inquiesco's Forum Posts

  • Ashley Thanks for the information. I'll wait for the stable build, I like to use r178 to help people using the free version and like the stability, .

  • Ashley Cheers for the response. Sometimes my Node-Webkit exported game freezes when flying around once exported, but uses low memory. Are there inherent events in the game that don't run well? I'm thinking it might be random enemy spawns up to a total of 45 between 0.5 and 4 seconds on layout launch? It's fine in preview.

  • Thanks for the reply and the information. Hmm, now that I run a recompiled win32 I don't experience it either. Maybe it was a temporary issue with Windows (more than likely the case).

  • Nice sprites! The only suggestion I have is for the next pack to have some dirtier textures. For example, many of the examples in the 'Cave' screenshot are quite glossy, whereas in actuality they'd be quite 'grungy' under the ground and less reflective. Additionally, sprites such as the boxes in the 'Cave' screenshot and the reflective barrels are styled with one perspective in mind - light directions are pre-set, and boxes have one perspective - so it would be difficult for people in some situations to apply these to their levels.

    Besides those points, I like the overall look of the sprites and appreciate all the effort involved. I hope it sells well and that you continue you efforts!

  • Congratulations! Be proud of your accomplishment, and know that all praise is deserved, you've done well and many people give up when their game continues growing in size every development hour spent. Congratulations also on hitting this finish line, . Keep up the good work, you've got an amazing community here at the Scirra forums always happy to support your endeavours.

  • Hey Kyatric,

    I'm experiencing the same problem as , having had an account since January 2013 and have no Notch badge. Is this because it literally counts 365 days of access and if not, could this badge please be applied to my account.

    Best regards,

    ~inquiesco

    In order of impact on my desire to develop games:

    • Morrowind
    • Freelancer
    • Elite
    • Diablo I

    See if you can guess which element/s of these games I've been influenced by, .

  • The simplicity

    ...

    With an own family, you don't have that much time anymore to spend on complex code. The Event Sheet makes it really simple to set up complex stuff.

    I totally agree. It took me a few hours to drill into my head that objects in families were automatically picked when they meet the over condition being posed to the family. I was initially like, "Okay, so for each entity I need to detect which was hit by a bullet, so I need some form of identifier, or to set a variable on bullet collision to target that object, then pull the object data and work out damage calculation...' I was happy to find I don't need to make deeper conditionals, .

  • Hi, everyone,

    I've compiled a short demo of this week's progress for a friend and found Node-Webkit was outputting win32, which requires Windows 7 to run the .exe in Compatibility Mode. Is there a way to output the game as 64-bit or prevent end users having to manually run the game in Compatibility Mode? When I sell the game down the line I'd like to have either 64-bit support or not make users manually change how the game has to run...

    Thanks in advance,

    ~inquiesco

  • In addition, to sell games made with Construct 2 you'll need at least a Personal License, and unless you have it on Steam and it doesn't show here, your profile doesn't seem to show that, so I'll explain. A Personal License lets you earn up to $5,000 from games you make (in total, not per game), and the Business License removes that restriction entirely, allowing you to earn unlimited revenue. So, if you plan on selling any games you make using Construct 2, you'll need either license.

    That aside, I wish you luck with further development, .

  • I'm not sure of this myself - I plan on only developing for the PC market anyway - but you should access the Android and Apple app stores and check out some of the genres and reviews. Also check how many reviews are from paying consumers, and these combined should give you a rough idea. You should note, though, that just because a game similar to yours might make lots of money, that yours might not necessarily make as much, or gain as much attention. This is where self marketing comes into play, and is well worth researching.

    Additionally, I think it's a good idea personally to keep an equal balance on your passion for development versus passion for earning money, as the latter can heavily influence the former and not equate to good decisions (I'm looking at you, EA).

    At any rate, I wish you luck with continued development, .

  • Hey, everyone,

    I found a useful article explaining 9 critical steps to self publishing after searching for a while about steps to take to protect my project and its development. Some people have found it useful in the topic I posted it in as a reply, so I felt I should make a proper topic about it and share it with the community.

    Hope it gives a bit of insight to some of our indie developers here in the C2 community, .

  • >

    > > So will your game be successful ? I doubt it. And if it is, you're facing possible copyright infringement lawsuit.

    > >

    >

    > Totally. One more reason to illustrate the importance of Indie Development and understanding self publishing.

    >

    thats a very good article, thanks!

    You're welcome, good luck with development, .

  • So will your game be successful ? I doubt it. And if it is, you're facing possible copyright infringement lawsuit.

    Totally. One more reason to illustrate the importance of Indie Development and understanding self publishing.

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  • >

    > Analogy: Heck, I dont think a success factor of a novel is determined by the tools used by the writer, it can be notepad, ms word, or just pencil and paper, but CREATIVITY IS.

    >

    This. As someone who has written several manuscripts, and published one, I can tell you that it all boils down to creativity (and good grammar, of course:P). As long as the tool is capable, and the person using it knows what he/she is doing, there shouldn't be a problem. I think people tend to get a case of grassisgreeneritis, and want to hop platforms just because "someone did something cool over there, I can too" and then jumps ship every time something new comes out. Those are the people that never finish anything. Just my opinion, of course.

    I completely agree. While it can be said some tools have limitations that stifle creativity to a degree (for example, if you couldn't include audio but were making Piano Simulator 2015...), the main limitations when it comes to game design are creativity, understanding of game mechanics, and patience. Patience is a big one, because you won't make the world's most amazing game overnight. Patience also entails understanding, because if you like your game, there's certain to be 50% of people that probably won't and you can't please everybody. They might bitterly insult your game, but just ignore them; if there's no helpful criticism, then it isn't beneficial to take on-board.

    Another important quality I find helpful is OPTIMISM! You might tell friends and family you're making a game where ____ happens, with lots of graphics and sound you'd paid a composer to create, and they'll bring out the 'You should spend your time doing something else, what's the chance your game will make something of itself?' rhetorical question. The point is, if you love what you're doing and aren't purely doing it for money, then WHO CARES?! Do what you like to, and when the game is created you can look back at the process and be grateful you were able to participate in such a ride. Not many (on a global scale) attempt it.