Refeuh's Forum Posts

  • Bump -

    Not that I really care for a fix, but I'm wondering if anyone had a chance to confirm what's actually going wrong with this

  • Hi all -

    First time I'm experimenting with mobile apps, ads, etc. and I decided to make a small game for Android.

    So far it went quite well, and I have been able to get the game deployed to my phone (Android 5+, Cordova with or without Crosswalk via XDK) ; I also got AdMob and Google Play identification working quickly.

    But now I'm hitting a problem with the Googe Play leaderboard ; I am able to submit scores (the "on score submit success" trigger does fire) but the leaderboard remains empty (request hi-scores > GooglePlay.HiScoreTotalCount = 0).

    I found a few related discussions (e.g. ) and tried a few things, like disabling the score tampering security, but nothing helped.

    I think all my authorisations are correct, I can log into Google Play through my browser or phone, but still can't get the leaderboard to update Additionally it's a bit hard to submit a .capx for review, as this kind of feature only works if everything else is set up on the Google accounts...

    At this stage I'm not too sure how to approach this... Surely I must be missing something ; any gut-feel or suggestion ?

    Thanks !

  • "favour using a few long event sheets over lots of mini ones."

    I don't think that's the conclusion, though - as it has already been said :

    "the number of event sheets is irrelevant" [in terms of performance]

    so organise your events as you see fit, and prefer maintainability wherever possible. I personally prefer to work with lots of event sheets, 1 per gameplay entity or system (OOP-style). It also means that "searching" is trivial, as you always know where each bit of logic is. My latest finished platformer as ~2500 events, without any logic duplication, all spread across ~75 event sheets

  • No solid tutorial ? It's pretty much exactly the same as before and as explained in the C2 documentations

    In XDK, use HTML5+Cordova and add the Featured Plugin/AdMob CLI4 (com.cranberrygame.phonegap.plugin.ad.admob)

    Done. Tested it myself this afternoon for the first time, 'worked immediately.

  • Parasite articles !

    Short articles about Parasite have started to appear on various websites :

    Indie Game Magazine

    http://indiegamemag.com/parasite-seekin ... bit-genre/

    Indie Retro News

    http://www.indieretronews.com/2015/11/p ... tyled.html

    Alpha Beta Gamer

    http://www.alphabetagamer.com/parasite-alpha-demo/

  • Thanks for taking the time to try the demo !

    Sorry you didn't like the music ; the full games features multiple sound tracks and switches between them every time the players completes one of the station modules, so every ~5-10mn depending on progress speed. You may like some of the other tracks better, though they're all in the same "theme".

    As for the controller, some browsers require a button to be pressed before gamepad support & focus is fully enabled for the page ; menu navigation is supported with a gamepad.

  • Not a big news to C2 users, but just a little update to announce the game will be available on Linux and OSX as well.

    Further validation is still required to guarantee everything behaves as expected on Linux and OSX, but preliminary tests are very encouraging. Therefore, I am adding these two release platforms, so that non-Windows users can enjoy being Parasites too !

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  • Thank you very much for your feedback and for taking the time to try the demo !

    Keyboard controls are always tricky, no default settings suit everybody :/ Hopefully the possibility to remap all the keys solves the problem easily

    As for using health as a resource to morph shape, it is a core mechanics of the game ; very places require a specific morph, so most of the time changing shape is a risk management choice for the player : sacrifice health, and possibly avoid traps / make certain areas easier. It's also to make the routing a bit less trivial, for speedrun-oriented players. Therefore I believe it's quite important to teach that mechanic very early in the game, otherwise it would feel inconsistent.

  • First time I'm putting something out there for real, so... we'll see I can only hope it will go as smoothly as you say !

  • Thank you very much for the kind comment

  • Thank you very much for the kind comment

  • The game is now finished Thank you all for the support and kind comments during the development

    All discussions now moving to the "finished game" section :

  • UPDATE : PARASITE *GREENLIT*

    Parasite has been Greenlit and be will available on the Steam Store in the near future (release date to be confirmed). If you like the game, please continue to show your support !

    http://steamcommunity.com/sharedfiles/f ... =562239858

    OVERVIEW

    Parasite is a non-linear retro platformer with a mix of action and puzzles. The player controls an alien worm wanting to get rid of a human space colony on his planet. There are multiple shapes to unlock and to switch between to facilitate the navigation and sabotage the complex.

    PLAYABLE DEMO

    Contains ~15% of the full game (tutorial area + 1 out of 8 modules)

    Browser demo

    Recommendations : up-to-date Chrome + Xbox360 compatible gamepad

    https://dl.dropboxusercontent.com/u/526 ... index.html

    Desktop demo

    Recommendations : Windows 7/8/10 + Xbox360 compatible gamepad

    https://dl.dropboxusercontent.com/u/526 ... emo0.9.zip

    KEY FEATURES

    • 4 unique environments with their own specificities
    • 4 shapes to unlock, each providing an exclusive ability
    • Non-linear level design allowing for routing choices
    • Use health as a resource to change shape and work around obstacles
    • Integrated timer, for the speedrun enthusiasts
    • Deactivate all 8 station modules before too many humans can escape !
    • Controller support (360 gamepad compatible recommended) and keyboard customisation
  • For those who care and have similar questions - the results of my encounter with experts accountants and lawyers

    As I reminder I live in Hungary, therefore statuses are those of the local legislation, but equivalent do exist at least in most of Europe. Not sure about US/Asia

    The status that works best for my case (see initial post, "amateur/hobbyist" without an infrastructure) is "self-employed" (exact term "önálló tevékenységet végző magánszemély", e.g. "individual working for himself", sort of) ; this is roughly similar to "independent", "sole trader" and/or "micro enterprise" depending on the country.

    I only need to register with the Chamber of Commerce to obtain a "business tax ID" ; this is all done WITHOUT incorporating. Invoices, if any, are therefore done with the name of the person, not a company.

    For information purposes, here this costed me ~50€ (25€ administration fee + 25€ as I preferred to have the paperwork done by the accountants as it's all in Hungarian, which I don't speak)

    Without an actual company, constrains are minimal (no business bank account, no payroll, no minimal regular social contributions, etc.) and we are only taxed on benefits (revenue - spendings ; income tax + contribution + vat + etc.)

    Sounds simple enough in principle ! I'll know more about the actual details when I'll go through some figures.

  • Thanks a lot for taking the time to try the demo and to comment, 'much appreciated !

    I'm meeting legal experts this week, so hopefully I can sell the full game very soon.