Aphrodite's Forum Posts

  • you could also delete the offline.appcache, I think that will work fine (since this is teh file that caches everything)

  • You have to compare the parameter 0, not the parameter Function.Param(0)

    Function.Param(0) is the value of the 0th parameter

  • EyezWidee

    Having a free game becoming partially paid, or adding ads, can be seen as a betrayal from the user's point of view (which would be fair, they have chosen a free games without ads, they would have gotten something else at the end, not good).

    [quote:19yvsw33]Performance & -Value Are you saying if a game performs well & has replay value you are willing to spend money on it ? If you choose to charge upfront for your games then the only way for people to really measure Performance & Value before purchasing is to watch gameplay video and read reviews & hear about it from word of mouth . People take for granted the reviews that are posted within the appstore so I think having reviews & ratings from other outside sources (Indie Game Mag, Gamespot, Ign, Youtube) would be more effective in determining the value (& even performance) of your game pre-purchase .

    Not only I am willing to, but I did spent money upfront in apps that I found worthy of my time (not a lot though, since I am uncomfortable with spending money on other things than food , but that is just me being weird), As I stated, having a free demo actually is a good way to let people play the game, and external reviews can also help the indecise people, some people actually says "everybody can make a good demo just to sell the game, it is not a good indicator", which should be covered by some reviews and gameplay videos, the performances is the really point that is hard to awnser: you cannot expect every game to run on every device, nor you can test all of them, the web demo by itself can sort of awnser that, but it is not accurate enough, which could lead to have also an executable demo just to test.

  • The ads in game are... Not only looking non professsional, but it is the way to render your game annoying, also people I know at least turn off their internet on their devices just to not have them, except if a special functionnality requires it (SAM in jetpack joyride is an exemple of that kind of functionnality). They are also, let's be honest, a money wh*re thing, people are not stupid, they know most developers do not choose the ads that will be displayed, that results in a belief like "they don t even care about the ads, they just want the money", even on a website ads aren't popular when they are justified, but in an application that you have downloaded, this is just wrong.

    Up front payment is nice and legit, but fewer download:

    -Not everyone is confident in paying for a game online

    -Not everyone like to pay a non physical copy of the game

    -the refund time on the playstore is ridiculous

    -in some cases, the performance is actually a pretty big barrier "Will it work on my phone?"

    -Will the game be worth it? (Popular belief: mobile games are short and not that great)

    The last two ones being the most important for me, I actually bought a game on the playstore that was more than 1GB for approx. 20$, in that case it was worth it because I already knew it beforehand, the performances were the big question, it is actually fine on my device, but really even though I knew it wouod work, I was still worried.

    In the case of C2, you have a pretty advantage: the user could test a demo on the web to know what to expect, heck if your game is free 100% you could even have the complete version on the web, and providing the app only for people that don't have a decent experience through their browsers.

    The IAP one is actually pretty complex, it should be treated like dlc's, aka: If that is an important part of the game by itself, it should be already inside the game, if it is a skin or something, that is actually okay, also remember that a good player should be able to complete the game without needed to buy them, additionnal levels could be bought as packs of levels if there are a lot (but do not call your game free in that case, since some level aren't).

    As for the completely free, no ads, no IAP games, the awnser is simple: just make your game popular enough to have a name, but I would think most people want to make money or even a living with games, if ads or abusive IAP are known as the only good ways to make money, then that would mostly tell that the market is not yet ready.

  • Basically, I want to see the wall so I can show it over a shadow (Z ordering modification based on the shadow caster), If I cannot see it but it is in my range, I want it to be placed under the shadow caster.

    So if I can see it, I would make it visible, but if I cannot, making it invisible. I though of LOS since the shadow caster does not have the option to check what is under the shadow and what is not under it.

    Now that i think about it, it is probably not the best way to do it.

    E Bear

  • the problem is that will let objects behind the obstacles be seen

    TwinTails

  • I would like to know if it is possible to make the line of sight behaviour see an obstacle, not seeing through it, but just seeing it, the object doesn't have the obstacle visible in his line of sight, even though it logically should have it when it is blocking his view.

  • EDIT: Just personnal opinion based on experience, use with caution:

    Obviously the more target you have better will be your chances of reaching people, the issue of multiplatform is compatibility (not all devices have the same inputs, nor the same screen, nor the same hardware) and performances (you simply cannot compare an high end computer to a low end phone device, and you cannot target every device possible, you have to make decisions), also the market for each is also to take into consideration if you want to make a decent amount of money out of it (even to just make you a name, you will still have to be careful which people you are targetting).

