Burvey's Forum Posts

  • I'm glad you got it working.

  • Already have Spriter but just donated $10 anyways. Now to check out the other offerings! Thank you for the link.

  • korbaach That's one thing that I really like about c2. There are lots of different ways to do similar things. Another nice example.

  • Thank you.

    I've been taking a bit of a break for the holidays since my son is home from school. I should be back at it soon and maybe I'll start posting more updates here.

  • Colludium that's amazing. Great plugin.

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  • Yeah, I knew what you meant. I checked my processes and they are all closing like they should. I've had something like what you're saying happen before with other programs (not nw.js related) and usually a full uninstall/reinstall will take care of it. If not then I'm not really sure how to help.

  • How many numbers? The very easiest (though not the best) way I can think of would just be something dead simple like choose(1,2,2,3,3,3,4,4,4,4,5,5,5,6,6,7)

    For something a little more elegant, such as doing random damage based on rolls, check out this post:

  • I like to make a basic game outline first. As things start to progress then I make changes to a new outline, but I keep the original outline in place so I can always go back to it if I want/need to. Depending on the type of game I will write out a sort of storyboard of what I want to happen, and when. For example, item 1 will be acquired in dungeon 1 after completing goal 1 etc. I am always open to changing these types of things as the game progresses, but I like to have everything planned out too. Next I'll put together another outline or list of the different systems that I need to develop for the game. For example, the game I'm making now has a loot / treasure system. I write down all the ideas for that and then as the mechanics come together, I'm inspired with new ideas or whatever I'll tweak it as necessary. I like to keep all of it written down because I tend to move back and forth from one system to another rather then work on one thing all week and get burnt out over it. This way it's easy to keep organized and remember what I've already implemented and what still needs added/tweaked etc... I usually add my to-do list for features along with the updated outline as well as a section for bugs that I find. I'll prioritize what I want to work on next, whether it's fixing a specific bug or working on a mechanic or what have you. I usually put everything all into one or two organized documents, which I am continually referring to throughout the day as I work.

  • The more simple the animations the better IMO. By the way, is there a way to get past that first high jump in the game? lol

  • You can easily remove the powered by bit from the paid version. Being able to keep people from telling which engine you used to make the game is more up to you and your skill level though. Probably 7 out of 10 times I can guess correctly which engine was used to create which game. I'm sure many other people can tell as well since each engine sort of has its own tells. But, yes, to answer your question, you can easily remove the "powered by" bit.

  • I think it's cool. You're right, it looks better in the pen. Even the classic 'blob' enemy seems fresh. If you're going to go with this style, why use the graph paper? I think the more freehand look would be even better then tracing the graph paper. Unless of course you're going to be making tiles, then the graph paper would make more sense.

  • adcornaglia The uploaded project was to share, yes, but not the capx. As far as I know I'm the only person he ever shared it with. Also, it's one of the early versions before it got a lot of the cool updated features. I hope he comes back as well, he's a good guy.

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  • Do you have any other information about the game?

  • Like Newt said, it's really not going to make any difference at all. Check out this post from Ashley if you haven't already. https://www.scirra.com/blog/83/optimisa ... -your-time