jerrylee's Forum Posts

  • Bump to expand the question Ashley is it possible to access these sort of gamepad features with the way C2 is now through updates? Or is that one of the things you guys were working on with C3?

    Specifically with NW.js

    Ideally I'd want my NW.js export for 32/64bit on Steam to have vibration functionality at the very least. Also, I know it's a longshot, but possibly ability to detect Xinput or Ps4 controller and access the new controller's features.

    Sorry to bother you/bump an older thread, I did some searching to see if this was addressed before.

  • You are using the nickname-plugin, which I don't use, so I'm sorry I can't help..

    Useful post...

  • When adding a gamepad event, the first value entry is the numbered controller the action pertains too. I would look into Windows and how the Xinput system works for joysticks and gamepads.

    In terms of code there's a variety of ways to go about it from there, using a loopindex, families, or my approach has been just finishing the controls for one user, copying and pasting ALL the events and just going from there. The later is more time consuming and seems like a less intelligent way to go about it, however if you keep your subgroups well-organized it can be the most stable, and fairly intuitive.

  • I wasn't exactly asking how to use the software, I am pretty decent with software in general, just lacking experience on how to proceed.

    The thing you said about hand drawing before confused me.

    My bad, my process usually is,

    -I will look at other people's pixel art for reference.

    -Once I have an idea of what to go for draw it with a pencil on graphing paper (1x1 square block paper used in schools for Architecture graphs/tables and geometric patterns) You can probably get it at a bigger grocery outlet, if not an Office Supply store for sure.

    -Then put that above my keyboard then zoom way in on Greenfish and just re-draw what I have on paper. I separate the parts I want to animate into layers, and just copy the object along a sprite sheet and then make the variations.

    But again, we are all Game Developers, I'd check out

    http://pixeljoint.com/forum/

    https://www.reddit.com/r/PixelArt

    http://pixel-artists.deviantart.com/

  • megatronx, I might try a hold to toggle type of thing with weapon selection, but I think mouse support will be the direction I go.

    Anyway, here's a test build of my game. The keyboard controls are very messed up, so if you have a gamepad, it's for the best.

    https://dl.dropboxusercontent.com/u/305 ... index.html

    I really like where you're going with all that, keep us posted on that project pimp!

  • ryanrybot

    If I may make a suggestion, when I had the same issue, I wanted to use all of the Gamepads buttons, on a keyboard it's tricky with the WASD, but you can counter that fairly well by using combinations.

    Shift + Mouse Left Click = Left Shoulder Trigger

    Shift + Mouse Right Click = Right Shoulder Trigger

    (Naturally the Shift key is used by most programs as the go to modifier so most people are already accustomed to this.)

    Q = Left Shoulder Button

    E = Right Shoulder Button

    (A lot of Gamepad games use the shoulder buttons for quick one-tap actions so you'd want something easy and close for the Player)

    Joystick Emulation is tricky, but I think I found a fairly intuitive way to do it from my last Ludum Dare Comp Hazardisc.

    Here's the event sheet...

    You can see it in action here: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=52436

    Or direct link here: https://9f99f0434145e6afc61f2ecd3c33a991e6f09b75.googledrive.com/host/0B__ZM26gUqy0YWNSR2hCTURGUms/index.html

    Basically you (1) Turn the Mouse into a Cross Hair, then (2) Pin an Arrow to your Player (3) Every tick set the angle of the arrow towards the crosshair. When you want to fire a projectile (4) Set the default angle of that projectile to the pinned Arrow.Angle, similar to a PC Bullethell Shooter.

    If you want to simulate 8 Direction Aiming, have Have the Pinned Arrow Rotate 45 Degrees toward the Crosshair, this I'm currently using for a game I'm about to release on Steam.

    Either way keep it up, the more of us developers that put more thought into Gamepad controls, the more we help it start to become the standard for PC gaming, I love how the past 2-3 years the X-Input quickly became an Industry Standard, if you need more specific help message me anytime BRAH.

  • If you use a Gamepad it's easy to forget that the majority of PC gamers that come across your game just might not have one, they want to check out your game real quick but they see it's Gamepad only and with the attention span most people have these days they'll just skip over it.

  • Mind telling me how that exactly works? Don't understand the hand drawing part when you are doing your work in pyxeledit.

    Btw I grabed a copy of pyxeledit myself

    PS: Was talking about axes and arrows (the spriter question)

    That is Axes and Arrows, I completely changed the aesthetics for the game. I'm waiting till I've got all my assets done to go and update everything on the web for it too.

    As in, I use the Circle tool, square tool, pencil tool, line tool, over and over and over until I get something that looks like what I want. For how to use the programs, there are dudes on YouTube that explain it way better than I could teach.

    My only advice would be to always maximize, and work, turn off the grids if you're in Greenfish, you'd be surprised at how much easier painting a picture is when your canvas is the whole screen.

  • Regarding the way to handle vector art in tiles, I still need some help in here!

