Halfgeek's Forum Posts

  • Anyone know where this quote comes from? <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://halfgeekstudios.files.wordpress ... coms-1.jpg

    Get some Krakenyaki!

    https://halfgeekstudios.files.wordpress ... coms-3.jpg

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  • Just finished the last 2 core game mechanic!

    Smuggling:

    A very lucrative source of income for pilots brave (or crazy) enough to sneak pass law enforcement & military patrols. High risk, high reward is the name of the game here, with one successful smuggling trip raking in the credits!

    Note that depending on the Faction, certain valid tradegoods are considered illegal so pay attention to the descriptions!

    For smugglers unfortunate enough to run into the law, they have to quickly decide:

    Choose to give up your cargo or try to make a run for it!

    Obviously, any smuggler worth his spice is going make a mad dash to jump out of system.

    If you make a run for it, you had better be good at dodging missiles or your ship engines are going to be knocked out, repeatedly, by EMP missiles.

    Hopefully it’s a fun playstyle, with lots of tension but plenty of reward!

    --------------------------------------

    Mining:

    In all lawless (un-colonized) systems, there are a variety of mineable asteroids for pilots to claim, all they need is to equip an active mining laser module.

    Systems further away from civilized space yield better asteroids & ores, but also pose higher risk as the frequency of pirate traffic increases.

    To mine, just target the asteroid, and activate your mining module. The graviton beam will focus and fragment chunks of precious ores, ready for pickup into the cargo hold.

    All top tier (Mk3/4) modules as well as faction Ships require a certain number of the rarest ores, Gravonite & Elypsium, which are auto deposited (if you have any in your cargo) into your Universal Bank account upon docking at a port.

    Besides mining to obtain these rare ores, they are also often dropped from tougher ship cargo and merchant vessels.

    -------------------------------------------------------------------

    Phew! Been a long haul, nearly there!

    Now in the final phase of development, putting it all together, more polish & content (random encounters, think FTL or Fallout)!

    You basically have to use NW 10.5, GreenWorks 3 (IIRC)? & the older SDK, beyond 1.3 doesn't work.

    It's messed up situation.

  • On Google, the "new list" isn't actually newly released games, its only the popular newly released games.

    On Apple, the new category/list, actually lists games based on their release date, with newer games on top of the chart.

    Thus, small time developers have a chance to attract a lot of attention without spending big on marketing.

  • Alrighty, I just wasted a few hours of my own game-dev time to play it, because it was so fun! I only wanted to test it out quickly to give you some feedback but I kept on playing. :p

    Feedback (on an 8 inch LG G-Pad tablet):

    * There's a grammar issue in your "how to play guide". This => These. "These tiles..."

    * The major gripe, the blocks don't actually follow my fingers when I touch to move them, I'm not sure if its intentional by design, but they float about 200 pixels above my touch position and its awkward.

    Besides that, I think its EXCELLENT as a puzzle game, lots of fun to be had. Very smooth and responsive, no issues, your banner Ad (Game of War!!) works fine. I think you're on to a potential winner, I'll give you a 5 star rating on Google. The challenge will be to get people to play it, on Android, its tough to break-through without a proper "new games" list. But if you release it on Apple, I think you have a good chance, due to Apple actually listing games based on its release date.

    My nearly 4yr old daughter is enjoying the heck out of it now since I showed it to her.

  • On steam surveys, most gaming PCs have 8GB system memory, very few have 4GB. More have 16GB with each day.

    The problem with memory is the difference between system memory and GPU memory, because most gaming machines still have 1-2GB video cards, while 4GB is getting more common, it's not the bulk.

    So as long as you are aware, all your frames in a scene is loaded uncompressed into video ram, ie as a raw texture size of:

    pixels^2 * 4 channels..

    ie. 1 frame of 1024 x 1024 pixel = 4MB

    There's a peculiarity that frames have to fit a texture size by the power of 2 so if you have a 800 x 100 pixel frame, it still gets allocated into video ram as if it was a 1024 x 1024 texture, so it still needs 4MB.

    Just an example, if your sprite is ~256 pixels and you have 40 frames for one attack animation, that's ~10MB in video ram for that single atk animation.

    Definitely its not something to worry about until you have a massive scope game with tons and tons of frames.

  • Art is great, really nice 3D feel for it, and its a good approach to animate using 3d models to get your frames.

    If its designed for PC, you don't really have to worry so much about memory usage, most PC gaming setups are pretty damn strong with tons of memory.

  • Thanks! Galaxy on Fire is a spacesim, so its in the same genre (similar to Elite, Privateer, Escape Velocity, Star Control, Freelancer & Space Pirates & Zombies!). Though mine is more of a sandbox spacesim with squad combat, it's most similar to Star Sector.

    Since January this year. Ideas and such were from the end of last year. It's basically all the things I wanted in the first Star Nomad, but was unable to do due to lack of C2 knowledge at the time. It's also all the things I want in a spacesim, so if it doesn't work out, at least I can enjoy playing it myself.

    sqiddster

    Congrats on launching Airscape on Steam finally.

    Looks like we're still stuck with NW10.5 for proper steam integration, right? On the older steam SDK.

  • Lots like a cute puzzle game, I'll try it out when I have some free time and give you some feedback.

  • Recently got these done,

    Trading UI: I just noticed the lines are mis-aligned.. ew.

    Loot UI: I re-used some of the trading UI functions to minimize duplication.

    The loot table is randomized based on the faction & ship type. When players get the killing blow, they are eligible to loot the ejected cargo-pod.

    And working on the NPC communication system. The goal is to make it very dynamic, what the NPCs have to say to you, takes into account your faction standing, reputation, global events (whether you contributed to it or not), local events & current status. Also the humor is pretty random. Hopefully it adds a good degree of immersion to see your actions are being noticed.

    ie. If you complete a Bounty Hunt at some system, some of the NPCs will have something to say about it.

    Once these individual elements are finished, the game is playable as a whole.

    A few things remain on the to-do list:

    * Contraband smuggling system, NPC patrol detection, and player is given option of paying a fine (& confiscation) or get into a firefight.

    * Mining asteroids!

    * Major additional content; the local random encounters. Lots and lots of scripted encounters for immersion & lolz.

    Also have to do a Steam Greenlight soon.

  • We can speculate on what the user wants.

    But is there an option to force the engine to render at a target FPS, rather than its default behaviour, to run it in sync to the refresh rate.

    30/60/90/120 etc.

    That kind of flexibility would be very useful for the wide range of target systems & devices that games are designed for.

  • Due to the popularity of 90/120/144hz monitors in the gaming scene (and its growing) and the way C2 runs in sync to the refresh rate, would it be possible to force 60 hz rendering for the engine?

    This is to prevent some possible bugs as well as to limit excessive CPU usage.

  • gillenew Thanks, but I suck worse at pixel art, I don't even understand how all you guys manage to make so few pixels look so cool. :p

    Finally finished the AI Conquest system as well as lots of random Global Events.

    Also the dynamic Star Map!

    Lots more info on my devblog:

    https://halfgeekstudios.wordpress.com/2 ... he-player/

    The tiny fleet icons move & fight on the star map, firing weapons & little explosions! Going for more polish. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Also, I suck at making logos...

    Best I could come up with:

    Or

  • On PC it matters less, on mobiles, you need to have words that are common searched in the title to have a chance.