GeorgeZaharia's Forum Posts

  • I keep coming up with little ideas for games and start making them, but they never seem to turn into anything.

    Does anybody have any ideas for simple little mobile games, or show me any current games that I could adapt because I can't think of a good idea that will actually work.

    Thanks

    you have a tool in your hands that allows you to create any content you want without very much effort, and all you need is imagination.

    you can make a game from absolutely anything, i mean anything. just use your imagination, it doesn't have to be a "proven gameplay" / "successful/good idea", as long as it is playable and you do something inside the game.

    if you cant use your imagination, then the tool you have at disposal its pointless. im pretty sure you have a little imagination that can be put to work. your a smart person

    P.S

    unless the following quote applies: "i will write a book, all i need is a writer to do it for me, and a publisher to sell it for me." then this post you made makes sense.

    P.P.S but as you said, you are doing tests of little ideas, the only problem is you stop yourself on publishing them, you never know what is good unless you let people see it. so just put it on internet, people will tell you if its good or not, even if you think its not going anywhere.

  • u can sell the game yes, you cant give them the source i think

    _Edited:

    As Newt said, yes you can do sell everything you produce with C2 if you got a license ! but the ones who buy it they have to contact scirra to get a license in order for them to resell the source game i think. since the rulles are simple, you make a C2 game and want to sell it for cash, you need a license. The buyers if they buy a C2 game and resell the source then its falling in that terms i think, but not if they only take the game like you said compiled formats.

  • place bullet origin to right side of image ... then measure for its x position or distance from bullet position to the target bboxleft in your case it should detect the collision on the neck of 1 pixel.

    however, you have to keep in mind, that for each machine the game runs, different game behaviors and performances will happen, you cant expect on a old rig to get the best performance as on a top edge PC same applies to mobile, the users experience is as good as their hardware, you can only build the game for a recommended HARDWARE specification. no1 will expect the game to run perfect on a Macintosh for example the '84 released one!

    that means, even if you get the collision on ur pc on 1 pixel distance, others might not get it as you!

    what you need to do to avoid that! is used in multiplayer prediction system! where you take in calculation the PING user has/ in this case you have to take in consideration the machine cpuutilisation and FPS it runs at/ then predict when the collision wold happen, and make it happen 1/10 of a time faster.

    even so why wold you need pixel perfect collision on a game? you can fake the perfect collision with visuals, no player will notice it!

    the tutorial Asmodean suggested could fix your issue, but will raise others and complicate more things that i bet your game is based on solids and bullets. which you wont be able to deprecate the usage of the behaviors, just because of the pixel perfect issue!

    real question is: Is the 1 pixel collision really that important in the gameplay your building?!

    P.S personally never seen a 1 pixel collision system that works perfect, not even in big games from big publishers (EA,Ubisoft,etc) (not even ARMA 2-3 make exceptions they have realistic physics but not pixel perfect collisions)

    in flash maybe you could do that easier? but in HTML5 and in C2 game performance is as good as the machine runs on! im back to that point!

    in end its pointless to search for pixel perfect collisions. you will see later on.

  • that is a nice game capx u got there love the graphics, AI has one issue, after level 10 its getting broken. but good though.

    went to level 15 but i have something to do and cant play it longer! but for sure id go for level 100 .... maybe add some different enemy graphics? cause now is the same graphic for different names!

  • when will you release it? atleast a alpha something its so yummy i want to play!

  • Do you/will you get some kind of points as you travel? As in I think such bits will be an interuption to gameplay if they don't gain the player anything. They could even just gain the characters frustration points, which helps them do more damage in combat latter on, lol!

    The gameplay will initially be like this! you start with the warrior player, and walk in the woods, killing random monsters / based on area/level

    later you'l meet up with BLUE and GREEN char, that will join your party, you continue to kill monsters, and upgrade your skills, healing/attack speed, etc etc if you wont upgrade the next level you move to ul meet a Boss or stronger monster if you cant kill it u cant go further simple gameplay! i updated the first post with a early alpha preview! i made around 5 monsters until now, but more will come, im planning on having around 50 but who knows maybe il get bored and just use adjusthsl and change their colors each level so i dont have to draw insane amounts of graphics!

    im doing everything in C2 from graphics to coding, wish there was a way to make also music but its way to complicated and its easier to just take stuff that is already made! or custom created, from external sources!

  • I think it loses something in translation

    What's the gameplay involved? It seemed to be an animation only in the video?

    yea its just a small preview of the graphics from last night! i didn't got yet further then that! ) so i spent 10 minutes on doing a funny walk in the woods type of thing... il update the page by this weekend, with a demo gameplay!

    the game is designed to be something idle hero like game! just instead of having unlimited heroes you only have 3 and different areas of gameplay and the characters have this walking behavior trough woods/lands etc but i need to work on a lot of graphics, even if they are low quality, since i make them in Construct2 visual editor plus i have 0 skills at drawing stuff ))

    hopefully something good will come up!

