BadMario's Forum Posts

  • However ( not sure if this is still the case ) I have run into issues with iFramed games. It would still fire twice even if using Touch only ( I gues it was registering touch and mouse at the same time )

    So, the solution was to disable muse input for Touch and create separate Touch and Mouse groups, disabling one at the start depending on whether the first interaction was a touch or a click

  • You should be able to figure it out yourself

    I don't remember the exact logic, but I used an array of all 9 spots on the board, once player places an X somewhere set that position in the array as taken, then CPU selects randomly from the other 8 spots.

    After the first 2 spots are taken and player plays his 2nd turn ( 3rd overall ), you have to check all possible combinations that would win it , For example upper left corner has X and center has X, then CPU selects lower right corner to block.

    You can do this with an array and a bunch of conditions. There could be a more elegant solution out there, but by the time you find it you could have done it this way yourself. And you will also learn a few things by doing it yourself.

    Dude, what you are saying makes no sense. If you are going to invest time into learning something new, than that should be Unity, not Game Maker.

    And your insults need a lot of work. Maybe Game Maker has an insult maker plugin you can try?

    I hear that next Mario Kart will be made with Game Maker

  • Off the top of my head, keep track of frame rates, then maybe adjust object.Physics.density depending on the frame rate

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  • since sound volume is displayed in db, just set it to stop once it reaches -100db. You aren't going to hear anything even before that, but it doesn't matter, it's a nice, safe round number

  • Each object should have instance variables for x,y positions, z order ( or you can just create them in certain order ) Then when you drop the main room ( wall, floor object or a thumbnail of the room, whatever ) into a layout it spawns everything else and places it into its x,y positions

    Other popular engines did it somehow.

    Yes, for example Game maker has it, but my question is, is it of any use? has anybody made a game that's actually made a decent profit?

    It costs about $2500 to become a Nintendo Developer using Game maker, then what?

    If I am going to spend 6 months developing a game for Switch, that game should make at least $30,000-$40,000 ( If I have a partner it should be double that, triple if 3 guys working on it and so on ).

    I would like to see some successful examples, but even Unity has practically nothing to show considering how many people use it.

    I bugged Scirra ( unsuccessfuly )about HTML/web ad plugins which probably would not take them more than a week to do, so I doubt you are going to see something like the Switch exporter

    There is another argument to be had here.

    If we had Nintendo Switch support right now, how many games would make any money on that platform. The answer is probably not something people want to hear.

    I am not trying to be an asshole, but simply curious. Does anybody have examples of financially at least moderately successful games made for Nintendo Switch in something like Game Maker, Godot, or any other. ( say games that made over $25,000 and were developed by a one or at most 2 guys )

    I know that Unity accounts for 30% or so of all Switch games, but my guess would be that 95% of them made no real money.

    I would like to be proven wrong.

    My point is simply, that it is very likely, as Ashley stated, that this would take a lot of time for Scirra to develop and in the end would be of very little use for any of us. Most successful games on Switch are games developed by teams of up to 200 people and take 2 years or more to develop. I doubt that describes anybody here.

  • Better as sub-events as none is triggered until space bar is actually pressed. If you have everything together then each block of code is checked every tick, may not make any difference, but if it is in a more demanding game it could affect performance.

    Also it is better organized, you would have to have SPACE pressed+type of gun condition for each gun, it is simpler to have SPACE pressed only once than add types of guns as sub-events

  • Yeah, I have seen this in many games. As I mentioned the #1 cause was text object, once it was an image larger than 2048, and once too much RAM ( about 700 MB of RAM )

    The home/loader layout problem was always text object. Replacing it with sprite font fixed it in every single game

  • There are no known issues with Construct 3 involving opacity or text

    I eliminated things one by one until it worked and the problem was text object.

    Then I did the same thing with all other games exibiting these problems, and we are talking about at least 6,7 games. Removing text objects and using sprite fonts instead worked in every single game.

    These were all Construct 2 projects imported into Construct 3 ( they all worked fine when exported from Construct 2 with text objects ). And this was all sometime last summer, so maybe things are different now, but I do not use text objects any more and have not had a problem since.

  • I make menu items large enough so they can be hit easier.

    For critical gameplay taps never use on tap, always use on any touch start with some other conditions to isolate what is being touched or on object touched/touching. These execute immediately.

    Looks like we typed the same thing at the same time

  • I can confirm that when exporting Construct 2 projects from Construct 3 text objects cause games to not load. Not always, but in my case at least 2/3 of all games tried failed to load on android phones and iphone

    I replaced all text objects with sprite fonts months ago and it fixed it.

    These were regular text objects. If used to show percentage loaded game would fail to load or at least show anything. If using a sprite font there ( loader layout ) it would load, but then layouts down the line would fail, so had to replace text with sprite fonts in all layouts.

  • int(yourpercentage*100)/100 should give you 2 decimal points