MoscowModder's Forum Posts

  • That's too bad. Looks like I've got a lot of work ahead of me.

    (Note that I never wanted to use Spriter to rotate those images - I was gonna draw separate sprites for each rotation).

  • The reason I want something like spriter is so that I can a) easily put together new sprites from a set of smaller parts, and b) update the design of these parts without a ton of effort in updating every single resulting sprite.

    Right now, I'm considering re-coloring the entire character to a new 8-color palette for better contrast, but that will require recoloring every "part", and then updating that part in every single Paint.NET image for several dozen frames of animation.

  • Hmm, seems I need to give Spriter another try.

    So, my question is how do you work with pixel precision? Everything here is set up for "smooth animations", where you're not supposed to see individual pixels. How do I snap objects to the right pixel positions? Or is this even possible?

    Edit: On a related note, is it possible to not blur the sprites when I zoom in? Because I don't want my sprites to be tiny when I'm trying to get the placements right.

    Edit 2: This nonsense is why I'm still not sure Spriter is the right tool for me:

    The sprite is blurred, and there is no snap-to-grid that I can see anywhere.

  • A while ago, I found Spriter (http://www.brashmonkey.com/) which lets you make a sprite by animating smaller images together. I really liked that idea, as all of my sprites work this way, and my main character especially will have dozens of animations made like this. However, Spriter doesn't seem to be made for the resolution I'm using - the main character's sprites are mostly 16x24.

    What I'm wondering is a) can Spriter be used for 16-bit-style low-res sprites, or b) is there another way that will work better for me? I'm currently using Paint.net layers, and it is a huge pain to make changes to sprite parts and update them in every sprite.

  • Wow, didn't know they were that rare. As a matter of fact I did get mine from Microsoft.

    Anyway, I still don't know how I'm going to advertise on my page - none of the ad services I looked into seem to support desktop web games.

  • It removes most of the free edition limitations (no event limit), but doesn't allow publishing to desktop or smartphone platforms and doesn't allow advertising plugins.

  • How would I go about running ads on my game with only a student license?

    I'm open to both in-game solutions within Construct 2 and external solutions to place on my website.

    This game is made for desktop computers, so mobile-only solutions won't work for me.

    Does anyone know what I can do here?

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  • RandomFellow

    Hey, that looks pretty good! Would you be interested in filling out a list of requests to match the style I've got? Speaking of style, I rather like it too, but my selection of assets is very limited, and those level graphics (which I've replaced) aren't made for side-scrolling.

    The objects I need:

    * Forest background (to replace the blank green one I've got now)

    * Grassy hills (same function as the ones in the screenshot)

    * Tree branch platforms (for suspending in the air; don't really need to be attached to anything)

    * Small water pools/falls

    * Trees and shrubs (like the ones in the screenshot but in a sideview perspective)

    I'll eventually need more robotic enemies, but I want to see if I can find free ones first.

    Would you be willing to fill out that list of requests for $20? If not, what do you think they'd be worth?

  • I looked through your website at some of your (un-labeled) links, and all I saw were some basic colored boxes, not pixel art. Can you just show me a few pictures of pixel art you've done (like in my prototype screenshot)?

  • markpouncey

    Awesome! Do you have any examples of past game art (especially pixel art)?

  • Thanks for the tips! I'm still dead-set on completing this game no matter how long it takes - or how much money it gets - because it's a big personal hobby project. However, if I come up with a smaller, "bite-sized" game, I'll try to get that done first.

    In the meantime, I'm gonna try releasing it for free with only an "endless mode" saying that the "Campaign/Story Mode" is Coming Soon! I'm hoping that will help get the word out.

  • Well, I don't think my levels will take an hour each. More like 5-20 minutes, depending on how often you die and how I decide to handle game-overs.

  • I'm making a very large (for an HTML5 game) project that I'd like to sell on one or more app stores. I also want to get it out where the public can see it and also make a little profit from it before I have it all done.

    My current plan is to release it one level at a time, in a "pseudo-episodic format". It can be free at first, but as I add more content, along with revisions suggested (or complained about) by users, I'll increase the price up to whatever the final price will be.

    Each level is going to have some story built into it, so players should ideally want to come back for more to see how the story plays out. Users who bought the game free (or cheap) won't have to pay again to get the updates; only the new users will pay the slowly-increasing price.

    Does this sound like a valid plan? Am I missing on something big here? Take note I've never sold a game before.

    P.S. I have a fairly decent prototype at macjsx.xtreemhost.com/CiS2

    All input (could be on the game but primarily on the selling plan) greatly appreciated!

    EDIT: Another possible plan is to release the game with the first 1-2 levels enabled for free, but make players pay to unlock the rest of the game (and mention this up-front so it's not a "hidden cost"). Do you think this is a good alternative to just using the app cost?

  • Tip: You can post URLs as plain text. Makes the no URLs limitation kinda pointless, really.

    For filling the first 0 slot of an array, try this (pseudocode)

    For loop from 0 to array size - 1:

        If array[loop] = 0:

            Array[loop] = new item

            End loop

  • That should make it harder for me to confuse myself, thanks!

    Now, I have to ask - are you planning to add per-tile behaviors in the future? I know Tilemaps are a new, beta-only feature so I don't expect them to have all of their planned features in the current release.