GG-Works's Forum Posts

    If someone asked me a year ago if I thought C2/3 would be a valuable tool for a developer for profit I'd of told them no.

    But... now I'm starting to see a different angle.

    This day and age, interactive media is still a big deal. From "games" on newgrounds to minigames on HTML5 websites, honestly with the quick efficiency to produce interactive web pages I'm surprised marketers and casinos haven't picked up on this.

    Maybe I'm missing something on the "why hasn't this caught on" train, but I can see the potential now. I've been looking at companies (mainly casinos) who still utilize flash for animations on kiosks, slots, and other touch screen interfaces. One guy who ran his business for 20 years wants to get away from flash (and iOS), I work for his brother but it's so hard to get a hold of this guy (He's a millionare, parties a lot for a 50 year old dude)... maybe the kiosks aren't designed to read HTML5, but with how fast web has grown it's become a common interface for just near everything.

    As for marketing, imagine cranking out webpages, prototyping how the pages look. In matter of a couple hours I've made some pretty spiffy, professional looking web pages in C2 much faster than trial and error with all Front End languages you normally get. I dare call it "cheating" but in the business world there is no cheating if it increases productivity. A company like Disney or Funimation could really benefit for having people design games for all their properties, kids could play these games online.

    Imagine playing a point and click game of your favorite cartoon, say Stephen Universe? Maybe a fun online board game for the Walking Dead? Or advertise a new restaurant with tons of images and requires hours and hours of formatting and placement you can do in a matter of minutes?

    I've been checking indeed using HTML5 as a tag and it's mostly just Front End stuff, nothing to do with creating games or the like. It doesn't have to be strictly videogames, could be for anything really.

  • That's great to hear! Glad your app is doing well.

    Curious though, I always heard Admob is pretty janky, but you managed to get it to function with Cordova?

  • With the app stores being over saturated as it is, making a standard mobile app rarely gets much success. Freemium games have sadly become the norm.

    Honestly they should target Steam and home consoles for better chances at exposure. They have Xbox, just need Sony and Nintendo to show their support.

  • I think they're 500 dollars: http://nintendotoday.com/nintendo-switch-dev-kit-price/

    Tough part is getting accepted into getting one. The barrier to entry changed now.

  • If they're going to do this, they should scale the pricing by size of dev team and type of game. Single indie retro stuff should be the cheapest, while larger teams with more disposable income pay the higher brackets.

    I can understand why they're doing this, but small teams and single indies are going to be hit the hardest, especially those with little to no budget and have to turn to Kickstarts and GoFundMes which create even more work to deliver on a product.

    The other options are smaller less noticeable platforms, which just aren't good options if you plan to make some money out of your work. Not sure where indies will turn to to reach a wide audience now. Perhaps the Nintendo Switch will continue it's dev program but right now there is no way to sign up for a dev kit unless they hand picked you personally.

  • > in the form of a side-scrolling 2D platformer

    >

    2D platformers seems to be the weakest point of C2, especially if making a game where the enemies are also using platforming behaviors and if there are many (eg: 5+) enemies alive at a time/on screen. Eats up the JavaScript performance and leads to missing collisions on average or lesser machines (which feels like a large portion of audiences who purchase 2D games on the desktop/Steam).

    Also, screen capture software still tends to wreak total havoc in the games, causing further missed collisions and engine issues you won't easily avoid, so social spread of the game might be negatively impacted.

    But as a side project? I agree with glerikud that it should work alright on desktop aside from the above (Windows specifically, never had much luck with Mac/Linux for our game).

    I've always wondered why I've ran into that issue when making my games. I'll have to remember that in the future.

  • This is pretty good, and with this you don't HAVE to limit yourself to a mario game, but any platformer really. Reminds me much of Wario Land.

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  • Hmmm time to find a used Xbox One (for dev kit purposes) to test this out. Definitely want to try adding some achievements and such.

  • Late to the party, but getting on one of the big new consoles should be a plus for anyone. Sure, Sony has the most popular console by a wide margin right now but that could change if the Scorpio machine blows the PS4 Pro out the water.

    Wii U was a nice gesture, but you were kind of left to the wolves at that point plus the system is all but dead for some time so I wouldn't expect any benefit out of it anymore.

    If I knew they were going to make the Xbox One into a dev kit, I never would of sold mine. I kind of wonder if you can do the same with the Slim model?

    My only other concern is that while it's great that MS wants to let more indies create games, do Xbox players actually want them? Maybe I'm speaking past tense but many Xbox One owners locally and some online seem to stray away from indie games. PC is a totally different ecosystem.

  • Only way I see that possible if you made the next Five Nights at Freddy's, Flappy Bird, Angry Birds, etc.

    There are a couple guys on here who managed to make a steady stream of income with mobile games, so it is possible. Trick is to keep up with your craft.

  • Facebook is more family and friend orientated. While it's very handy to have FB for professional reasons, it's just easier to go Twitter and IG. I've personally keep my FB personal while I do my business on Twitter.

    Been out of the loop in a while, am I safe to upgrade Construct 2 with the latest plug in?

  • Heh, figures. I traded my One in for a PS4 last October and this happens. I'd love to try this out to see if my game runs on that.

    More game companies should really make their consoles their own dev kits, I'm glad Microsoft is embracing this. This has been such a weird gen. My only concern is that Xbox One owners don't technically play many indie titles (save for the nostalgic Rareware crowd), but it's the thought that counts right?

  • Aside from music which I had to purchase, I made my own. After glossing over my game I realize I really have to get better for my next game.

  • [quote:2gyihqzb]DON'T leave diary entries by one person scattered over miles of corridors, buildings and countries. That?s not how a diary works. A diary tends to be all in one place. Most people, when journaling their lives, don?t tend to scribble it out on the nearest scrap of paper and then leave it wherever they wrote it. Because that would be utterly insane.

    That seems to be very common in indie games, it's the new form of collectibles. Though if it was the main focus of the game, it would suck. Perfect side quest material though I think.