![]() ![]() My “favourite” bug was where I realized that my character wasn’t getting damaged by an object, checked the settings, and realized that there was a time period where the player was invincible after being damaged. One of the most fascinating revelations for me was learning why, especially in programming (not that pulling blocks around in Stencyl is on the level of the amazing programmers that are out there), there’s a way to do things that works, and a way to things that’s the right way to do things. I started to be able to predict problems in advance within my events, and to be able to fix them before I even tested out the game. Once I discovered StencylForge and understood the syntax of Stencyl, especially in regards to what types of events I should be creating (trust me, there’s a huge difference between ‘When Creating’ and ‘When Updating’), things started to fall into place. Everytime that I wanted to create an event, I thought that I would have to reinvent the wheel. In the first two weeks, everything in Stencyl was a struggle. The things that seemed insurmountable challenges at the beginning of these six weeks are now a matter of course. #STENCYL AS ANIMATION ARCHIVE#That means cleaning up lost diving equipment and not interfering with the environment.Īn archive of my weekly posts and those work-in-progress games is available here, where this post will also be eventually archived. The diver’s goal is to leave the dive site with at least 500 psi of air, which is a safety margin just in case something were to go wrong, and to follow the diver’s motto: Take only pictures, leave only bubbles. The lost objects, however, are cumbersome, and so having them depletes the player’s air more quickly. Players interact with wildlife and their environment to gain a score, and they can also collect lost objects that other divers have left behind, which is just generally a nice thing to do. I made a game called Diver Quest, where the player is a scuba diver who wants to dive safely but also take advantage of the most opportunities possible while under the water. In case you haven’t heard anything about this yet, there’s an information page here at the Pixelles website, and I’ll tell you a little bit about my project. ![]() However, since I kept a record of my progress each week and uploaded work-in-progress versions of the game to the internet, I do have something concrete to look back on and tell me what actually happened while I was busy not noticing. Off the top of my head, it’s hard to say what I learned. Now that the Pixelles Incubator is over, and that we’re about to show the games next week, I’ve been thinking about the experience. ![]()
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