DatapawWolf's Forum Posts

  • That's extremely odd. I made a post just fine on my 2 year old Android 2.3.X phone using just Opera Mobile. I think the issue isn't just mobile devices, it's the way it treats specific browsers.

    Or at least that's how I see it. Because if my ancient smartphone can post without issue, it's probably specific mobile browsers.

  • So here's my issue, after practically copying the (working) real-time multiplayer game template: when a peer object is created on the host's game, the object is never created on the peer's game.

    Is there anyone that can take a look and see where I have gone wrong? I've tried to keep my first structure as simple as possible, so it doesn't have much, but what it has is simply not working as I've expected it to and as the multiplayer template it working as well under the same browser circumstances.

    It's probably something extremely simple, yet I do not see what is going on.

    Download: https://www.dropbox.com/s/4jksjo8e7uyn3 ... 0v002.capx

    Anyone with enough experience that can tip me off?

    Edit: for anyone wondering, I forgot to add the actual action that tells the game to sync up a particular object. A pic of the action is attached below.

  • No I know there won't be any ads, of course. But just the fact that they now have complete control over the project bugs me. There are plenty of companies that buy smaller companies and slowly twist them, sucking out every penny. But we'll see.

  • Yeah, I was really excited for the OR, but as soon as I saw Facebook bought it, my hopes sunk. I don't trust Facebook with anything more than an decent social network.

    Wonder if the OR will not come with built-in ads? Then they'll finally have ones that people can't avoid, ahhah.

  • digitalsoapbox that's quite interesting. I think quick publishing was probably one of the reasons they discontinued the pay-per-month service.

    I will wait and watch to see if they bring back their per-month, because I am certainly interested.

  • The only reason I see an issue is that to get Greenlit, you are gonna need an engine and some gameplay. Greenlight is not just for ideas, but established content that people will know what to expect from in a semi-final version.

    And no, Steam does not only accept "Masterpieces." It's not like you have to be perfect in order to get a game submitted. On the same note, it does have to be great and not just good. That ties back in with the requirement of some sort of content.

    I'd say build up some reputation on social media. That's the best place to get an idea established and get feedback. Twitter's hidden indie community is great for this. #GameDev, #IndieDev.

  • fremachuca I'd like to know as well. Now I'm curious as to if digitalsoapbox did this before they must have updated their terms. Now we know it's not an option, at least!

  • Yeah, unfortunately I believe Google AdSense specifically for games requires some insane number of minimum game plays per month, last time I checked. If you pass I think you can get their API and such, but otherwise, don't risk getting caught or your money is gone and so is your AdSense.

  • Suggestion, Ashodin: update your original post. My guess is newer users are not going to spend the time wading through pages of information to find out more about your game. Kickstarter link is nice but it should be at the top of your first post, again, not lost to the pages. Just a tip.

    And I do believe I donated to your original KS, so I look forward to reading about the newest progress!

  • This pricing isn't really accurate, as you can also sign up for Unity's subscription service, which now has no set time limit on how long you have to sign up for. So, you could create your entire project in Unity, for free, and only sign up for the subscription to push it out to platforms outside of OSX/Windows/Linux. I've easily saved thousands of dollars using their subscription service instead of buying each major release outright, as was required previously.

    So that means implementing Pro's features last-minute then, huh? Because Pro has some really nice stuff packed in that Free lacks. I guess it's not a big deal if you already know what you're dealing with but of the Indie devs I know, they'd rather outright save up for Pro and not have to worry about the rest.

  • JeevanjotSingh The point is to not have to ask users to mess with their browser setting. The fact that it's being blocked is not the problem here.

  • zenox98 Actually, I believe the action is supposed to open up a new tab, but doesn't, last time I tried it myself. :p Chrome doesn't block new tabs by default, so having the ability to open then up would be handy, rather than having auto-blocked popups.

  • I wish. :p

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  • Suggestion: update your first post. New replies work, but if you want people to be more interested, use the first post to your advantage to when they click on the title they see the latest new information/screenshots.

  • *bump*