lwgames's Forum Posts

  • thread updated, check the first post for video, demo and more.

    GJ Ashely!

  • it worked in the past according to some Devs, now we need an update for node.js for Scirra to fix it.

  • Lol guys it's Star Nomad actually...

    I'm amazed that there are a few people work on the same sub-genre, I think so far in C2 this sub-genre has the most attempt by c2 community, in the complex mechanic category. To be honest, I tried create a space-based game months back but stopped doing it because I'm running out of idea to make it different, it felt bloody similar to star nomad.

    Anyway I have plans to restart in this sub-genre, probably as a long term side project, with MP awesomesauce maybe next year.

    I love this sub-genre, so I'll be watching you guys.

    its not actually, but its similar in some ways. Like its a space game, top down, and you can customize your ship, there ends the comparison. Nomad mechanics are very simple, basic, but it works for a mobile game. I like the particle effects / explosions. For one man game, it seems that it has a lot of content, but production value and mechanics are very simple, tho for mobile is pretty good.

    This sub genre is popular for devs like me, because it requires less graphic assets than usual, since you don't need many custom animations, so i guess that's why many choose a top down space game, action based or tactical. I could go with a turn based full, but this project is 50/50:)

  • Oh yeah, there is literally nothing done in my game but the dialog and initial graphics. The battle system will be every bit as complex as most space games (targeting rooms, starving ships of oxygen, trying to puncture shields, etc). Basically FTL with real time movement, or star force gemini top down. It will have it's own unique twists as well as I plan on making it very dialog heavy and RPGish.

    I saw space nomad, and it is also equally impressive from what I saw, I should probably pick up a copy. Thing is, I'd probably enjoy your game too I don't have the time resources to work on my stuff full time unfortunately, and I'm not an artist, so 90% of the art has been outsourced so far. If you've done all of this one your own, it's very impressive, especially such a short time!

    Thanks for the kinds words. 60% of the graphics is bought, the rest i did it, but i am working full time on this. As for your project i like the way it sounds, build it and they will come:)

  • Looks great! Kills me it is so similar to the game I'm developing and is further along, but that's life I think most space games tend to draw on the same formulaes though. I'd love to test it. Does this draw inspiration from games like star force gemini and FTL?

    FTL is inspired by older games from Amiga, Star Force Gemini is inspired by Freelancer, my game is inspired from a lot of games i played during the years, like Freelancer, Space Rangers 2, Star Wolfs and so on. They are many similar games in development or released, but they are not the way i like it, and i am sure i will bring something new or unique with it, so i dont see a problem:)

    As for your project, i played it a little, similar to Space Nomad, another C2 project, but its mostly for mobile, could work on PC but you will be flamed by PC users, since they aim for more complexity and challenge in their games, but now it depends on what you do in time, maybe some interesting combat, you know better.

  • Hi Guys,

    Centauri Sector is now in Alpha 1 and has been released as early access. You can try the demo, vote for us on Steam Greenlight and even support the development by buying the Alpha 1 and get access to the latest full build.

    VIDEO:

    Subscribe to Construct videos now

    Features:

    • Pilot your flag ship in a top down 2d combat.
    • While in combat manage your shields, power, weapons capacitor and more.
    • Engage in advanced tactical combat by forming your own fleet and issuing commands to destroy your enemies.
    • Gain new active and passive skills and bonuses by climbing through the ranks.
    • Equip your ships with a wide variety of modules and guns.
    • Engage in a dynamic war powered by a turn based dynamic campaign that doesn't always plays the same.

    Screens:

    Site: http://lw-games.com

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  • use Fraps, for some reason Bandicam behaves very strangely with nodewebkit or html 5.

  • Hi,

    I'm working on a tactical game where you can choose several different characters for a team. I don't want to create a block of code for each character for every action, for instance, selecting the character with the mouse to put in your team.

    I tried to putting all of the characters into a family and giving them all a "name" variable. So I can click on a character from the family, then pick it based on the comparison of the name, and then spawn a new one over in the team queue.

