Halfgeek's Forum Posts

  • Thanks for the replies. My plan is to make all NPC's randomly generated, with different kind of "stats" to represent their personalties, and their actions and reactions would be based on those. So you could make a lot of checks, if the npc has a cetain stat 'lower' than X while being attacked. > Flee - otherwize fight back. Another stat higher than X while being robbed, > Do this or that.

    I guess this will be some trial and error to get the desired results. The game it self also will be based on trial and error to succeed, to learn the traits of the different "personalites" by trial and error to win the game.

    Would it make sence to make all those checks global? As every NPC would react... just react differently based on their stats?

    Instance variables work best for what you want. You can randomize each instance variable when an NPC is created so they all differ from each other.

  • Anyone who tells you that an MMO is easy to make for a small indie startup is either a bare-faced lair or an extremely confident developer (with an amazing portfolio!).

    Good luck!

  • How far could u take AI in Construct for characters in a game?

    Is it only a matter of sorting out the logic behind it?

    You can take it as far as you are capable of.

    Yes.

    AI at its simplistic base is a bunch of if-else logic. You can build layers of if-else on top of each other to reach the desired complexity.

  • Isometric games?

    Yes.

  • holy horsie O-o that is worrying.

    There's a lot of examples, but let me pick this one: Wayward Souls

    https://play.google.com/store/apps/deta ... ouls&hl=en

    It's a great game, one of the best in it's genre of pixel dungeon crawl (roguelike). Probably the best in a long time. It's lauded by many review sites and game critics, receiving great coverage and awards. It was also Featured by Google on their recommended games list!

    It would be the epitome of what a small indie group could hope for, right?

    After months, it just broke 10K units sold (with some sale discount periods). Lets assume the best and that each unit sold is ~$7 USD. That's $70K. Google take their 30% cut, left with ~$50K. A lot? It would be, if it was made by 1 developer. But its a pretty big game that took 3 devs awhile to complete. Not only that but those 3 guys are a small studio without major marketing grunt so they got published by NoodleCake which would have a % cut of the revenue.

    I mean this is absolutely the BEST CASE scenario and its still lacking in financial reward.

    Why? Well, to me, it's a simple one: because pirating games on Android is too damn easy combined with the typical mobile gamer expecting games to be FREE. This sense of entitlement contributes to the rate of piracy, but it doesn't help that Google make it so easy.

    Its a well known fact on iOS, the piracy rate is much less, many folds less. Why? Because its a lot harder to pirate iOS games, a lot is involved that is beyond the typical user's ability.

    TLDR: IMHO, for Android, if you are releasing a paid game today, you are asking to fail.

  • Whilst i think Dungeon Buster deserves to be on steam and wish you every success, i can't help but think that now just about every game submitted gets greenlit. I heard they're getting rid of it altogether in favour of an anyone can sell apple store type marketplace.

    The portion of games that pass Greenlight remains very small.

    It still is a big accomplishment for solo/small indie groups, especially one starting out with no fanbase or marketing $.

  • If you cannot sell your game because of piracy, then it is bad, giving it for free is not a solution for everyone (and advertisements are not a solution for everyone, so that cannot be done too), it shows that said market is not ready to have customers, only users, which is not reassuring.

    I read from other indie devs with paid games and stat tracking. The piracy rate on Android for them (Butterscotch Shenanigans) is close to 95%. For every 100 players, only 5 have actually bought it.

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  • Crosswalk 9 has the patches for the cordova vulnerability. It also has the fix for having too many images problem, which you were seeing on crosswalk 8,

    Excellent!

    Anyword on XDK's potential future implementation of Android L performance boost for HTML5/Java, or will that be incorporated naturally in later chromium/crosswalk versions?

  • This is similar to what you are thinking about?

    https://play.google.com/store/apps/deta ... girl&hl=en

  • Well, there's the argument that pirates who steal your game from torrents or wherever are NOT going to be buying it regardless so they did not cause any monetary loss. There may even be a positive as it spreads and some of them end up buying it either due to being alerted by their friends (hey, check out this awesome game!) or guilt/appreciation.

    But on mobiles where your app position and visibility is highly dependent on number of downloads, reviews, ratings & +1, its detrimental for your game to be pirated from torrents. It's best therefore, to make your game free (!) so they have no need or desire to pirate it from other sites, but directly download from Google Play. Maybe they even leave you a review or rating or even +1! These "pirates" have actually contributed!

    So there's definitely pros & cons, but on mobiles, it's nearly always bad to have your game pirated.

  • Blown away by the art-style.

    Definitely oldschool vibe and up there with the best Lucas Arts point & click!

  • Big congrats!!

  • twg

    Each version of crosswalk contains a specific chrome version and it would be a big effort to integrate a different version. XDK is moving to crosswalk 9 in a week or so, which contains chrome 38. If you want to download and build yourself, you can use the crosswalk canary, which is at chrome 39: https://crosswalk-project.org/documenta ... loads.html

    Hi Robert, is Crosswalk 9 fixed for triggering the security warning from Google regarding vulnerability in cordova?

  • If your main target is Android or iOS, then you still won't beat Game Maker(!) for that role.

    C2 shine because of HTML5, it can be on all the web portals, it can be exported to PC/MAC directly and it can also be wrapped for Android & iOS*.

    * It's taken a long time for this option to be really effective, but its finally "there" in the past few months.

    (!) I think as iOS8 (CJS/Phonegap wrappers) matures, and the pace of Crosswalk advancement, soon this will no longer be true and C2 will be the ultimate 2D engine for mobiles as well as being very flexible for Web/PC/MAC.

    C2 needs to sell itself more on the mobile capability, coming to the front page, all you see are PC games used to sell C2, but I bet many people who get into C2 do it with the purpose of mobiles first and foremost.

  • What ever happened to WKWebView support for Phonegap? Wouldn't that make CJS pretty much irrelevant?

    CJS also has WKWebView now, and it has features that work out of the box without requiring plugin configurations etc. Good as iOS 8 gains more marketshare.