    Then there are the Term Of Services in some cases, that you must follow (they can vary depending on the country you live I think), licenses that you have sometimes to pay, the tools that you must choose carefully.

    As you said, being able to target all of them is of course an advantage (you are not limited at first). and there are also other things you must think afterwards, like how to prevent your game/app from being illegally acquired or resold by another company that will be different depending on the platform (let's face it, I have now idea how someone could even try to prevent those kinds of act without hurting the legit users, but that is not the subject), or the price of the game that would cover the developement time and marketing, while not being overpriced.

    there is also the target for your game (not only hardware wise, but human wise), not everyone is a gamer, not everyone loves hard platformers, and not everyone love considered good games (As for myself, I can tell that I just plain hate playing minecraft), and some badly done games will be praised (binding of isaac is really not done well), just do what you think is the best, but also learn to think correctly about that, and mostly target every platform you think fits the game, but not every person.

  • global variables keep their values when changing layouts, only closing the game, use the reset global variables action or setting them yourself will change their values.

  • You forgot the

    "System on canvas snapshot" condition. If you check manual. you'll see that this waits to make sure the snapshot has been taken. Then put the Browser action after it. That's what the following does:

    System on canvas snapshot - Browser Execute Javascript "window.print();".

    I could be wrong, but the window.print actually won't print the snapshot but the page itself in it's current state, unless there is a way to tell it to print the canvasSnapshit expression itself.

    Also I am not a specialist at all, but I am not sure you can print the content of a canvas easily, but I could be totally wrong on that.

  • Working with smaller objectives to do each day plus other facultative ones, generally when you have finished the simple tasks, you are still in the mood to go further.

    Also remember that the best way to do your code is to not repeat a piece of code if it is not useful to do so, organize your code to make it quicker and safer to do a modification, don't try to do everything at once, a large project can be simplyfied in just smaller piece of code putted together, so try to make those pieces of code one after another, it will help a lot in the long term.

    Also sometimes a little break is good, It is summer here, hard to work too much with the heat, learn to have a good cycle, I mean by that find the good balance between working enough and not break you down, working too much is as counter productive as not working enough.

    Sorry important change everyone, you must be at least 18 years old to sell assets in our store. Sorry for overlooking this. If anyone currently in the beta is not 18, please drop me an email.

    We'll not be accepting applications from anyone under 18 from now. If you are not 18 years old or older, please do not apply for the new store beta.

    Just a little question: does this limitation also exist for free content users might put on the store? (I would guess yes but I prefer asking)

  • I will say +1 on the layer thing, since using global for an HUD can be really bothersome in some cases(as global objects should exist always), and that even though you can create a function to create the HUD each time with no much efforts in some cases, it is still something that could be done much more easily with that addition you are suggesting.

    For number 3, creating them with 9-patches, tiled backgrounds and sprite objects is not that hard to do in the long run, so I think it will not be adressed but would still be nice (as the textbox is actually the hardest control to do)

  • I thought modulo for negative values was not properly defined consistently as an operation

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  • Recently I've remembered of some games of my childhood.

    The first was sonic chaos on the master system, which was actually too easy, since the bonus stages let's you skip the level you are in, while giving you lots of points, lives, and continues, and since it is the way to have the good ending, you have to litterally skip a good chunck of the game to truly win.... plus it is too easy since you have so many lives, even when not going to the bonus oevels, there is only 2 challenges in the entire game, the mecha green hill, and the last boss, which is fine, but really past the surprise of the first play, there is not much to do, except trying to win without losing a single life.

    On the other end, another easy game, Castle of Illusion on the master system, was a really nice game, it starts easily, and never becomes unfair, just a well done game, easy but much more enjoyable, little puzzlesalong the way, appealing graphics, bosses that are fun, I have no grisp with it, it is easy but does not feel to easy.

    The third is THE one, Wonder Boy III: The dragon's trap, it starts easy, then becomes pretty hard but everything is here to let you become better and stronger, and I never feel cheated even when the ennemies are becomming a pain (lionman stage, the ninjas that are just high enough to shoot over your shield... that was a sadistic trick)

    As for trollgames (I am calling them like this since deep within your heart, you can heard them screaming "U MAD BRO!?LAWL"), it is really line being whipped in public, it is bad, it is not pleasant at all, but some people love this and will scream for more.