    The pick seems to work correctly if I use "set text" or something to view the result, but when I spawn "characters", it just grabs a random one out of the group still. I looked through the forums and found someone said to "pick all" first. This didn't work. It didn't sound like the same problem, but I thought I would try it.

    Does anyone have any suggestions? Thank you for your time!

    Use Animation Name, example:

    On click on character selection x

    if character selection x animation name = "fluffy"

    character creator set animation.name (which will be the sprite fluffy) and that's how you spawn and keep the characters name.

    or doesn't use direct value at all:

    make a persistent object x to store the animation.name

    on click on button x, get animation.name > sprite create and/or switch to persistentobject.x (its the animation value)

    Does this makes sense to you?

  • YOu guys are using 169 beta with Cocoon plugin? it barely works now with latest update for 168, and its probably gona be broken with the next c2 stable. Keep 168 stable until you are sure that everything works to update to next stable, beta is a no go.

    For now i recommend 168, with the latest update from github cocoon plugin, they updated it yesterday so full screen banners work too, and compile with 1.4.7 , 2.0.0 is unstable for now

  • most of us cant use 2.0.0 with ads because it doesnt show ads. At the same time 1.4.7 and the open source Cocoon JS, only works with normal banners, you can hotfix the refresh banner by editing the runtime, but it wont fix the broken preloadFullAds, and it asks for it on refresh or request. So pretty much at the moment:

    You can only banner ads, with 1.4.7 and cocoon js plugin with hotfix... Instead of getting better, it gets worse, what i am not surprised... Of course with 1.4.7 you cannot use music also, crash on sleep...and dont started on how many people told me that my app eats battery like candies even with suspend.

    At the same time 2.0.0 you can finally plays music with no crash on sleep, but it seems crashes more often on some phones and of course no ads. A proper compiler cant come soon enough, but we are probably many months away...

  • > Ashley will C2 be updated to include the latest functional CJS plugin soon or you guys are letting it remain open source and manually installed by users?

    >

    Yes the latest plugin is already included, but only in the latest beta version of C2.

    lwgames

    I set mopub up like you've said, but i don't get an impression from my networks

    [attachment=0:314vdeph][/attachment:314vdeph]

    i never used marketplace so i disabled it so i get the full impression from admob.

    as for now impressions check all the steps, do you get attempts? do you use 1.4.7 compiler or 2.0.0? Please show me a screenshot with the global segment (blur your apps or pm me), the inventory screenshot is useless in this case, so it doesnt help me. Did you set the eCPM for each ad on the global segment?

    nim80 it usually takes sometime, try a few minutes, hours and check if is updated.

  • preload screen is broken for me with the latest cocoon +hotfixes, it gives an error in the cocoon launcher, how did u get over this? Also how did u made the ads work with cocoon js 2.0, most of us get nada from it.

  • I also made this changes. But i still doesn't get it working. What do I have to enter here?

    [attachment=2:1vg1uebb][/attachment:1vg1uebb]

    Screen shots

    [attachment=1:1vg1uebb][/attachment:1vg1uebb]

    How you can see i have 236 attemps but 0 impressions.

    [attachment=0:1vg1uebb][/attachment:1vg1uebb]

    I'm not sure which ID i have to enter here? I took the pub-ID from admob standing in the header next to my mail adress if I'm logged in.

    Like Ed said, but it depends on your admob version of interface. if you use the old one, use the pub id, if you use the new one which you most likely do for each ad you enter add id taken from admob, example: ca-app-pub-308xxxxxxxxxxxxxxxxxxxxxxxx

  • It would be awesome if some could add admob SDK to the CocoonJS plugin. I think ludei will not do this :/ Would make advertising much easier...

    ArcadEd

    Which value have set at mopub for the admob Network CPM? (Under Network, Admob, Segments, Network CPM)

    I allways have 0% Impression via Networks (admob).

    Would be great if you could help me out. Thanks!

    0.01 minimum for each ad, close the top left button name running to see the set option for each add.