BluePhaze's Forum Posts

  • You could put an object on the foreground to cover the background seam/transition point. Create an instance of the other background you want to switch to, plug it in where the next instance of your current infinite scrolling background would go, and then spawn an object that blocks the view of the transition (Trees, Mountains, etc...)

  • Use an invisible shape as your collision polygon, pin it to your player or sprite. If you need to change it, destroy it and pin a different shaped invisible object to your sprite. Just like using a square or rectangle, but you can use any shape you want.

  • tomsstudio What do you use for your graphics? I have been using Adobe Illustrator CC (moved away from Gimp/Inkscape)...

  • Minor Looks great, are your dungeons only going to have hallways or are you also going to have rooms?

  • I am willing to lend advice where I can on the logic and programing fronts, but on a question by question basis for free. I can't take you up on the position itself mainly due to time issues (I work full time and have 6 hours a day of commuting on top of my side game development business). You may also want to look at raising your prices a bit. I don't know what the going rate is for experienced game developers but personally I average about $65+ dollars an hour for my non gaming development work which is a rough break down since I am salary, but most contract folks tend to charge even higher for hourly work. I could be biased though as I work in the silicon valley... If you don't get anyone taking you up, you may need to raise your compensation a bit.

  • JRoberts Read the manual and look at the tutorials all of this is covered in depth.

  • Also vapsy please use the search functions of the site, the tutorials section and the manual. This is a very large topic and it is something you will need to do some research on as well. Going to Kongregate and Clay.io sites and reading their documentation on how it all works should be the very first step if you want to put your games on their sites. Like anything, putting time in to actually research and read the documentation will get you very far. All these questions seem to say, I don't feel like doing any searching or reading myself, can someone else do it. I am not trying to be rude, but at some point you need to do a bit of searching and reading the documentation unless you just want someone else to search for it for you and then paste it all here. Do the research and then ask specific questions when you get to the point where you are doing it and you run into things that don't work. You will get much better results that way.

  • MKSoft Did you create accounts with each of those and then add those accounts to the Mopub dashboard? If you don't have accounts with each of them and configure them as per the Ludei documentation on their site then they won't work.

  • I forget which one, but there is a file that has an entry for the version of construct used. Search the forums for something along the lines of revert to previous version.

  • chloroplastgames Which option did you end up using?

  • Aphrodite Basically if the texture/sprite image is not a power of two, then the computer will add blank space to it to make it a power of two. This means it will increase the size. So for example if your image is 240x512 it will be converted to 512x512. If it is 500x500 it would still be converted to the next compatible power of 2 size which would be 512x512. It does this because it can't remove space to make it fit since that would cut the image.

    Take the example of Super Ubi Land. Nintendo would not accept it because the word Ubi also happens to be in the name of another company. Even though there was no relation. They made Notion games change it to Super Ubie Land and even after that they asked for another name change to change Ubie again to something else. They are that cautious.

    Pokémon is even more of a hot button for them because Pokémon is a Nintendo property. They own it. If they won't allow someone to put a game on their system because the name is similar to another companies name, you have to assume there is no way they would ever allow a game that use their characters and their IP on their system. They are VERY aggressive on protecting their IP (Intellectual Property). As I said, one of my friends and former colleagues left Microsoft to be a laywer for Pokémon at Nintendo. They have a whole legal department with their own lawyers just for Pokémon.

    None of this is meant to be rude, it is a discussion of the facts of how business works. There is no insult to you, no negative comments aimed at you. There is nothing wrong with making a Pokémon fan game, you just have to realize the Nintendo systems are the last place you are likely to ever see one get published since it is Nintendos property.

    DialgaBrite I know one thing that throws me off a bit on your game is the mix of vector and pixel graphics. Some sprites are pixel art, some have smooth gradients and solid fills. Some sprites look to have a bit of edging around them like they were cut out but some bordering pixels were missed. Not that it is a bad thing to mix them, just that it may throw them off if they are trying to judge it as retro style pixel art.

    But I think a big one is probably the fact that you are using pokemon in your game. Nintendo owns pokemon trademark, copyright, etc... and protect it very forcefully. One of my friends left Microsoft to go be the lawyer for their pokemon group. I highly doubt they are going to allow someone to publish a pokemon game on their system. Regardless of if you want to talk about it or not, they own and protect it. They are not going to let someone else try to make money off of their IP.

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  • digitalsoapbox Thanks! I haven't checked out paster yet, what does it do for you? My dev machine died so I won't be able to play with construct 2 for a week or two or I would just install it myself.

  • I am biased, but I think our first game was a great looker. You may notice a tiny bit of stutter in the video, but that was due to running in IE10 last year. With IE11 and full WebGL support it now runs much more smoothly I just haven't bothered to create new videos yet due to other projects taking my time. You can see it here, all animations for the main character were exported from Spriter as frames (spriter and C2 weren't quite as feature rich at that time).

    Subscribe to Construct videos now

    (sorry the [tube] tag isn't working for me to embed the video here.