    > If you're serious about becoming a Game Developer don't skimp out on the software, those are the tools that will enable you to create what you want. When I had $200 in the bank I still dropped the $169 or w/e for the C2 Liscense and it was the best call I ever made.

    >

    Thanks. For sure I want to grab some licenses. Also checked out your game, looks great! You using spriter for the animations?

    Nope I'm hand drawing them in Greenfish, and using a little bit of Pyxel Edit. All the screenshots out right now are actually dated, this is what it's looking like now...

    http://i.imgur.com/0XSbSnt.png

  • If you're serious about becoming a Game Developer don't skimp out on the software, those are the tools that will enable you to create what you want. When I had $200 in the bank I still dropped the $169 or w/e for the C2 Liscense and it was the best call I ever made.

  • If you spend the couple of dollars to get Pyxel edit before you get more accustomed to other software itll make you a better pixel artist in the long run, not to mention it'll save you a ton of time.

    I am trying to make the transition it's a very good program, but if you want a good simple freeware alternative I use GreenFish Icon Editor Pro http://greenfishsoftware.blogspot.com/2012/07/greenfish-icon-editor-pro.html

    It's quicker and easier to figure out than most programs, but it lacks a lot of features that you would want. I use it for everything, even when I have a legitimate copy of Photoshop CC.

  • Lol dude, you can't go around calling a game Beat Team playboy.

    Look up the game "Mount Your Friends"

  • Indeed, I'm actually about to put my Alpha up there, just doing some polishing and all that before the Steam Release.

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  • We'd probably have to ask browser people for it (if it's not a chrome feature already), unless you want Scirra to ask instead.

    Well I'm looking for NW.js support, I just had a game Greenlit and I'd like to be able to implement more of these types of features hopefully.

  • > Over the past month I made the move to the new admob, where I saw a dramatic decrease in my ad revenue. I have been reading up on Fixes ever since.

    > Yesterday I overhauled my entire system, updated and optimized all of my apps, and I went from making $4-$8 daily to well over $200 in a day.

    >

    > My apps are relatively new, and do not have as many downloads compatively to a lot of successful developers, I think between 5 apps I have 80,000 total installs and 25,000 active. Which is really low for Google Play.

    >

    > A couple things that helped

    > - Wrap my apk file in CocoonJS 2.00 Beta (I kept mine at 1.4.7 for too long because I thought this caused the problem)

    > - Make Full Screen Interstitial Ads a result of a touch or a button press and ad in a 1 second wait afterwards before anything happens. (Touch screen, show full ad, wait 1 second then go to layout, in some of my games the app wouldn't have time to load the ad before it's called back to the game making my mopub numbers terrible)

    > - Fill out everything in Cocoon JS under the ad tab (Even if you aren't using the ad networks, check all of the boxes, even if you aren't publishing on the iOS put the code for the Banner and Fullscreen ads in there anyways. I have no idea why but this was the main thing I did that caused the spike)

    > - Use 3 AD Networks Admob, Mobfox, and Millenial Media I have tried all of them, I promise, use these three.

    > - Set all of my minimum CPM to 0.35 (I'll experiment with higher and lower numbers, but by keeping it way higher than 0.05 I have weeded out all of the garbage, and my numbers are better as a result, so now I'm being served better ads with higher CPMs.

    >

    > I know there's a guy making a class or something, and charging people money for it. I don't agree with trying to make money from a community so I'll do my best to share anything I learn that might be helpful to people trying to make income developing apps.

    >

    > I'll probably do a tutorial with pictures and diagrams if you all think It would be helpful.

    >

    Hi Jerry, any update about the tutorial? cheers!

    Good news / Bad news

    I was sitting pretty with about 200,000 active installs, pulling in about $800-$900 every 2 weeks on average. However, Google was not a fan of the what my game's descriptions were worded and suspended my account for Meta-Keyword-Spam. I would not argue against it, I totally tried to slide in some names of popular games as a way to gain the SEO system.

    I would word things like "Collect coins and build your score in this 2D Action Platforming Game, Super Jump Bros. Battle the evil MarioNette lord of puppets and blah blah blah stupid game plot blah blah blah ect."

    Long story short, don't do that. Had to start from scratch, create a new business, change my IP addresses and do it all over again. I'm now back on Google Play, playing by the rules, & slowly building back to where I was.

    In the interim I've shifted my focus to getting a game on Steam, my title Axes and Arrows was finally Greenlit. http://steamcommunity.com/sharedfiles/filedetails/?id=391649475

    I do plan on releasing tutorials and my tips for Mopub/Ad Placement and Intergration, Promoting a game on Steam Greenlight, and marketing a game with no budget.

    As I have no publisher, I don't work with any third parties for Marketing / Art / Sound / Code I do everything solo, once I get my game out in a month I'll take some time and write tutorials / blogs on what I did and how I did it for anyone looking to follow the same path.

    For now I've got to crunch 4 more weeks to get a game ready for Steam!