Halfgeek's Forum Posts

  • Does Intel XDK have support for iOS 8’s WKWebView yet? It's been awhile since I kept up to date (like a year).

    Also Android is planning on moving to Vulkan support "soon", in theory, that would give massive performance boosts for 3d games.

  • TreasureZA Thanks!

    This is the last module for Star Nomad 2 and it's DONE!

    Random Encounters (every-time you jump into a system, there's a chance to trigger some encounters, specific for that region/faction/etc) is a large part of the game, finally getting a lot of it sorted out, here's one of them:

    https://halfgeekstudios.files.wordpress ... enc-01.jpg <- fullsize

    Yes & No choices have direct consequences, some small, some big.

    This one won't end well... for the people at the port. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    But it can end very nice for a merchant willing to haul Meds, Firearms & Security Droids! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Keeping players on their toes, never knowing what to expect!

    https://halfgeekstudios.files.wordpress ... enc-02.jpg <- fullsize

    Anonnymitet

    Thank you, I'll be sure to leave a good review.

    I recall my issue with needing 10.5 wasn't due to the achievements, but it simply crashed, leaving a white screen "Node Webkit" logo only. If things go well with your game, I can give it a go for Star Nomad 2 on NW 12 again.

  • Yeah clones are really the only thing you have to worry about, but you have to take into account that that only really affects the mobile/ casual market.

    Cloners stealing from cash grabbers. Rather poetic actually.

    Asset theft and resale isn't really a thing, at least not not in the free world, or to anyone with even a modest notion of how the law works.

    Game of War is a Clash of Clan clone (like many others), and now its doing even better than Clash.

    Basically there's no copyright on gameplay or game mechanics, if you make something novel and awesome, clones come, and its a new genre.

    IF people bother to clone your work, that's when you've already made it to the big time, so its the least of your concerns.

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    I have the latest NW version but have the 0.3 Alpha Greenworks plugin and overlay works fine on steam if I add "--in-process-GPU" in the package.json

    Any difference for you from NW 10.5 to 12?

  • On most stores, you can flag games or apps for copyright infringement and if you have proof (like yours was published first and they stole the assets), the copy version will get taken down.

    It's not something that should be a cause for concern because almost every game out there has ex-tractable assets. Even complex 3d ones, I can get their models & textures, I've been modding games for fun ever since 1995.

    In the industry, the copycats are what's called "Reskin Industry", they take your game, the code, and replace your asset with modified ones or other theme variants, then republish that. They get away with it, because you can't accuse them from ripping your assets, you also can't copyright a GAME idea or game playstyle. Anyone can make a Mario clone as long as they replace the art.

  • Yes and no. Depends on your target device. Depends on what the events are doing.

    Always run it in debug mode and go to profile, and examine your game's resource usage.

    > dhoeke Yep the old SDK is the cause of that. But if you include an older one like the one here it will work <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    > https://dl.dropboxusercontent.com/u/100 ... am_api.dll

    >

    Thak you! Thanks to that I've got finally my game to launch. Before I've got only black screen.

    But the overlay isn't showing up.

    My configuration/checklist:

    Windows 10, C2 r209

    Node Webkit v0.11.5

    Greenworks 0.4.0

    Steps that I've done:

    1. added event in my game:

    - on start of layout - Greenworks: Activate overlay for Stats

    2. exported game

    3. updated package.nw (of course changed to .zip)

    3.1 added steam_api.dll - from link above

    3.2 changed package.json - added "--in-process-gpu"

    4. added steam_appid.txt to my games folder (with my game ID)

    5. changed .exe name to nw.exe

    Why overlay isn't showing up?

    It only works with NW 10.5 and GreenWorks 0.3 Alpha for me. Any newer versions and nope.

  • Is the end-game / objective to conquer the aliens or to see how big you can expand the colonies?

  • Looks great, like a real-time 4x!

    Is the focus going to remain in Sol or will you expand the play area to other star systems?

    I gave you a yes vote (halfgeekstudios).

  • Oh yeah, don't waste your time with Desura. They died, bankrupt.

    They owe me heaps of $$. If they paid up, I would have bought the C2 business license. Lesson learnt. Don't waste time with trash stores that are financially insecure.

    Go Steam or go home.

    Just wanted to add for those interested, Android is the killing fields of a thousand small-time indie gamedevs. The reason is simple, they DO NOT have a proper NEW GAMES (Category RPG, Action etc) listing. They only have TOP New Games list. To be on that TOP list, you have to have a ton of downloads, reviews and +1 on your game.

    On iOS, they do have a real New Games list, sorted by release date. If your game is good, it has a chance to fly.

  • Great! Tested it on low-quality downscaling and it looks sharp, no blurry, details maintained (mix of pixel art & normal style).

    https://halfgeekstudios.files.wordpress ... /fixed.jpg <- Full size, no blurry sprites

    Thanks for clearing up the way downscaling works. I can see some art styles benefit from high quality downscaling though, just not in my case.

  • I have some sprites downscaled by 25% (3/4 size), some at 50% (half the size of original). The reason for this is it maintains a crisper quality when the game is scaled up for a higher resolution.

    That's interesting, I really prefer the look of the aliasing sprite, not just the contrast but the "high quality" ones look blurry, its definitely worse!

    So if I want them to look sharp, I should use downscaling to low? I'll give it a go.

  • I've turned it off already, no effect. I resized a few sprites affected by -1 pixel width & height and it now looks sharp on export.. but some others are not affected by default, I dont understand it.

  • I've been testing in preview throughout development, but I wanted to try the export build just to see and the first thing I notice, is the image quality takes a dive.

    This is the ship sprite in the preview:

    It's sharp.

    This is the ship sprite in the export (NW10.5 or 12 makes no difference), some are blurry while others are fine:

    Fullscreen scaling: High Quality

    Use High DPI on

    Sampling: Linear

    Downscaling: Both Medium/High Quality is the same

    Ashley & others:

    Any possible reasons for this? Is there a setting I've missed?

    Edit: Okay, i think its due to the spritesheet formed when exported, it adds 1 pixel to each side (IIRC) and it screws up some of the downscaling. But its strange that it affects some sprites but not others.. some voodoo stuff is going on.

    Edit2: Also noticed some shader effects bugging on NodeWebkit 12, as well as some stutters/jank.. but works fine on NW10.5 (which is a dang shame because Greenworks isn't compatible with the newer Steam SDK).