RayKst's Forum Posts

  • Nice info. I believe they're all native games ?

  • I would never use a single object for all entities. It goes totally against my principles as a developer. Can't explain , it just doesn't fill right. Families for me is a must. I admit that having hundreds of different types of entities can become messy. But that's a fault with the IDE like it is now. The fact that an object must be "instantiated" in a scene once to be used contributes a lot to the problem. This is driving me nuts with my current project where there's lots of objects on scene, i don't know where to drag em anymore to put the out of the way. Not only this but selecting objects is a pain right now. If you have one big object that takes the entire screen i can't select anything else. Doesn't matter the layers i want to be able to select what i want. I think there was a command for it ? Can't remember. There could be an option for every object: Selectable, Locked or something. Locked layers is not enough.

  • It's definitely possible. If you're good enough and your game is good enough. Of course there's other factors involved but they're a minority. The thing is that you must be an artist to make true money with games. A programmer artist, a drawing artist, a business artist, a storytelling artist etc. Most people can't be all this things. That's why it's so important to have a good team. The starting point i think is creativity and persistence. If you don't have this two skills you'll probably fail.

    It takes a lot of work and time. I'm 25, been indie since forever and couldn't work on anything else so i'm still poor. By now i'll probably never get a "normal" job anymore so my way is game dev.

  • Yeah it would be a huge work. Six months at the very minimum..... Sooo, let's hope that WebGL get's supported everywhere at max performance. The problem is that if WebGL fails, C2 will need another runtime...

  • Thanks! I was making it for the Comp but found out that using layer rotations would not be adequate to it, since it's better to just rotate objects around the tunnel. Not only it but handling collision is much harder with layer rotations since collision shapes don't rotate when you rotate layers. Overall using layer rotations makes more sense in top down shooter or rpg games or platforms games after all :D

  • There's no problem in recreating the GUI objects on each layout.

  • Yeah that's the idea , less pixels to draw :D Don't know if anyone notices but the spaceship car thing is based on F-Zero cars from Snes !

  • Hahahah nice. That idea is only natural when you want to simulate a kind of tunnel in a 2D game :D What did you have in mind there ? First thing i thought was a guitar hero kind game :D

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  • This is my newest game.

    Despite the Roto on the name this is not on the comp (anymore):>

    This will be a fast paced "tube shooter" . You can rotate freely along the trippy tunnel space moving track. Shoot things in the way , collect things and avoid obstacles. Classic gameplay. Kinda like the bonus levels on Sonic from Genesis/Megadrive. There's other games like it so it's nothing new. Already integrated new particles object and it looks great :

    <img src="http://pixelodyssey.files.wordpress.com/2012/02/newgame.png" border="0" />

    (Damn i have to work on that energy blast :) )

    Much work left to do. Many sprites to draw, GUI, sounds, music, i have to do it all ^__^' . Such is indie life. Without the productivity of C2 this could be almost impossible :D

  • I'm waiting for 1.4 version with alpha and snap to grid support \O/

  • I think it's clear that Aurora is Firefox, anyone thought otherwise ? :)

  • Just tested it. And yeah the performance is much better then version 10.0.

    Used this : html5-benchmark.com just for convenience. I think it uses canvas not webgl. On version 10.0 it struggled with frame times reaching more than 35ms. Unacceptable, more or less 20fps. On Aurora it ran at full 60fps and no more than 5ms of frame time. Awesome. It appears it is passing Chrome as i ran some other tests and it did much better than Chrome in all cases with less apparent GC calls (abrupt performance drops). In other tests it failled hard. :) Like Three.JS demos.

  • Yeah i can't wait to see how this EDK will shape up. I have some experience in low level rendering code (OpenGL) so that could be really interesting. The thing to know is how the EDK would work.

  • Hhehe :)

  • Thanks. I know. But is it already perfect ? I only tested a NaCL game and it worked perfectly. Don't know about other cases.