lennaert's Forum Posts

  • Worked pretty good and got to smash some hehe.

    I found that zan moved quite 'fast', perhaps some movement can be smoothened ? not sure, but might be worth looking into.

    Zan looks like an ebil android

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  • nice progress on the bike :D

    Looks a lot better ^_^

    The power appliedfrom pushing a or d is kinda over kill, applying it on a 'wrong' moment makes the bike go super athelete on ya hehe

    Bike itself looked nice.

    Might be an idea to remove the treee, and make an option to do tricks in the which could get you points :D (air time, summersaults, etc etc)

  • Looked great, and felt really nice playing.

    negative points:

    click to continue (texts) add skip, took me a bit to find out I can click it more often and was annoyed it took so long ... frustratingly clicking continue revealed skip option :)

    Some of the humor isnt really funny(to me) and was tedious to read. (look, it skipped :D)

    I have to say, there is this odd sense of out of place when that floating thing starts to explain where it was from.

    The two gaurds, seemed ugly compared to the rest of the levels artistry.

    Positive points:

    Absolutely adored the jibberish mumbling.

    Awesome use of background / depth.

    Very good game style (click, move, interact etc etc)

    Suggestion:   instead of drag drop item from back pack, left click select, then left click character to give (transparent auto drag on click left perhaps ?) drag and drop is nice, but it poofs to your backpack, no reason it cant poof to a character :)

  • I had this issue when I started out with C2 and had it for a few days straight, seeing as I made quite a few buggy events daily, hehe.

    Eventually I had to use groups for some approach and realized these things really put your entire project in a straight forward clear overview.

    at some point I started focussing on getting groups done.

    ie, usercontrols, menus, spawning etc etc

    this made way for easily remembering what I was doing.

  • I ran this from r150, no issues in IE11, FF, safari, chrome.

    Though, I did notice it only ran at just above 50 fps. :\a

  • With an eye on technical support, I dont really see the newcomers offering much assistence par some totally new ideas/insights.

    On the game review thing although, it could severly help.

    So many games on this site created by construct, and so many times I see one or two replies or hardly any plays.

    Stimulating more game plays and feedback to developers gives benefit on so many aspects of development and community.

    Perhaps some simplistic approach, like a set of polls on the game page:

    star rating system:

    gameplay    *****

    graphics    *****

    audio       *****

    story       *****

    performance *****

    This for the more shy people ^_^

    Oh well, just a thought :)

  • So many games developped and posts made .. and most of the time only a handfull of the same people reply. (mostly, not always)

    They already have the repuation system, it would be a good add, as its stimulates the services offered by scirra and productivity of others.

    Its a push in the right 'social' direction hehe, at least imo

  • A 1000 or more players. Load balancing and server clustering - Probably Load balancing switches.

    DUTOIT

    PHP/mysql is able to process sooo much information in half a second, with the current mechanics I have, I doubt it would become an issue up to 1000 players. As long as your using a dedicated host (not private single server) Generally, good webhosts have so much capacity nowadays ....

    That lennaerthohe.nl address, hosts 2 sites, several other highscores and mmorpgs, and this tank game, and so far I can see its hardly having any impact :)

    Good times ^_^

  • Add more medals and options for repuation to increase with:

    Game reviews, Technical support

    This will greatly aid in people 'wanting' to reply :)

  • Yeah I think with over 50 players it wwould become problematic already, not so much on the php side, but more on the app/client side.

    Every update it fetches all the info from the players alive and process/updates it.

    Perhaps I should look into doing targetted update requests.

    IE, only update/process the units in x distance around the viewport.

    That might actually work and greatly improve performance, allowing support of more users.

    Perhaps for a later stage, so far still good hehe

  • DUTOIT

    Cool, got 1 kill. Damn walls/maze takes forever to get out - ha ha.

    whahaha

    you can use the refresh to start at another location, mind you, your old tank will take 3 seconds to be updated to the new location, in which time you cna still be killed :P   (prevent quick flee lol)

  • Darklinki

    Well, it seems to work fine, I just broughtt 20 players to life, (whom had died and not returned yet) and gave it a whirl.

    Had 27 players being updated rapidly, I think my cs2 will be the first bottleneck. On full screen movement was a bit choppy, small screen it worked ok :)

    Also, Havent dont anything yet with node.js, got it installed, but thats it.

    I want to have it running on a decent server, with lots of mysql databases.

    I'm a php programmer by nature, and so many stuff I can do with php mysql in minutes what takes hours for js techniques.

    If these tests would be terrible, I would have made a switch, but so far so good hehe :D

  • This is tough question. On one part you need to make sure you are getting paid a fair amount for your work. On the other, you have to make sure that the client is paying a fair price. The dilema is that most peoples quote equates to them getting grossly underpaid or not getting paid at all.

    What is the client's budget. Important to know that very few will want to disclose their budget because they want to hire you for the least amount possible. Try using a project discovery worksheet and hand it to them to fill out. It should ask questions about their desired outcome, timeframe, and of course, budget (important to assure them that this is not for quoting purposes, but to better "explore" possibilities). A $1 pixel image on budget is not the same as a $1500 Photoshop'd high quality image.

    Clients seem to be more forthright when they understand you want whats best for the project within their budget.

    Spend lots of time on your proposal. If you get it wrong, it is going to hurt (your pocket, your portfolio, future contacts) Remember, clients memories are not writen in stone. always create a proposal and always put in the time to make sure it covers everything (So nobody can say - I told you...) Make sure it covers both client and contractor responsibilities, expectations, requirements, payment terms, terms for changes outside the proposal, and everything else you can think of. Since clients often have a larger scope in mind than they communicate, a couple hours on this document could save you dozens later.

    Always, charge by the hour. A base fee (your hourly rate x expected hours x OOPS TIME (10 to 20%), plus add any additional hours over base fee at 80% - 90% of your hourly rate. A project is never finished - ever. Don't let the client abuse you with unallocated time.

    Always up your estimated cost by 10%-20%. You will loose work over this, but especially if you are new, it will save you in the long run. So do yourself a favor and give yourself enough time (because asking a client for more time/money is generally not a good habit).

    Most Important - Collect fees up front. Or at least 50% up front and X% at a predetermined milestone(s).

    Make sure that the 50% covers your costs up to milestone 1, because so many clients abandon projects. (Don't Pay)

    Great post <img src="smileys/smiley32.gif" border="0" align="middle" />    love the idea of the project discovery works sheet !! *assimilates*

  • Hi, thanks for the reply :D

    Early yesterday I had to redo a lot of the mechanics, so in various moments other enemies werent getting generated. they are now though, also it should show names somewhere around the tanks :)

    Scores are being kepped permanent, if you die, you can restart now and play on with your scores, it also tracks how often your killed.

    I'll add a highscore later on just for kicks.

    I also added information displaying who killed who on the fly and when someone enters the game.

    Each page refresh positions you somewhere random on one of the distribution points. This is to accomoate for the enormous space.

    Problem with this thing is it needs a lot of players to battle and have fun hehe.   

    For each browser you open the link in it will create a new profile and will be permanent on that device in that browser as long as the local storage is available :)   Only thing I noticed here is that CS2 hoold/resume with focuss can take a punch at the ajaxing.

    And yes, everyones game play is the same, par IE11 glitches, but thats microsoft related hehe.

  • this is a new version of gile and test of the graphic style

    <img src="https://dl.dropboxusercontent.com/u/13512632/coop_plataform_survival/test_estilo%20grafico.jpg" border="0" />

    That looks great :D