lwgames's Forum Posts

  • nice one, a lot of depth here, it has potential, but remember the market its full of survival games, so be sure to bring something new, or do it differently.

    Nice terrain and environment, good textures, lots of programming went into this judging by the features, hopefully you will be able to get better animal prerender models, and animations.

    Good job:)

    Guys, for those that are using 10.5 NW, and greenworks 0.3, it wont work with the latest steam_api.dll

    I used one from 2014 to make it work.

  • Full time, part of the assets were bought, the other part i made them, photoshop, 3dmax pre-renders

  • Hi Guys,

    After almost one year, Centauri Sector finally launched today on Steam. Its was quite a big effort, since the game features three different mechanics, persistent campaign, inventory, skills and so on, but it was fun, and hopefully i will be able to continue to develop the game further after the launch.

    TRAILER:

    Subscribe to Construct videos now

    Steam Store Page: http://store.steampowered.com/app/355810/

    Screens:

    Thank you Scirra and thank you all in the community for the help and advices.

  • Centauri Sector just launched on Steam, so please update when you have the time.

    Thanks

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    Thanks! : )

    Yes, I used NW 10.5 but If you have a lot of ressources in your game, you should wait. Node Webkit has serious troubles to launch games on Mac/Linux featuring around 500 files and you'll be super busy wasting hours and hours of your time doing tech support for your players. (also, Mac+Linux sales are like 1% from my total sales)

    When I wrote this tutorial () , I had nor multiplayer nor translated graphic ressources included. Adding those few files now make it irrelevant even for my game.

    I won't lie, I'm very pissed at Node Webkit (tried any version of it + any version of C2) for not being able to launch properly a medium sized projects on Mac and Linux. It's like, sometimes it loads, sometime it doesn't, on the same hardware. Good luck to face your customers, and to sign any Mac or Linux deals or any partnerships with that in mind.

    I guess this thing is only made to package small web apps as .exe files and nobody cares because nobody ever tried to export a medium sized game with it in their team. And if one day they fix this issue, you'll be stuck by Greenworks not working on latest NW versions, so...

    So, my advice would be to only focus on the PC version for now, really. NW 10.5 works great, achievements support works great as well, simple life.

    I wish I never tried to sell the game for Mac and Linux and sticked with PC only.

    On the other side, if your project is light enough, just go for it and forget everything I just wrote! Everything should be ok!

    ...

    until you update it with more content and translations.

    Thanks for the info Aurel, i was thinking the same. The sales from Mac and Linux are negligible anyway(i wanted them to please some of the nice people that play on linux and so on), so ill postpone that for the future.

    My project is far from being lite, so yeah windows for now.

    please please please yes : )

    Aurel congrats on release, i see you have Mac and Linux builds on steam store, you used NW 10.5 for those?

    I am 2-3 weeks away from release, and i wonder if Mac and Linux builds are stable (with greenworks) or should wait and release only windows.

    Thanks

  • Centauri Sector is released (early access) on Indie Game Stand and Desura, and recently Greenlit on Steam: http://steamcommunity.com/sharedfiles/f ... =344168725

    Official Release May-June 2015.

  • Yeah mate, i ve been waiting for a Linux fix for a while. Thanks Prominent gona do some tests.

  • So I finally had time to sit down and figure out what was causing my flurry problem.

    The way I logged parameter events was I would add a new key in my dictionary and add a value from a variable, current level, the number of times the user restarted the level or something similar.

    As it turns out flurry wouldn't display events with parameters that only have numbers as their value, so I had to add a text string for the events to be registered and displayed correctly.

    Good job KFC, i had the same problem.

  • it seems it doesnt work on Nodewebkit exports:(

    on web it reports everything but on exports i see no stats

  • You might want to report the issue to FRAPS. Node-webkit is based on Chrome which has a fairly unique architecture, like having a separate process for GPU commands, so they might need to update FRAPS to take that kind of thing in to account.

    Ashley, Fraps stopped working with the new version of Nodewebkit, the one i used now from 184 works with fraps, so it might be nodewebkit? or some new update from chrome...

  • >

    >

    > yeah i watched your game with pleasure, since i love space games, and i really love what you did there, lovely effect and gameplay. I dont like mobiles, it limits my design.

    >

    > the implementation was quite challenging ans many things i did in this Alpha. Persistent active map, complex inventory, squad orders, minimap, tact map, etc. It was quite fun and thank god for C2, otherwise it would take a lot more time to code this in Unity, since i am doing all of this alone, fulltime.

    >

    > yeah, at first i was using some nice particles for thrusters, but due to custom movement, it didnt work properly, i will develop something in time.

    >

    > Keep up the good work and thanks for the kind words. (voted on Greenlight, sorry i forgot to do this earlier:)

    >

    Definitely if one set out to design a cross-platform mobile game, it really limits what you can do creatively, not just in terms of graphics but in terms of actual features due to the small screen size and lack of mouse/keyboard. But importantly, a lot of complex features that require a lot of AI cycles would really hurt Android mobiles particularly. Luckily with iOS8 we can pretty much don't worry about these things and go full PC-quality on Apple devices!

    You have a good foundation so far with all the features required for a great space combat game. Now you just need to polish and more polish! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    For ship trails, I suggest a simple 50% opacity outer-glow square. I use 32 x 32 pixel (resized to 48w x 32h in-game). Add Fade behavior, set 1-2s fadeout. Then on your ship, check if they are moving, if so, spawn the trail (I find I only need it every 0.05s and not every tic, ie. 20 trail sprites per second spawned instead of 60).

    It looks like a proper space ship trail like in most 3d games:

    Subscribe to Construct videos now

    Yeah that could combine with something i have in mind, ill let you know when i finish it.

    As for the game, things will get more complex then are now, but of course polish and polish, but i am still in Alpha 1. From Alpha 2, things will get quite interesting, dynamic full out war, ground combat, multiple fleets.

  • yeah i watched your game with pleasure, since i love space games, and i really love what you did there, lovely effect and gameplay. I dont like mobiles, it limits my design.

    the implementation was quite challenging ans many things i did in this Alpha. Persistent active map, complex inventory, squad orders, minimap, tact map, etc. It was quite fun and thank god for C2, otherwise it would take a lot more time to code this in Unity, since i am doing all of this alone, fulltime.

    yeah, at first i was using some nice particles for thrusters, but due to custom movement, it didnt work properly, i will develop something in time.

    Keep up the good work and thanks for the kind words. (voted on Greenlight, sorry i forgot to do this earlier:)