  • interesting concept, circular RTS type of thing, the gameplay is interesting to me really, seems to have potential even at this stage, but its hard to say something more with depth, i don't know what I'm really doing in the game, or what each upgrade on right side does, id love to see a more explanatory gameplay...at least names of upgrades or skills to be purchased and a goal/intro description?

  • EDIT: 22 Dec 2016

    Cluckles' Adventure is now available for download on Android and iOS.

    AppStore

    GooglePlay

    Website (itch.io): www.littleadventuresgames.com

    YouTube: Cluckles' Adventure Gameplay Trailer

    Congrats on the release! Maybe release on steam also?! seems more fitting as gameplay to be released on a pc gateway then mobile devices!

  • (RED,BLUE AND GREEN) RBG Adventures: A Idle Tale!

    A small hero idle/clicker sketch with 3 main characters walking around trough various environments!

    GREEN: "All feiddbackh is aprlecliatled" -

    PLAY THE ALPHA VERSION HERE

    Update Alpha 0.5

    1-of 10 Circular worlds added

    Each world counts as a game level theme, with a level incrementation of 9 (ex: theme1, will be shown from level 1 to 9, theme2, from level 10 to 19, and so on, until we get to level 100, then if level 100 is beaten the themes will recycle back from theme1 - keeping the monster difficulty incremented, that means from recycled theme1, level will not count again as level 1 but as level 101-109, same if you beat level 200, 300, etc.)

    The current theme is level 1-9 theme which contains the bellow assets :

    4 out of 5 trees

    5 out of 10 enemy's

    The Current gameplay contains of :

    Player party walks on the world, meets monsters, kills them, advances forward until they find the next monster!

    Each monster is dropping 2 coins, with values from 1-7

    Additional implementations:

    • coin movement effect
    • Ingame Menu/ sound - settings
    • coin counter display
    • menu with sound - settings

    !!!Attention!!!

    The 2 battle themes, which are now used as showcase, will not be available in the final capx in store, since it requires a reseller license. For music you will have to provide for yourself when the game will be available in a beta form in the scirra store later on.

    Unless i change my mind and i get some free royalty songs in which case everything comes as showcased.

    stay tuned!

  • this is a old thread i know, did you guys found a solution to this outside the localstorage? what happens if we want to use savegame system expression?

    http://stackoverflow.com/questions/8155 ... wser-cache i read something here however it might not work atm.

  • Hi guys,

    Finally! I'm upgrading this pack with more assets and some surprises. But before launching anything, I wanted to know if you had any request regarding this pack?

    Thank you!

    I don't know if the request would count now since i guess the update already happen, i would loved to see or have a greater pixel size icons? at least 32x32 ? cause now they are minuscule

    but none then less i love the pack! id love to see more type of pixel menus if possible

  • had happen to me also on arcade, on my latest example uploaded, as randomly said after a few refresh pages it worked for me also, however 2 days before that to happen, wasn't doing it, someone is working on the arcade section i think Tom ?:D

  • I think, your option is easier, but since saving to LocalStorage, saving a dictionary as JSON takes less time since it only saves one Local Storage item instead of multiple.

    No offense, just trying to figure out what's more efficient.

    no offense taken, ha ha, i just didn't knew array are saved as 1 file in json ... might be much less time consuming your approach, but maybe a little to complex?

    mine just uses direct numbers, for prebuilt like template games, nothing that is randomly generated. which i think his template doesn't need to over complicate to much, since its a small sidescrooler.

    im now curious about your array/ json approach sounds something that could benefit a more complex game or database.

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  • why do you use arrays to save levels or asjson? you only need 1 variable

    Edited : My bad 2 or more global variables, currentlevel, maxlvlreached,hiscore,score,coins,dogs etc

    and more localvariables for all the items you use. so you can give them a number assigned to them and no UID or IID wont work.

    at end of layout > save item "level"&currentlvl  
                                            > save item "hiscore"&currentlvl  
                                            > save item "score"&currentlvl  
    
    //then in main menu//
    
    for repeat maxlevelreached = call item "level"&1+loopindex // (1+loopindex in case you run the loopindex with a 0 based loopindex if you want you can try using for "" from 1 to maxlevelreached then call item "level"&loopindex)
    
    for any itemget 
    
    pick by comparison  levelicon 
    
    "level"&levelicon.number = localhost.key > set level to localhost.itemvalue
    
    [/code:1uwjo4qt]
    
    now pressumable you know what i talked about, then you dont need arrays, or any json file or asjson. dont know who told you that.