mumu64's Forum Posts

  • The links are not working anymore.

  • The best suggestion is to go with the game portals, and create ip locking so your game doesn't get iframed itself.

    Newt, what is ip locking? A white list of ip addresses your game may work on? (for example your own site and Newgrounds?)

    And how do I set it up? Via the browser object? Or do I need custom javascript code for that?

  • hi! Are you going to take advice from someone who hasn't earned any money from games? Ok, then read on!

    I have tried the first level and I think that overall the graphics are not bad. The big green and red faces for example look good enough, in my opinion.

    The presentation of the UI could perhaps use a more graphical approach? Perhaps a font with bigger letters or a colourful background perhaps?

    My biggest tip for you is: add more visual effects.

    When a bullet hits an enemy, show something - give extra visual feedback.

    When you click on a turret, add a visual cue that you have just clicked on that turret.

    Other simple general examples: a platform character walks: add clouds of dust under his feet.

    A gun shoots, show muzzle flash and a bit of screen shake perhaps.

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  • , I do not want to use up any of your resources. So if you now want to keep it this way, that is fine by me.

    At least my question is answered now.

  • I searched the bug tracker for "beta", but could not find anything, so I am asking here:

    I have opted in to receive beta updates in the C3 browser version.

    Every time I start C3 browser version, I get the message: "beta update available - a new beta version of Construct 3 is available! You are using r89, and r92 is ready to use."

    I always click "Update".

    Is it normal for C3 to ask every time, when opening C3, to download the latest beta version?

    The last time I clicked yes. C3 does not remember and keep the latest beta version?

  • I have not heard of this issue before.

    Have you tried clearing the cache (I am not sure if this works) and checking if you have the latest version of stable Chrome (without plugins), stable C3 and a new project? Or perhaps try Firefox?

    What else you can try: follow the guidelines here to post a bug, so that perhaps the Scirra team can investigate this issue.

    https://github.com/Scirra/Construct-3-bugs/issues

  • Feedback sent as PM

    Thank you!

  • Unity has issues for sure, but funny they blame it for an issue with their source versioning system. GitHub works great usually but if someone screws up their Git merge/commit it can cause all kinds of issues. I wouldn't blame the game engine for that

    The co-ordinate system sounds like their scale is wrong if they need to use that much space in a single scene. Content should by dynamically loaded/de-loaded for larger distances.

    Also, the reason they don't have source code is because they aren't a big company, there are options to buy access to it.

    Ultimately, the fact that *everyone* on their team needs Unity Engine access means they haven't created their own game content tools, another big flaw of any game with larger teams.

    Unfortunately I have no idea about this.

    Thanks for giving more information about this subject! As I said earlier, interesting to read!

  • Hello, I found this interesting to read (although I did not understand the details), maybe you will find it interesting as well.

    Question on Quora: Why don't big game companies use Unity for their game development?

    Answer on Quora by Mark Maratea (Client Architect - Gameplay):

    (Answered Oct 30, 2015.)

    Upvoted by Gage Randall, Founder | Managing Director at Devious Gamers

    "There are a few reasons but the biggest one is scene serialization and nesting prefabs.

    Unity is great for 1-2 people. Its decent for 3-10 people. When you want to make a big game you have 100s of people using the editor.

    Today I had an issue one Unity project we are runing where someone else checked in a prefab. I synced P4 and got the change but 1/3 of the new serialized elements were null in the inspector. Odd. Eventually I just shutdown and restarted the editor and it magically fixed itself. About half

    the (of 20) had this problem. I figure it cost us around 15 man-hours. We've had metafile import issues causing scenes to lose their scripts requiring a unity asset reimport - which takes 90min or so depending on the machine specs and the project. We have a lot of assets and scripts.

    Frankly that is all bullshit and unaccpetable for a professional project. I'd estimate we burn around 20% of our week on "unity issues." Some weeks are far far worse than others. It also leads to tons of "works on my machine" issues which drag even more people down when there is a bug.

    For BIG games Unity is an even worse choice. Unity uses floats for the Vector3 class. For something taking a ton of area there is a huge precision problem at distance. You can work around it by floating the coordinate system as you move but that is an ugly hack and still causes many issues. Since you don't have source code, you can't even convert the engine to use doubles. So large worlds are effectively out (again, you can work around anything with enough time/money but the quality bar is usually lower when you have to make tradeoffs at the fundamental levels of the game)

    I've made small 2-3 person projects that went extremely well. Unity was a perfect choice for that."

  • Hey, good job to all the winners. I would be interested to know what scored me up and down and what I could improve pls.

    I came here to write the same.

    Feedback is very important and valuable. It would be nice to know why the non-winners were not selected.

  • The Nintendo Switch is emerging as a boon for indie developers. I read on VentureBeat just today that YoYo Games is teaming up with Nintendo to create a special edition of GameMaker Studio 2 which supports the creation of Nintendo Switch games: https://venturebeat.com/2018/03/08/nint ... is-summer/

    It seems Nintendo is more than happy to work with indie game developers and bring more games to the platform created using tools like GameMaker Studio.

    In light of this news, is Scirra planning on implementing support for the Nintendo Switch and is it a priority?

    On another forum someone mentioned Switch is already getting crowded with indiegames and the switch e-store seems not to be easy to find games.

    I have no switch or switch e-store experience.

  • EDIT: I took the $49 deal - I know, I know, I dont make sense....but all you guys are so passionate - maybe Im missing something. Looks kind of cool, I guess....

    Congratulations and welcome

  • (...) I wish to see more positivity here, not saying to just say nice stuff about the product, but being a bit constructive and not being overly repetitive with the criticism can certainly help. Also, it's great to give credit where it is due.

    Things I like (not a definitive list)

    • the look of C2 and C3 (also thanks to Paulo Ricardo Reinehr))
    • the C3 editor works fast (even on my old laptop)
    • a lot of useful updates for C3 (and C2)
    • I feel decisions by Scirra are carefully thought out
    • communication by Scirra is done in a clear and neutral to positive way (contrast: the founder (chewbacca avatar) of Slightly Mad Studios is acting like a maniac on the Project Cars forums)
    • questions get (I think always) answered by the community

    Of course I see room for improvement. But what I mainly see are positive things.

  • (...) I'm sure it's refreshing for Ashley, Tom, and the rest of Scirra, to see something positive being said about them.

    I am very positive.