jojoe's Forum Posts

  • Wow, forum loops back to this thread, The link is here:

    scirra.com/forum/nodewebkit-templates_topic76600.html

    copy and paste it into your browser.

  • I made a thread about this here:

    http://www.scirra.com/forum/nodewebkit-templates_topic76600.html

    There are 2 templates one with just a close button and a titlebar to move the window, and another deluxe version with themeable window elements and lots of buttons and GUI elements.

    I would love some feedback, or Icon requests.

  • No its not a great starting place, but for an established game, as in one that has reached saturation for its market, it can be a way to get a little more.

    An extra source of income that you wouldn't have otherwise.

    '

    Yeah, it would be cool if I was already making a lot of money from steam or something.

    I sure hope my game gets so popular that I don't miss %70 of $499 worth of revenue.

    I could understand holding off for under $25 per month for administration costs, but just a flat rate of $500 reeks of rip-off.

    I quit doing anything with paypal after they locked up almost $5000 of mine.

  • For those of you who do not know Super Meatboy, it is a simplistic platform game with a whopping 2 button control scheme. (one button is pretty much continually held to run fast like SuperMario)

    Someone says they beat Tekkin or StreetFighter II with it, I will agree it is ready for mass production.

    A console launch is no time to be experimenting with new controller setups. Nintendo got really lucky with the wii. I hope Valve has the same luck.

    My only concern is major game deals with as-holes like rockstar and Activision. I have a feeling we will never see GTA 5 on SteamOS. It will probably be just like the deal they made with Red Dead Redemption, The Warriors, Call of duty 3, and many other Console-only titles.

    Maybe Valve has a platform dependent title on the horizon? Will Half-Life 3 be their "Flag-ship" title? Maybe Left-4-Dead 3?

    I have a feeling Gabn has some more tricks up his sleeve.

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  • I got around to investigating Desura for my project.

    They are PayPal ONLY. And you do not make a cent until you get over $500.

    So basically if you make $499.00 you will receive nothing for your work.

    Furthermore They only pay off in $500 increments. If your game makes $999.00, you will only get 70% of $500.

    I thought the 30-70% split was fair, but that is simply not the case if there is a clause where they do not have to pay you.

    I was wondering how Desura could possibly be competitive with steam, And now I see why. Rather than making money off the consumers, they cheat and con game developers.

    Here is what the guy says in an email:

    "We offer you 70% of the revenues from your game. We keep 30%. We hold the payments until you reach $500 to keep the administration costs down. Paypal is the most easy way to take care of the money, correct."

    Administration costs down? More like so we can rip you off to pay our administrators.

    PayPal the easiest way to to take care of money? NO it is not. They take a HUGE cut of your profits too! Dwolla and Bitcoin are much better for the developers.

    Not to mention that all a person has to do is file a false paypal claim to get a refund, and possibly get your account locked.

    My conclusion:

    Desura is a Scam, and should be avoided.

  • newt Hey thanks for the heads-up. <img src="smileys/smiley1.gif" border="0" align="middle" />

    No... I am not doing anything in IE, SteamOS and the Desura alpha program make me want to keep everything Linux > Windows compatible. So I am sticking with Node-Webkit for now.

    Most of my stuff is going to be apps to help with game development, and front ends for applications like FFMPEG, Foobar2000, Image Majic, Blender for background rendering, and some batch stuff for GIMP and Inkscape.

    I will maybe do some web stuff with HTML5 in the future if clients want it. but for now I am focusing on mainly desktop stuff for my own projects.

  • I like the new sword, did you use Cycles or blender internal to render that?

  • This themplate, icon pack is my gift to the Construct 2 community .

    This Pack would not be possible without community help from:

    Ashley for the mouse movement : scirra.com/forum/how-do-we-drag-a-window-with-node-webkit-solved_topic76466.html

    DUTOIT Token Help, and introducing me to regex! Thanks!

    UnrealMedia Color pallet fast drawing with arrays! : : scirra.com/tutorials/360/generating-a-random-tile-map

    GeometriX for remove window elements: scirra.com/forum/remove-os-window-decoration_topic75546.html

    Edit:Sorry Forum does not allow images from my google drive acount.

    Private use is pretty much open. Do not claim you made them, do not re-distribute the package under any other name. If you want to be cool, add Icons By Jason Bonham somewhere in your projects credits.">

    Install instructions in the README.txt file

    File HERE

    I included the Inkscape SVG file so you can tweak the icons if needed :)

    Enjoy

  • sosensible, That is really cool!

