Geo's Forum Posts

  • Thanks everyone for replying and for the new info.

    UberDark: way to go! keep us posted.

    eyeliner: I think it's quite ambitious. My goal is to make $1 <img src="smileys/smiley4.gif" border="0" align="middle" /> then I'll see where I take it from there.

    GenkiGenga: best of luck!

    Pode, Rev, and all the others: Thanks for the tips, much appreciated.

    I'm hoping people will start sharing their success stories (however little) at monetizing games, inspiring others to do the same. I for one will <img src="smileys/smiley17.gif" border="0" align="middle" />

    Cheers!

  • Hey, I got the chess puzzles up on Kongregate, check it out

    Geo

  • Right. Thanks a lot everyone, for your feedback on this.

    To sum up, I understand there aren't any game makers here making games for a living, even though the general impression is that it IS possible, though not easy (well, if there's something that I'm NOT afraid of, that's HARD WORK lol <img src="smileys/smiley4.gif" border="0" align="middle" />).

    Another thing people seem to agree on is that you either need a team (artist + dev at least), or you need to be some sort of jack of all trades, or you need to buy (expensive) art.

    Arima, you mentioned that there are people making indie games for a living, even as a one-man-show. Who are they? How much do they make? <img src="smileys/smiley4.gif" border="0" align="middle" /> I'd like to get in touch with one such person.

    That said, my next question is: are there any serious wannabes here on this forum?

    Cheers!

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  • Hey fellow game makers,

    I've seen a few topics here and there on monetizing the games. So I figure that yeah, it can be done.

    I see people's attitudes towards money can vary, some might even consider it as an "evil" thing. Personally I don't think that making a game with a "financial" end in mind is a bad thing. After all, it has to be a great game that people really enjoy, in order for it to make money, right?

    That being said, what I'm wondering is: is anybody on this forum making games for a living?, As in, not having to go to a job, and earning enough to "pay the bills"?

    I would love to hear back from such a person <img src="smileys/smiley1.gif" border="0" align="middle" />.

    Cheers!

  • Thanks <img src="smileys/smiley1.gif" border="0" align="middle">, looking forward to the next releases...!

    PS eyeliner: cool rhyme, I sometimes do rhymes too

  • Hey , how exactly did you manage to upload your game to Kongregate?

    I tried to follow the tutorial, but the steps seem wrong. It doesn't ask me what I made the game with (HTML, Flash etc), then it asks me to upload a file (though I host elsewhere).

    Thanks.

  • This is a borderline feature request / bug. But I couldn't find feature request forum, so here it is:

    #1

    Please add the option to remember the PhoneGap export settings of the project. Every time I export I have to manually type in the ID, Author Email, Author Name, Author URL, select the orientation and device.

    With the manual writing, especially if you have a longer domain name (like I have), there is a possibility to misspell things and end up with a completely different app package, which you discover late (like when you upload to android market) and have to redo all the steps.

    There should be, I guess, some project settings for this.

    #2

    Please focus on #1 as it is more annoying, then if you have time for #2, then: Also please add the feature of "Phonegap icon" so we don't have to manually replace the C2 cog icon all the time after the project was exported.

    #3

    Please add option to set the permissions tag in the PhoneGap config file (string should be fine, so if I type the value "none" then this line should be added to the config file:      <preference name="permissions" value="none"/>).

    This is important because otherwise the default android app will request all possible permissions from the user (read and modify contacts combined with full internet access as well as other scary stuff) and nobody will install it from the market.

    As it is now I have to manually edit the config file each time to add this line.

    #4

    If the above is implemented, then as a last step, please also auto-zip the entire exported folder so it is ready to be uploaded to PhoneGap. As it is now, we have to manually zip it.

    To sum up, the process of exporting to PhoneGap is quite cumbersome now, and it becomes annoying once the project reaches a certain size and it has to be tested more often. Right now the steps are:

    1. Choose export

    2. Manually type stuff in 4 edit boxes and select from 2 combos

    3. Replace the icon in the exported folder

    4. Add permissions line to the config in the exported folder

    5. Zip the exported folder

    6. Upload to PhoneGap, etc...

    Steps 2, 3, 4 and 5 should not be needed to be performed every time, IMHO <img src="smileys/smiley1.gif" border="0" align="middle" />.

    Please when time permits (hopefully soon <img src="smileys/smiley4.gif" border="0" align="middle" /> ) add these options.

    Many thanks in advance!

    Geo

  • Thanks Kyatric, the Anchor behavior indeed did the trick and I got the game to work EXACTLY how I want it to. I did read the tutorial, but somehow overlooked the Anchor stuff.

    It seems weird (and counter-intuitive) to me that things should work like this (i.e. that I need to anchor stuff around to prevent it from scaling even though I set parallax to zero), but as long as I can get it to work the way I want <img src="smileys/smiley1.gif" border="0" align="middle" /> it's all good.

    Cheers!

  • Thanks septeven, I ended up implementing something very similar. It's not very elegant, but it works <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Bumping an old thread... perhaps there's some new insight? <img src="smileys/smiley1.gif" border="0" align="middle" />

    Hey septeven, did you eventually manage to get this to work? I need this functionality too.

    Any hints for swipe scrolling on mobile devices?

    Thanks.

  • Hey Ashley,

    I'm having some problems wrapping my head around parallax / fullscreen too. It doesn't work the way I expect it to <img src="smileys/smiley1.gif" border="0" align="middle"> and I think it's buggy.

    Here's what I mean: CAPX.

    It contains 2 layers, one of which has parallax 0,0.

    Repro:

    Switch the project property "Fullscreen in browser" between "Off" and "Scale mode", and run the project.

    When "Off" it looks as I expect it to. Buttons on the zero-parallax layer show in the four corners.

    When "Scale mode", it looks very weird.

    Can you explain how this works, why is it like this?

    What I'm trying to achieve is a "fixed" (HUD / GUI) layer staying in place, and a moving layer moving around. I need this to work on "Scale mode" fullscreen.

    Thanks in advance.

  • Actually I just did a small test. What you say applies to buttons, but not to sprites (I have sprites instead of buttons on my project).

    So if you have a sprite on an invisible layer, it will still get the "on clicked object", making it need custom stuff.

  • Thanks Ashley - but I was hoping to avoid that (and I did, sort of). I managed to work around it by making the layout bigger and putting the instructions somewhere far off the normal viewport, and then I just scroll to the instructions, and then I scroll back to the game. This has the advantage that if I add something to the main screen, I don't have to remember to add custom stuff to it (hide it, check for visibility etc).

    So it's almost what you suggest, moving the objects away, except I didn't move the objects - I moved the thing that was supposed to be on top of them, so they don't overlap.

    However I still think that a mechanism to prevent the click or tap from "bubbling further up" (or in other words marking it as Handled) would be nice.

    Thanks!

  • Oh OK, got it. I actually WAS taking it literally, English is not my native language; now I see the other meaning <img src="smileys/smiley4.gif" border="0" align="middle" />.

    OK, not a bug.

    Cheers!

  • I was reporting a documentation bug, not a system bug <img src="smileys/smiley1.gif" border="0" align="middle" />