Davioware's Forum Posts

  • lucid summed it up quite nicely. In gta the goal is escaping the cops or exploring. Open worlds are fun, if used correctly. The world must be put to use , i.e, goals or situations. Create situations that involve that use of the world and it's different attributes. Make things that traverse the world in different ways and make it seems fresh.

  • Practically everybody wants some form of portability. It's not going to be in Construct 1. Plans for C2 include cross platform support, but it may only be to one specific platform other than windows. I'm pretty sure the devs don't have a software renderer planned.

  • I didn't test this in a new .cap yet, but does anyone know if newly created objects can be picked in expressions correctly? For example: I create a sprite, then set its width, then add its width to a global variable. Is construct certain to pick the newly created object in the expression? I'm doing this, and it works, but is it just picking it because it's the newest instance? From what I remember, using the spawn object or system create actions filters the SOL to only the last created object, until the end of the event (or is it until the next action that doesn't have to choose the newly created object?), or until another create object action is called. I just need some professional clarification from the devs.

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  • are they tiled background objects or sprites?

  • Fair price?

    Do you think it's fair? I think so.

  • Sweet.

  • no, it's mmf2.

  • Don't. I'm pretty sure it's an unfinished feature. You don't want to risk corrupting your .cap file.

  • I'm not even testing Construct before either all mathematics and computer software are made 1-based, or Construct is adjusted to how reality actually work.

    Construct is mostly 0 based actually. Only a few things are 1 based. It's not that bad.

  • What began as a conflict over the transfer of consciousness from mind to machine would escalate into a war that would span over 4,000 years, and destroy thousands of worlds

    It's Flesh to machines. And It's a million worlds.

  • Personally I would prefer export to consoles rather than phones.

  • But even when you use the layout editor to add the family doesn't it usually prompt you to add the variables to the object?

  • I don't know what the case is with OGGs for music, but it's a pity because OGG is an excellent format, (I just hate the name).

    what's wrong with oggs?

  • What is your plan on how to bring your commercial game (towerclimb) to the people?

    Marketing wise, It will certainly get reviewed on the indiegames.com weblog when it's released. Tigsource will probably feature it on the front page as well. That accounts for a bunch of people who like platformers. Other blogs and sites will probably review it also as the word gets out, which helps a lot. Word of mouth helps too. When people like something, they usually post about it in forums or whatnot, or on youtube. Towerclimb already has a bunch of videos and "Let's play"s on youtube posted by people who like the game.

    I don't have all the details on how I'm going to sell the game yet however. I'll most probably be using BMT micro or Paypal or some other payment handler to handle distribution of the file and payment processing.

  • Actually, all of my games are on gamejolt. It's a newish portal for exe based games and it allows you to get some ad revenue when people download your game (but the ad revenue system is down for whatever reason now). It's useful to host your game there because it also gives you graphs with day by day statistics regarding the number of downloads and pageviews. This is useful because if you see a spike in views, it usually means your game was reviewed or mentioned somewhere, and then you can use google to search for the article.

    And what's next? Or what do you do next with the game?

    Audia isn't really finished, it's more of a prototype than anything else. I might work on it more in the future. As of late however, all of my gamedev efforts have been focused on completing TowerClimb, which will be the first commercial game I release. The only way to make any substantial amount of money on gamejolt is to have a very popular game. Something along the lines of "I wanna be the guy". For every 1000 page views you get maybe 1-3$, depending on the day. The combined revenue for all 4 of my reasonably popular games is just over 20$ USD. Not much!

    Hopefully TowerClimb makes me a bit more cash than that. The alpha was met with praise, so hopefully people will love the full game.