    Unity fits into my 3D pipeline very easy. Now I can afford to fit it into my development :)

    On the side I do Architectural visualization. For the past couple of years I have just been using the Blender game engine for real time projects. I would really love for my client to be able to see my work on their mobile devices.

    2D tools sounds really interesting too. I just cant stand text based scripting and programming.

    I wonder if Unity Linux support has improved? In the past their support was not so great.

    I want to develop desktop games more than anything. Linux and SteamOS are my biggest targets right now. I am very pleased with Node-Webkit so far! C2 is really cool too for my desktop needs.

  • gbell12

    In linux and windows you can make Symbolic Links too, in case you accidently fill up a drive, and need to temporarily move a folder to another drive, without letting the application know you did anything fishy.

    In linux there are a few ways to do it depending on your file manager. In Debian based distros there is a minimalistic (as in text only) window manager. Just do a :

    sudo apt-get install worker

    Windows has a CLI command or you can just use this handy gadget:

    code.google.com/p/symlinker

    I use it after moving my steam, Desura, and Origin games on and off my tiny SSD.

    If you want the CLI commands and summary of Junctions ,symlinks, and hardlinking, just google : +Symlink +Your Operating system.

  • It is nice that it is going to be open for others to develop and improve on.

    I have a feeling MadCatz or Logitech will have some more traditional controllers to offer.

  • I have been invited to participate in Java SDK development, but alas I am just a simple artist.

    Here are some things that might enhance existing plugins.

    Effects:

    Noise- Give a refresh speed control. I have problems taking canvas snapshots. I get some banding artifacts on any surface I apply noise to. It would be nice to have it slow down or simply stop.

    Emboss - Give a light direction. Right now it has the light source coming from the lower left hand corner. For side scrolling games it would be nice to have the light source coming from above the layout.

    Blur and Glow - Add the Horiz, and Vert to one function so we do not have to double up on them if we need both. It would make the adjustment panel a little more tidy too.

    Node-Webkit:

    Window dragging,

    Make a drag-able region function, or make so that sprite and backgrounds have a CSS switch. all you need to do is have a CSS tag with this :

    #sprite {

    -webkit-app-region: drag;

    }

    Or if you need to inject it into the HTML tag inline you can do this:

    <body style="-webkit-app-region: drag">

    </body>

    I have a way to do it with the existing windowX and windowY expressions now, but the NWK team has an official way of doing things.

    More information is here:

    github.com/rogerwang/node-webkit/wiki/Frameless-Window

  • vee41 ,

    Yeah I just got my information from their sales page. I do not follow the unity development too closely.

    From what I understand you need to pay them or your projects must display their watermark.

    Back on topic.

    Why don't we get together as a community formed team, and start a Kickstarter?

    It seems to me that the community knows what they need. We could put together a list of features we want to see, and hire some competent programmers.

    Rather than waiting around for some hobbyist to add features that THEY think is important or cool. We can have the features we need for our professional projects on the plugin's release day.

    I know I am over simplifying things, but in this day and age of crowed funding the consumers have the power to create anything they want with the right management.

    Who knows... Maybe Ludo can do some crowed funding so they can get some competent help to bring the consumer what they need? I in no way think we need to throw out the baby with the bathwater.

  • vee41 , I got that from the sales page here:

    store.unity3d.com

  • It's really starting to get to me. Though I have some games published with CocoonJS, I was just hoping to do so much more. We are so spoiled with constant updates from Construct 2, it's frustrating when we get a new update from Ludei after 2-3 months and it just seems to be minor fixes.

    With Unity 4.3 (coming soon) having a native built in 2d tool set, I will probably finish up my current projects in C2 and then make the swap the Unity. I love C2 and I think it's the best game creator out there. I am just finding myself wanting to do games for mobile first.

    I Really like a lot of things about Unity... Price is not one of them. To be able to publish to all of their mobile platforms would cost close to $5000.00 USD (iOS Pro + $1,500,Android Pro + $1,500, BlackBerry 10 Pro + $1,500, Unity Pro + $1,500)

    I am surprised someone has not taken up where Ludo is lacking, and make a new exporter plugin. I know I would be willing to play up to $500 for an iOS/Android exporter plugin.

    Maybe Scirra can produce this? It might bring in some more revenue from existing customers.

    This might be the reason for people to jump, and buy the Business Edition.

    Buy the Business Licence, get the Scirra Android/iOS exporter plugin for FREE! (A $500 UDS value!)

    Seems to be such an important part of C2. I am surprised they already have not done something like this. The demand is definitely there.