Elliott's Forum Posts

  • I feel that perhaps I came across a bit harsher than I intended, so I'll try and clear this up.

    On your website your job offers page states the following:

    Marketing Manager - Worked (or Volunteered) as a marketing manager before.

    Now I feel there may be a self-inflation of terms going on here, for example a marketing manager will either have a degree in marketing, an MBA, or about 6 years of experience; this would make him vastly over qualified to be working for free, in fact the only the marketers I know that come even close to working for free in fact simply work for no profit, which is different.

    There's more problems with the idea of a marketing manager that is trying to market a project that has no budget, but discussing it would be long and ultimately pointless; you don't need a marketing manager - you need someone that can click the submit button on a Facebook post.

    Money is a universal symbol of value, by giving it to someone you are acknowledging that they posses something of worth, be it experience, means or convenience. Asking a man to work for free is to ask him to (literally) devalue himself - and when value is removed from the equation, the remaining key motivators are obligation and passion. Obligation is built on time and value, as your studio is young and not offering payment, it's a weak path to consider, so the best bet is passion.

    Passion is one of the strongest motivators for anything (and whilst I may sound a bit naive, I think the most successful), but to find those who will work for passion alone, and not money nor obligation limits your demographic considerably, the easiest target being young developers. Youth brings inexperience, which is important because experience creates both value and the expectation of the recognition of value (experienced people are unlikely to work for free) and financial security (very few young people have to worry about paying bills, so money is less of a priority), but most importantly passion.

    The problem with passion is that it's laser focused. Young, passionate developers don't want make a game, they want to make their game; the game they lay awake a night thinking of and their days dreaming about. Convincing them to jump on your ship will be difficult...

    ...Unless you offer them something of value. If money's out of the window, target the passion, help them with their game if they help with yours; from there you get obligation. And that's how you get someone to work for you.

    tl;dr: Drop the titles and pomp, don't portray yourself as a business; if you have to be anything be a think tank, seek out developers your own age.

  • Unfortunately the only way to attract serious submissions is to treat the position seriously - put a salary or hourly rate with the post.

  • Would it be possible to have iframe tags for tutorials?

  • Aurel

    I wanted to pre-order, but everything appears in french, so I´m honestly not willing to fill in my credit-card infos into something I can´t even read, even it´s paypal:-P

    Any chance to change that in english?

    Most modern browsers should ask you if you want to translate text - Chrome works perfectly on the payment page.

    Also, congratulations Aurel!

  • You should look at the sine behaviour:

    https://www.scirra.com/manual/103/sine

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  • >

    > > Like the title said, how to add speed/difficulty of the game whenever the player reach certain score?

    > >

    > > thanks

    > >

    > Depends on what your game's speed is based, if on a simple time scale then, if value "PlayerScore" = 100 let's say, then set "System">"Time Scale" to timescale+(how much you want to add to a timescale).

    >

    Here is the condition, the character speed will increase every time player's score incremented by 100, like, 200, 300, 400, ....

    Of course I can do it if it's only a static condition like

    If score = 100, set speed to 1000

    But, this one is different

    My brain can't think a way to do it

    Assuming it's linear like the example you suggested:

    playerSpeed = score*10

    if score >100

    else playerSpeed = default

    Tom: Are bundles something that could be considered? If several developers get together and decide to group assets? Unsure how payment is handled.

    Come to think of it, a Scirra/developer bundle could be interesting - a business licence with additional plugins, art and sound...

  • en.wikipedia.org/wiki/Usage_share_of_operating_systems

    This is one of the times where the bigger picture isn't practical -

    http://www.webupd8.org/2013/03/steam-fe ... linux.html

    http://store.steampowered.com/hwsurvey

    Linux is growing.

  • The most creative solutions are often logical extrapolations, there's a fair amount of cross over.

  • Been working on this prototype for the last week and a half:

    Phenomenal.

  • Fantastic, I finally get to watch one of these!

  • Yes, via Node Webkit.

    https://www.scirra.com/manual/162/node-webkit

  • As amusing as it is I think this says more for the flaws of Box2D's accuracy than a global conspiracy

    At first I assumed that the machine worked simply because you set a value of 0 for friction in your weighted wheel (I can't see how it's unbalanced though, there's no weight distribution) , I'll admit that I have yet to break it -at a guess I'd say due to the non-deterministic nature of the physics engine and elasticity of objects; but perpetual motion itself is a myth at best and hoax at worst.

    Still, great experiment! I'm stumped

  • damjancd - Yes there is

  • This should help: