Archive for October, 2011


A few scripting examples in Stencyl, showing my 'Click to Select' behavior

Event based, drag-and-drop, pretty colors and asset pipeline simplicity - scripting in Stencyl

I keep wanting to make more games – tiny, little, niche games that would have a market of one (me) – but, as it has been pointed out to me in the past, I have been irreparably scarred for life by a love affair with BASIC.  Try as I might, more ‘grown up’ languages like C++ (or even C#) just baffled me with their convoluted asset pipelines and frustratingly long-winded setup and grammar.  Even dabbling with something accessible like XNA had me throwing up my arms over scope, types, and constructors.

Lately, I wanted to dabble with some Flash game making – 2D specifically – and after failing to find all the correct versions and up-to-date tutorials for Flixel, I discovered Stencyl.  Oh, my word – how it’s been a balm to my BASIC-crippled mind!

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Minecraft screenshot mockup, showing candy topped cubes of fudge.

Sure, a shovel would be the better tool, but pickaxes are more iconic!

Fudge is three things – delicious, neatly sliced into cubes, and dangerously easy to make!  Now, granted, it wasn’t my first choice – I considered nougat at one time – but nougat’s complicated recipe and sugar-related humidity weak spot knocked it from the list of contenders.  There are many things to consider when you wake up one morning and think “I need to make edible Minecraft cubes…”

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