saiyadjin's Forum Posts

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  • updated game version to a new version,

    fixed the main menu with spritefont instead of textbox which is OS unfriendly, now you should see everything good in preview!

  • Ashley - are you going to cover this problem in c3 maybe?

    can you at least provide something for us who still use c2 how to make games with more then 100mb for mobile?

    some here say that they've done it, but noone really has.

    it's funny. you know what is funny?

    wou will spend ~500h on some crappy work that noone will use, won't get you any money, won't be profitable in the end, and for what?

    you could make 10 games in those 500h and earn some money instead.

    point is: learn how to use your time for something productive, not to waste it onto something that won't gain anything for anyone.

  • what kind of collaboration? you want to share project with someone and work at the same time?

    use mercurial workbench (bitbucket) i think it's 5man team, up to 5GB

  • Unconnected

    Maybe you could store your items into 'groups' of data.

    Give each group a percentage:

    001-042 = group: junk items

    043-066 = group: common items

    067-081 = group: uncommon items

    082-092 = group: rare items.

    093-098 = group: epic items.

    099-100 = group: legendary items.

    Roll a random number 1-100. Say the result = 72. This falls into the 'uncommon' item group. You can now choose a random item from the 'uncommon' group.

    You might need to scale those numbers a little.

    this is usually best if you don't need item scaling.

    or you can set up like -> dual randoming - > 1st random selects group, 2nd random selects item in that group. for example

    let's say you random legendary item, you want people mostly getting some legendary item more then some uber super duper legendary item. so you put chance on them, for example, the one with high chance ~50, and the uber one with ~5 , if 2nd roll gets <5 drop uber item, otherwise drop weaker item if roll <50, if roll even <100 even weaker and so on..

    or you could do something like this (completely different, math):

    • (roll a number from 1 to 10 * 100) /numberofdroppableitems / max number of levels * level *1.1 * number of items in the group

    you can do much more math it all depends what you want

  • updated dead links and exported with newest r239 version, works as nicely as always

  • https://saiyadjin.itch.io/sea-monsters you can check here for more

  • xp supports only .net 4.0 as much as i know, and 4.5 not. yeah.. but today i think it would be obsolete (XP)

  • Ashley - not to start another thread, i was just wondering why was C++ chosen, why not C# for example? (with xaml and wpf) i mean, wouldn't it be easier and better looking if you went with this? i'm presuming it's c++ because c# and xaml weren't as good 5-6-7 years ago as they are today.. and probably some execution speed right?

  • the thing with loading is - the game in background probably downloads crosswalk

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    tgeorgemihai - true, and that is mostly because they're badly optimized. but lately they do improve, and things are going better if not from the source code side, at least from the hardware side

    too shabby because native vs javascript won't bring you much performance improvements.

    also, you can go and write everything in c++ export so you could just wrap it again for ios (objective C, and Java for droid).

    oh there's much more to it, but you people will keep on whining about native forever.

    relatively new - https://www.linkedin.com/pulse/algorith ... a-malyshev

    if you check this out - JS is in the middle, only optimized c++ is faster. even java is slower.

    and that's algorithmic performance, which is only needed for games.

  • yes there was a bit, but i think that compared to for example nexus modding discord server it's much more less.

    i expected people working daily and asking questions about games and so on.

    Disadvantages:

    1) There will be less people to ask in the How Do I category of the Scirra Forum. If that happens:

    2) The Forum might lose active members, and if that happens,

    3) There will be lesser new topics, and if that happens,

    4) There will be less solved topics in the forum. And there will be fewer guides for people who are still learning or have similar solved problems with other people

    - wrong. people on discord usually ask for a short solution to something. for example - > "how do i iterate over 2D array" ? no need to post that in how do i, i'd rather see forum left for complex solutions and game mechanics, and such small and usually 1-2-3 liners would definitely want to see on discord where you just bump the question and answers come in real time. noone has time to post something on forum and wait days before someone answers and then you have to reply because you didn't describe the problem correctly and so on. on discord you do it realtime + it lessens the burden on forum.

  • there's a lot of people on discord now, join everyone!

    though disscussions are kinda... well almost nonexistant

    seems that a low amount of people develops games or are just here to be around... come on wake up people! share your project infos and more with us, ask for help, get helped, gogogo!