RayKst's Forum Posts

  • Kyatric Can i know what part of my post is biased and what are the false facts please ? Ok, you don't agree with it. But calling it biased and false without saying why is a severe and childish insult. I'm not trying to be rude with anyone i was just expressing my opinions.

  • Tokinsom nailed it . Drag-n-drop editors are great for a class of games , mainly games that are very art oriented like Aquaria or Braid. That said, a tile editor not only is essential but the types of games that are more adequate to web games right now are most tile based games or games that use tiles in some level. It must be put on top of list. I realize this will involve good changes on runtime and editor and it is hard to make it right but it must be done. With that said i know that dealing with JS is a pain and i won't say "Make it now!" or something but just give it priority. Of course it's a hard task and you just can't put the other easier but important tasks aside and work on it non stop. But mark it as very important :)

  • Well there's always things you don't have control in the GC. So of course it is more than welcome :) The problem is Chrome is doing great but IE9 and Firefox are lagging greatly behind. Here Chrome is almost twice as fast than Firefox, WebGL included

  • Well sorry but i must say that putting tiles one by one and and changing it's initial frame again and again is just wrong. I've made a test by replicating a rpg maker style level and it's terrible. Even for simple games. Just my feeling. Other's may be comfortable enough with it.

  • Things will become much faster in future versions of Chrome :

    http://blog.chromium.org/2011/11/game-changer-for-interactive.html \O/

  • Well your post makes no sense ( are you a bot? :) )There's no such thing as how to make sprites. Like a predefined formula. Just experiment with the tools, practice, experiment, practice etc. Look how good pixel artists do their stuff etc.

  • Yeah i know :( Since you can't manipulate uv's to get right part of texture and than change uv again to draw it with texture repeat in the same call that's a problem. Puff, my brain exploded :)

  • In User view point i think a better collision system would add much to the engine. Creating invisible sprites for it is cumbersome at least. In Developer view point Ashley has already much to do and a multi shape collision body could be hard to implement so it goes to end of list.

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  • Yes

    Well my two cents:

    Get your game on an app store.

    Problem: Massive competition depending on the app store. Apple app store for example is very saturated. Your game must be in above average level at min, and you MUST spread the word about how cool is your game on the four winds.

    Freemium Games : Free to play game, but you can purchase in-game improvements for your character for example.

    Problem: You have to plan things extensively and come up with a good business model. Like what things would be paid and what things would be free. How far free players can go in the game compared to paying players etc.

    But the most important thing is : Your game must be good. How good ? The players must not only be thrilled by your game on first look and first play but be compelled to come back to it again and again. So it doesn't matter, you could as well make a site for your game and put a big Buy Now! button if it's good enough.

  • Users feedback and suggestions are not only very important but crucial. Ashley can't divinate all possible needs of everyone so that he can sort them out later.

  • Well i may be misunderstanding it but i mean it like this :

    Original size is 96x96

    http://dl.dropbox.com/u/2472278/Images/rescale.png

    http://dl.dropbox.com/u/2472278/Images/enlarge.png

  • Great! But do you mean scale it or resize it ? Because resizing it it shouldn't get blurry at all. It may seem confusing since saying it like this one could confound one with the other :) Thinking about it now scaling it wouldn't make any sense since it would make sprites very blurry

  • Yeah i think so. The problem would be to adapt Tiled BG to work with it. Depending on how Ash implemented it it would be more or less difficult. If one day WebGL renderer were to be default, since WebGL doesn't like npot textures the best option would be to pack all game images into pot textures. Infact i've seen an engine that uses WebGL that packs every image you import into a single big pot texture. Of course there should be a limit to this.

  • chrisbrobs It gives me an unknown plugin id . Did you use a custom plugin ?