Sword Saint's Forum Posts

  • I play mobile games sometimes, but run into the same problems a lot of the time unless playing something that was developed without really taking the mobile market in mind (like the android port of FFT which is amazing and spends 0 effort trying to freemium you but demand $15 up front - worth every cent imo).

    ...Thats why I only develop for mobile - it means that there's a big mobile hole to be filled with games that take themselves seriously instead of functioning as poorly disguised casino games. Other markets like consoles and steam tend to avoid the mobile market issue, the closest there is would be flash/html5 games on arcade sites

  • I'm constantly tinkering with various game ideas in my head throughout the day. When an idea starts to really come together in a satisfying and interesting way I start writing it down and then seeing if I can fill in the left over details that I realize I hadn't considered. Usually I can't or nothing that really feels good comes to mind so I set it aside and if I think of those things some other time I'll come back to it and finish the write up.

    Eventually I have a few fleshed out designs I really like and when I have the tiime and energy I'll pick one of them up and start trying to implement them.

    At some point one of the projects will generally pick up more momentum than the others and will become my 'main project' for awhile, but usually it will run out of steam just after the point where it's a playable prototype.

    After having a few playable prototypes, sometimes I'll get excited again to pick a project up and push it farther.

    Super rarely a project will actually go far enough that it's functionally done and just ready for polish and testing. At this point I have to stop being so whimsical and focus down on getting the 'boring' bits done since There's never going to be a time where I just feel like doing those things so putting it aside would mean its just going to die.

    Later on I publish the game when I'm sick of working on it as long as it's in a presentable state.

  • Try spawning the shell on a higher layer than layer 0, or otherwise messing with its z-order to make sure that it's appearing on top of the other objects that are already there.

    Also, if you're going to create an object in code there has to exist a version of it somewhere in your project directly on a layout (so that the create expression knows what the default settings would be for the object). I usually just make another layout thats used only for this to toss once instance of my objects I want to spawn onto, or else do it on a load screen or outside of the viewport of the game screen.

  • > my game "TRIO" is still under judgement

    >

    Same here with TRIGLOID, what's the hell?

    That's just how newgrounds handles submissions: every submitted piece is 'under judgement' until it has received a certain threshold of votes. At the end of judgement, submissions that are voted too low are rejected from the site to prevent people spamming garbage. It's not a function of time after being submitted, but just of attention from people who vote.

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  • Nice graphics and sound effects. The concept is neat too, but I have a hard time imagining ways for it to grow in difficulty or complexity from here without changing something fundamental.

    Also there's a very frustrating thing in there you should probably change: if you try to shoot while rotating to a different color the sound of firing goes off but no bullet of any color is fired. This is misleading in a game like this where you have to fire of a precise amount of shots of each color in a short amount of time and will start relying on that audio feedback to keep track of how many shots you have fired as it can easily throw you off. Either firing the color you were on before or are changing to would be fine as long as its consistent, or just remove the sound of firing when turning altogether.

  • I like the concept and the art style. Being an exactly 3 player game makes it sort of limited though since it's unlikely you'll have two friends with you when you come across this game so a solo mode would go a long way. Additionaly there doesn't seem to be a way to restart the game after you've lost, which is a minor touch that has a big effect on replayability.

  • It's an elegant concept with a minimalist aethetic that is done well. The actual content seems a bit unforgiving though - either you both realize the right way to solve the level and are capable of executing it to a very small margin of error or you have to fail enough to skip the level which doesn't feel very good.

  • It's pretty polished for what you have there. There just isn't a lot. I played it for a few 'days' but there wasn't a lot of challenge or satisfaction for me after I figured out the controls. It's a decent base that you can add content to, but you should really think about adding some more mechanics and depth to it to keep people interested for more than literally two minutes.

  • Yes, but unless you downloaded an unsigned version and then signed it yourself you won't be able to submit that apk directly to google play since its just a debug signed apk for testing and google will not accept it if you try to upload it.

  • There's an icon folder in the project window over on the right that has the icons and splash image being used for your project, just change them there.

  • Currently the build options are debug and unsigned. You can get the unsigned apk and then sign it yourself (you don't need intel xdk for this, and in fact xdk is moving away from android altogether), or you can wait a little bit for the update thats coming which will let you sign the apk as a third option in the c3 build menu.

  • Couldn't you just put the UUID of the instance into an array or something and then get a handle on it that way later?

  • Released this last year after a years worth of work. Hadn't noticed this 'completed creations' forum until now so I guess I'll post it here for completions sake.

    https://play.google.com/store/apps/deta ... eroflondon

  • Further experimenting has convinced me that storing the base64 encodings of then user's selected custom images is the way to go. It turns out the reason I was running into trouble was that I had WebGL enabled, and that seems to interfere with the base64 injection addon I was using. Turning off webgl made things run smoothly, and it seems that local storage does allow for strings long enough to store the encoded images. Even if they wouldn't fit, I could always chop the encoding strings into segments and store those to reassemble later.

    All in all, I'm satisfied with this solution.

  • Today I've been trying to make this work by storing the base64 version of an image into localstorage and then pulling it out to inject back into the image later, but now the problem with that seems to be that the storage doesn't allow enough space for a base64 encoding of an image...