roberto's Forum Posts

  • Get and learn Construct 2 (you are in the right place!) and then do a simple prototype to check the feasibility of your idea. Show it around to get feedback and you will be able to understand if it is worth the effort of developing it further.

    Good luck!

  • Good programmers are always in demand and do make very good money. Obviously, it's not easy to become a *good* programmer.

    Regarding Flappy Bird, we shouldn't fool ourselves: I'm afraid we have more chances of getting that kind of success by buying a lottery ticket. We should develop games because it's fun and, if we build a polished portfolio, something good may actually happen but we shouldn't start thinking "if I become a programmer I earn $X, if I become a designer I'll get $Y, now I make the next Flappy Thing and earn $XXYY" and so on: this thinking will lead us nowhere.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • The CJS plugin improved a lot lately: be sure to get the new plugin on GitHub!

  • Mobile games require a lot of fine tuning regardless of the specific engine we are using.

    Anyway, I also confirm ads work in crosswalk and collision of fast moving sprites can a problem in any engine (you can find similar posts to yours on Unity or Cocos2D forums as well!)

    You need to take care of those cases independently. For example, you can store the object's previous position and then, in the new frame, check if the line from previous to current position intersect with any other object.

  • it is more a matter of "we want things working our exact way or go away, iphone 4 with safari and stock browser of android with fullscreen support and audio working perfectly even though there are mostly only hacks for that in this situations, source code, eventually our sdk, and that for a attractive price, as for the quality of the game, it is only secondary, since we still want outdated devices to work anyway".

    .

    How true!

  • One thing that didn't come out in our discussion is that Cocoon can also work as an Ouya exporter. Anyone actually used it to release a game there?

    While I didn't personally fiddle with this specific option yet, I consider it relatively important. Are there other tools/ android based exporters that can be used as alternatives to CJS for this?

  • If you really wish to keep using CJS for now, it may be worth downgrading C2 to r173. I think this is the latest version tested by Ludei with their plugin available on GitHub.

  • I actually like CocoonJS and used it successfully to distribute most of my games on both iOS and Android. It's really a pity to see it going the "deprecated" route...

  • Good! Can we see their work somewhere?

  • you need to give players a reason to leave the "safe" corner... for example, show some treasure on top of one of the platforms

  • So honestly I don't think C2 needs a guide book, its simplicity and the open nature of the tutorials from Scirra means its not as difficult to pick up, even for a novice.

    I am always open to any sort of criticism and bad reviews, especially if supported by constructive feedback, but I wish people wouldn't dismiss someone's work without really knowing what that work is actually about...

    A lot of effort was actually put in making this not only a book about step by step tutorials but also about illustrating what works and what doesn't in designing a game and where to start in the design process. That's what the "from the ground up" means in the title and this was actually the reason why the book was published by CRC Press: they liked the idea of having both aspects covered to add value to the overall book while other publishers I talked to were only interested in the tutorial side of things and thought that anything else would be useless. I disagreed with that and actually rejected a much better contract since I really didn't want to write a tutorial only kind of book, exactly to avoid comments like those by Silverforce (with which I tend to agree, actually).

    Now, there are excellent online tutorials here and on other websites to learn making games in C2 that you should definitely study but, if you prefer to read from a printed page and also learn how to "think" about game design to start crafting your own game ideas following a reliable methodology, in C2 as well as any other engine you may learn in future, I trust you will find something worth your time there.

    Cheers!

  • Of course! Promotion never hurts!

    Still, getting a good exposure and increase downloads is really very tough these days and just making a forum post announcing your game may not have any meaningful impact.

  • The free version is meant for learning, not for publishing/monetizing. Besides, with 100 events only, there's only so much that you can do...

  • I agree with SgtConti: going multiplatform across such different devices is not always a good idea. A good PC game may be totally unsuitable to be played on mobile and vice-versa since each platform has its own strengths and weaknesses.

  • kbtbc : thanks BTW, going back to your game, I think it'd work well with a virtual dual stick, one for moving around and one for shooting in any direction (check out Minigore on ios or android for an example).

    Keep it up!