skelooth's Forum Posts

  • > The IGN & Indeed claimed rates are for professional (typically uni educated) programmers, who are actually employed in the industry. There's also a high failure rate which these figures don't take into account.

    >

    But how some people became successful? I once heard an indie Dev gained 14000$ from his android game! So there is no hope from game Dev? When I see successful people in the gaming industry it encourage and motivate me to work harder and give me the will to say: one day, you will do it!

    Programmers cap out between 100k and 250k USD typically. The only exceptions are: Self employed contractors, and and self employed software developers or people who own their own company.

    Minecraft made notch a lot of money because he built, marketed, and maintained it without an hourly wage. If notch had spent all his time trying to get a job at studio XYZ instead he would have not seen that type of success.

    I'm not sure how old you are, or where in the world you're located, but 14000 isn't a lot of money in the US. It's barely enough for a single person to live a meager living for 6 months.

  • This complicates things since empty strings and 0s are valid values in a lot of cases. I've been setting my own Functions to return -1 but if the compare dialog had a NULL option it would be VERY useful. Null is important imo. At least in the way my brain thinks.

  • make sure the wall is solid, and make sure your bullets are using the bullet behavior. (didn't dl capx sorry)

  • functions have a habit of returning "" or 0 on failure, and this is a lot different than a null.

    What is the equivalent of "if value == NULL" in C2?

  • i'm not at a pc with C2 right now but is that possible? Solids only work with a few of the predefined behaviors and particles are not listed. Nor do I remember being able to set a specific sprite for particles, the sprite its self is the particle.

    Maybe I'm wrong. I'll have a looky-loo later.

  • Yeah, coin op story is looking amazing so far. I can promise you at least one sale Very cool style and idea. Megamanish or kirbyish but better.

  • Yup, that fixes it!

    I couldn't expunge it from chrome (ARGH) but works good in firefox. Chrome caches c2 games way too hard. No amount of ctrl F5 or cache clears seem to do it

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  • The example I provided will do that, assuming each percentage chance is populated in the list of if statement.s

  • rought outline of how to make your own particle generator

    create a blank sprite called, uhh, generator or something.

    on every tick

    percentage chance qualifier

    -> spawn mysprite

    mysprite on create

    -> set random angle/speed/etc

    Now you can use the "bullet" behavior on mysprite to make it prevent going through objects flagged as solid.

  • Sure, create a local variable

    localvariable = round(random(0,100))

    Then make some subevents

    localvariable < 5 -> drop item 1

    localvariable >=5

    localvariable < 40 -> drop item 2

    etc

    explanation, random(0,100) will return a random number between 0 and 100 but it will have a decimal point attached (this is called a floating point precision number) so the call to round() makes it a whole number. You type this directly in as the expression in the "set variable" dialog.

    The subevents are "if statements". If the local variable is less than 5, then drop that item.

    if the local variable is higher 5, and lower than 40, drop that item (this gives a 35% chance, since 0-4 is already accounted for)

  • I'm not sure if it's cached or not you might want to put a version number somewhere on it, but it's still framerate dependent.

    If those are robots then it makes more sense!

  • Rant time, again, I hope it's acceptable that I'm blogging on this forum.

    Keeping excitement and focus on game projects is difficult for me. So far C2 has been mitigating that but not entirely.

    I'm still waiting on artwork for the profiles of each race, there will be lizard, cat, insect, and human races (lizard/centauri is what's in build 1.0.0.5a)

    I need to rework my debris code to be UID and family based instead of location based. You WILL be able to blow up that moon, and I WILL make it look awesome. That is a very large goal, and brings me much closer to one of my milestones.

    Theoretical milestones:

    "The moon" - The moon will represent a full "turn" or event and serve as template to other events that will be randomly generated across maps. The milestone is follows (and is almost complete)

    • Branching dialog 90% done
    • Event system (spawning enemies, giving/taking resources and items, setting quest variables) 70% done
    • Dialog art (races, icons etc) 70% done
    • Random dialog/event assignment to interactable objects on map load if ungenerated. 0% but easy
    • modal dialogs, and yes no dialogs 30% done
    • make sure "persistent layout" works as I'm hoping.

    Radar is another milestone that I may tackle soon, it's 0% done (I haven't even started)

    • ability to turn it off
    • as power in radar room grows, so does range
    • sensors submodule to see info of enemy ships
    • as power in radar room grows, so does range on over view star map
    • in sector radar is represented by little nubbies on the edge of the screen with a descriptive icon. They fade as you are further away.

    Weapons system:

    • needs to be able to set each turret to a specific target and/or room, will need lots of rework 10% done
    • All of the stats need to be decided on permanently 50% done
    • Build production quality turrent images and ammo etc 10% done

    Dialog system:

    • Write my ass off

    oi vey, I'm sure there are many other things. I had this great idea that after the credits roll it will begin an endless waves mode of increasingly challenging enemies until you die. I don't want to spoil what I have in store for the ending, but this will tie in to the fact that all factions want control of what you've discovered and has its roots in the creation of the universe.

    I'm hoping and wishing I'll be able to lock myself in my basement this weekend and do nothing but this.

    Eventually I'd like to get interns to do my community management and web dev, but we'll see. I have the money put aside, but I don't think I'm at all far enough along.

  • TheWyrm

    Looks cool! Feedback:

    • Doesn't seem to be frame rate independent. It is slow and choppy on a low performance or canvas device, and runs very fast on opengl/highpowered devices.

    The antenae (I think that's what they are) would great benefit from a few more frames of animation, unless you're specifically going for that jumpy look.

  • Awesome, yeah, changing the shape just a little would clear the problem up entirely!

    It's not a problem specific to your game. I'm literally incapable of playing games like Dr. Mario or anything that uses similar tones of different colors. Color blindness is very difficult to explain, and not many developers/artists consider it when making art because artists typically aren't color blind!

    Edit: I'm digging the new shapes!

  • I really like it! At first I thought it was overly simple but then the third level showed how the game would actually be.

    Feedback:

    I am colorblind (a lot of men are and get more as they get older) the yellow and green are indistinguishable for me, I am literally not able to tell the difference between the two at all. Same thing goes for purple and blue but I can tell them apart if I stare long enough.

    Otherwise, concept works! I've definitely played games like this before, but I do not remember their names.