-Silver-'s Forum Posts

  • Thanks for the info, Colludium! 848x480 seems to be the largest resolution in their list of suggestions, so I'll work with that

  • Awesome idea. I usually base games around medieval fantasy themes, so this should help push me out of my comfort zone.

    Are there limitations to keep in mind for the Newgrounds network? I'd love to make a game that runs fullscreen 1920x1080, but all the games I see over there are in tiny windowed displays. Is there a specific resolution we need to work to (useful to know for UI scaling, etc)?

  • Congrats, Windwalker! You totally deserve the win given the time and effort you put in to your game <img src="smileys/smiley1.gif" border="0" align="middle" /> I'm genuinely frightened by how close it was!

    Tulamide, this was really fun! Blossom has got some great adventures ahead!

  • Bah, I posted my response to Wind's game in the wrong thread <img src="smileys/smiley36.gif" border="0" align="middle" />

    Sorry Tula! I was very sleepy last night <img src="smileys/smiley12.gif" border="0" align="middle" />

  • Fantastic creation! Captures her journey so well!

    I got 1127 Joy, with most of her joy coming from money (typical girl <img src="smileys/smiley17.gif" border="0" align="middle" />) and she suffered most from shotguns <img src="smileys/smiley3.gif" border="0" align="middle" /> I must have taken her through too many warzones <img src="smileys/smiley36.gif" border="0" align="middle" />

  • My small donation to Blossom's travels. Wish I had the time to properly refine it, but at least it gets her a little further <img src="smileys/smiley1.gif" border="0" align="middle" />

    Looking forward to seeing some other creativity!

    <img src="http://70.38.64.76/h/1/ea0fa468-93c2-4a35-af9b-aa4917b318ae.png" border="0" />

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  • Well that's typical! I finally get my Internet connection back yesterday, discover this fantastic event tonight, and need to finish something by tomorrow despite having a hectic day of work ahead <img src="smileys/smiley17.gif" border="0" align="middle" />

    I have nowhere near enough time to create a game, or anything interactive, but Blossom clearly deserves to be helped out even in the smallest of ways. I spent the better part of an hour putting this together for her. No points for originality, but hopefully she enjoys the extra travels <img src="smileys/smiley1.gif" border="0" align="middle" />

    <img src="http://70.38.64.76/h/1/ea0fa468-93c2-4a35-af9b-aa4917b318ae.png" border="0" />

  • The best advice I've heard (from the Crash Bandicoot guys I believe): Always create your first level last.

    It's the first thing people will see, so has to make a great impression. Leaving it until last gives you a lot of time to build up experience with your project. Start near the middle <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Oh my gosh, so many awesome little tracks! I'm glad you're still producing these, they're like mini bites of inspiration for me <img src="smileys/smiley4.gif" border="0" align="middle" />

    Reaper is probably still my favourite, but Alone is also phenomenal. Really, really great work.

  • These are fantastic! Dreams is my favourite, but the Reaper tracks are a close second <img src="smileys/smiley1.gif" border="0" align="middle" />

    It's a great idea too - I usually skip through start screens in seconds, so it should be important to set a musical theme up instantly rather than assuming the player will hang around.

  • Yep, that's correct! It's always best to try and stay within those boundaries. For example, if you create an image that is 513x513 pixels, it will be treated as though it's a 1024x1024 image.

  • I'm not 100% sure, but beufreecasse might be referring to the fact that your textures are 270x300, meaning C2 and CocoonJS will allocate memory for them as though they are 512x512 textures - since they work to power of 2 textures. This means if you can scale those textures down to fit in a 256x256 size (so 230x256 and crop your frames as closely as possible), then you'll be saving a ton of memory. I honestly think that's worth trying, because with 600 frames you will cut down your memory usage significantly.

    The other option is to cut down on the number of animation frames. Do you really need 600? What do you mean by animated parts and quiet parts?

    I know the feeling though. I'm an artist, and always find it hard to prioritize optimization and memory usage. I used to throw huge textures and detailed animations at my games, and then wonder why they didn't run well <img src="smileys/smiley17.gif" border="0" align="middle" />

  • iOS = I Own Silver... <img src="smileys/smiley36.gif" border="0" align="middle" />

    iOS = You must have Apple everything to use an Apple anything. So anti-consumer friendly it boggles my mind how they've become so popular.

    justifun - Thanks! Though if it really doesn't take long to sort out, I'll just use a friend's Mac I think.

  • Good News: I found a way of getting the zip file for testing on to my iPad, so I can now play test it without an internet connection. It still forced me to install iTunes though, refusing to let me simply drag-and-drop like EVERY DAMN DEVICE should. I swear, if I find a Genie, my first wish will be for that Genie to break Tim Cook's legs. He'll call an ambulance, and they'll answer "Oh, you want to go direct to the hospital? Sorry, but we'll have to insist you go through some completely unnecessary additional steps before we can do that. Drive to Texas and sign up for the ambulance transfer service, and then we can talk about getting you to hospital." I would need no other wishes.

    Bad News: It seems there's no way of getting around the necessity of owning a Mac computer to publish games to iOS. My hatred of Apple continues. I have a friend with an iMac though, so hopefully I can just use his when that day comes.

  • All I'm trying to do is get a version of my work-in-progress game on my iPad, to get friends and family to play test it. Please tell me I wasn't foolish in thinking this would be simple?

    I learned I needed to use CocoonJS, so I exported the game for that process. I jumped through all their hoops, creating yet another online account, uploading a ton of images for the compilation, uploading my project to be compiled, and was eventually sent a download link with the final product.

    Only it wasn't the final product. It came with a ReadMe file saying that I now need to upload this file into yet another program called XCode. And the real kicker is that I finally learn through a tucked away tutorial that you can't even use XCode without a Mac computer. And I thought I couldn't hate Apple any more than I already do.

    So what this seems to suggest is that you can't test your game on iOS devices outside your home without a 3G connection (using the "test" setting in the CocoonJS launcher), and that you can't release your game at all unless you have a Mac computer. Please, tell me I'm missing something!