Anonnymitet's Forum Posts

  • Working on world 3 for 8Bit Fiesta singleplayer. Also added a little teaser https://youtu.be/z0Yr0R9KFbY

    It has been hectic since the steam release where it feels like I have been working on the game 24/7. I pushed myself so hard and got burnt out and had to take a little break doing other projects. But finally all my creativity is back and I really enjoy working on the game again <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Congratz Looks like sales are going well! Awesome work!

    MikeHart Every game needs to go through the greenlight process until you are a trusted developer/publisher on Steam which most indies never becomes. So even if it is a sequel to a game aldready on Steam you'll have to get it greenlit as well

  • As chrisbrobs said. Just add the condition "is visible" to the on touch event and the button will not be clickable while invisible.

    Exmaple: On touched object - object is visible > go to layout X

  • I can confirm this, hitting escape on any exported version cancels the fullscreen mode on NW13.

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  • Ok, I see. Good that the controls translates correctly but too bad that there is a performance issue to overcome as usual Hopefully this and the edge problem will be sorted out so we can get our games on more platforms.

    Thanks you the info and best of luck on the rest with the development!

  • Good start! I tried your game and I am a fan of hard games. And I make hard games as well I finished the first level and I have one tip for you. I know you want the game to be hard and I agree and it can be hard from the beginning.

    But for example the spinning platform on level one. That one feels more like a glitch when you finally make it more than you got better at the game. And the bouncing enemies are totally random and no matter how skilled you are those will kill you no matter what if you're unlucky which you'll be often

    So this makes it impossible to get good at the game and I believe that it takes away much of the entertainment. Now you only feel lucky when you beat a level. So my advice is to make it really hard without using random elements and obstacles that are so hard that you almost have to break the game to beat them.

    But this is only my opinion and I'm not saying that this is the correct way to do it. But I believe it would make your game more enjoyable.

    Anyway, the game is still fun and addicting. You got me playing 20min dedicated to beat level one even though I didn't have much free time on my hands.

    So keep up the good work!

  • Ok, thank you for the info. I don't use physics but I guess it might have some performance hickups anyway. I have never tried to export as an universal app so I'll have to experiment a bit. Does the C2 gamepad mapping translate correctly for you when played after export?

  • digitalsoapbox Great work on Sombrero! I like it Have you tried the game on xbox one? Is the process of exporting it from C2 to xbox easy or do you have to do a lot of workarounds?

  • scorpwiz I didn't test your capX becuase I'm on an older C2 version but can't you just add a gradient image on top of the credits? Like this except the black part can be your background for example. Or are you looking for another result?

    You can have your full background image under the text and have the gradient part of the same background image above the text and this will make it look like the text is being disolved at the top of the screen.

  • Colludium Yes of course Groupees will distribute the keys. But you'll have to provide a file with a couple of thousand keys to them asap after the release before the groupees buyers come at you

    jogosgratispro I think you misunderstood me. The part about the bad reviews is true. I didn't send out Groupees keys at first when I only had a "coming soon page" on steam because I wanted to wait until the game was released for purchase. And during this time I recieved many many emails from Groupees buyers that said that if I don't send them keys ASAP they will downvote the game. And believe me. Many downvotes during the first days on steam can kill your sales during the most important period during the launch.

    So sending out a couple of hundred keys to promote the game on youtube and stuff like that is no problem. I'm talking about bundles and giving away thousands of keys that can hurt sales.

  • Colludium Great news! My game was also on Groupees and got the exact same ratio of yes votes and got greenlit a short bit after the bundle ended. So I think you'll get the same result

    Just a heads up. There is a downside with the bundle which you'll probably see after the release on Steam. Because after your game is greenlit you'll have to send steam keys to everyone who bought the bundle (if you don't send keys you'll get many bad reviews) and many many of these keys will end up on G2A.com and Kinguin and be sold for a price far less than your steam price.

    And more and more people buy their games from these sites and steam sales will go down until your free keys are sold out. So be careful with bundles and giveaways and think once and twice if the publicity generated is worth it.

    Once your game launches you will be approached by MANY asking for giveaways to promote your game and you have to be careful so you don't end up giving away too many keys. Because that can hurt sales for months to come. You'll always sell a lot the first week but after that it might change. So don't get too excited the first days

    I havent done much else than the Groupees bundle but most of my steam activations everyday is from G2A and Kinguin and I don't get anything from those sales. But I still sell enough real steam keys to keep it up so for me it was worth it to get Greenlit and I think Groupees is a really good Bundle to join during the greenlight process.

    But I would never enter a bigger bundle where you might end up giving away 20 000+ copies of a game for a 95% discount. That would be like sending the game into the discount bucket even before the game is released. These bundles are better to enter during the end of a games lifespan.

    Speedrunners is a good example of a game that have suffered from bundles. Most people knows about the game but they have entered so many bundles so you can buy the game from various sites for almost nothing now and that will hurt the sales for a long time to come and maybe forever.

    So be careful and think once or twice before entering giveaways and bundles in the future. I'm not saying bundles are bad because they can be fantastic if used right.

    There are many threads about this on the steam developer forums which I recommend you read the first thing you do after entering steam

    Best of luck with the Steam release!

  • jobel Yes, almost. All steam wants to know is if there are enough players who would buy the game. So the ratio is totally unimportant. So a thumbs down is a bad symbol here. It should be something else because a game can be very well made but just not for you

  • Greenlight is simply a question for each user. Would you buy this game? If no then you should click no. No matter the potential of the game. Steam wants to know if YOU want it. So if you don't vote the game will keep popping up in your feed. So you either have to vote yes or no to make it go away.

    That is why downvotes doesn't matter on greenlight. Because it doesn't mean something bad. It just means that this person wouldn't buy the game. So if a game have 100 000 no votes and 10 000 yes votes the game will be greenlit because steam expects that 10 000 would buy the game. (I know that the ones who end up buying it would be far far less )

    Anyway. That is how greenlight is meant to work but people are obviously not using it seriously all the time

    Colludium I can gurantee that the game will be greenlit. The only question is when. So when your game only gets about 10 visitors a day you'll have to promote it to drive the traffic back so you'll get the last votes needed Good luck!

    shinkan I'm not saying that only steam matters of course. You can be a serious developer without developing for steam. But to be honest. If it said on the scirra homepage that Steam wasn't really supported wouldn't you have looked for another option when choosing a game engine if you are planning to make a living out of it? I would because I knew that I wanted to make games for both PC and mobile.

    So what I meant was that if C2 doesn't have up to date steam support it will scare off many serious developers who would choose an engine that exports for all major platforms instead.

    But atm it looks like steam is supported so people happily start making their games, And when you finally have finished your game after months/years of work and gone through the greenlight process you'll then realize that steam wasn't really supported. And you can't add all the things that players expects from your game. Then you'll be really disappointed and regret choosing C2.

    It's like buying a plane and start flying and everything is going just fine and you are super happy. And after a few hours of fun you want to land and then realize that the plane doesn't have landing gears installed and you crash and die

    But thanks to MadSpys plugin it works fine. But it shouldn't be up to a person in the community to keep a feature alive that is advertised on the homepage when you first look at C2. There should be an official one.

    I just tested MadSpys latest plugin update and he now has it working with both NW12 and 10.5 if people prefers that older version with the 134 steam sdk. But NW12 works great for me without any problems and all important steam features. He really puts a lot of time and effort into this so I really thinks he deserves some kind of response here.

    Having an up to date steam plugin is the most important thing for a game engine. Without steam support = no serious game developers.