplay elements there are are often subdued and in the most severe cases "hold this button and the game plays itself" (coughPassagecough).

    I'm going to adress some of what you said Granhunter. I don't really get your "90% art, 10% game" thing. What exactly constitutes as art and what constitutes as game? If a game was made with the intention of being an art game, then it's 100% art that just happens to be a game.

    "They either grab your imagination, mess with your emotions, or are alot of pretty colors."

    I can name pretty much any game and it will correlate to at least two of those. Does that mean that all games are art or that no game can be qualified as an "art game"? Yes and no, simultaneously. There is no good answer I think. It's highly, maybe even completely, subjective.

  • I'm almost 100% sure that thing was 'not' made by people who play games regularly. With the exception of maybe kids, I know of very few people who "clench" their controller while playing. The whole product reeks of stupid, and they'll make a crapload of money of it. Because stupid people buy stupid shit, and in general, people are pretty stupid. Have I said stupid enough times now?

    And just in case they, or anyone, thought they were being original.

    <img src="http://www.vintagecomputing.com/wp-content/speedboard_small.jpg">

  • When you have an animation selected you can change its name in the properties view. It's on the left side of the layout/event sheet view (unless you change it around. I assume you haven't)

  • Works nicely. =)

    Though before I used load music from resource, tried that now and it doesn't repeat now either. It works when using "Load Music from file" but not "Load Music from Resource". But you can't give music/sounds loaded from resources an alias either.

    Other than that tiny quibble it's great.

  • Cool! Using aliases for sounds is a really neat idea.

    Though it seems I can't get music to repeat. Tried repeating music with ogg, mp3 and xm. No go. =/