TheRealDannyyy's Forum Posts

  • Hey it's me again, just a short question.

    Does Greenlight have a system against multiple submissions?

    An example case would be:

    1. Release game on Greenlight

    2. See it has next to no votes

    3. Pull game from Greenlight

    4. Post the same game again

    5. Repeat until Greenlit

    I'd personally think not but I haven't published any game yet because I don't feel good with releasing WIP content.

    However if this would be possible, I'll predict that a lot of users would abuse the system.

  • Thank you very much, you helped me out a lot.

    That's all I need for now, best wishes for your future projects!

  • fathybasha Yes the company name doesn't have to be a real company and you can write whatever you want there. So you can just write your name if you want. I choose to put my studio name there as I a knew that I would change to a company in the future.

    hanks for your responses.

    Are you 100% sure that we can do that?

    I don't want to get in trouble for doing something against their guidelines.

  • Anonnymitet , I hope you find some time to answer the following questions because I'm also going to publish a game to Greenlight soon and I could really need some practical information from someone who already has experience with Steam & Valve.

    Questions:

    1. What exactly do you mean by "change the account to a company", does that mean that you are forced to open up a company later in the process?

    2. After you've been Greenlit, how did Valve contact you or did you have to contact them?

    3. Is it possible to "privately" test out Steam features such as achievements and leaderboards before releasing your game to public?

    4. I see from your account that you are from Sweden, is it possible that taxes and things like that are handled differently depending on your region or does everything follow under the laws and taxes of their region?

    5. How does game updating work, do you have to update all the game files at once (including savedata that is stored inside the gamefolder)?

    6. Is it possible to prompt users to download and install the requirements of a C2 game (e.g. "Webgl effects installer")?

    Sorry for asking you a ton of questions, I generally like ask questions before I do any important actions.

    I know that you might not be allowed to share explicit information, please mention or if necessary try to "talk around" any restricted parts.

    Thank you in advance, hoping to receive a response soon.

    If node-based visual programming suits you, then go for Unreal Engine 4. If it's only the event/action system you are comfortable with, you might want to check out CopperCube or wait for Spark Engine (still in development).

    Wow, I just checked out CopperCube and I have to say that it is amazing in terms of use!

    It's so easy to create behaviors and kinda feels like Construct Classic with more emphasis on 3D game development.

    Does it have some hidden flaws or why is it so unpopular compared to the other 3D game engines on the market?

    At least it's the first time, that I hear about this game engine.

    So I'm not going to read 22 pages of comments, but I just want to know when we will know more about C3's various new features?

    I don't want to quote my most recent comments but well...

    Anyway to give you an appropriate answer:

    There is not that much information up now, especially in this topic Ashley just confirmed that

    it is not a dead project and that he actively works on it. *

    If you are really desperate for information you can always follow the Blogs and their Bluebird accounts ([AT]AshleyGullen ; [AT]Scirra)

    If Ashley has something big that needs to be announced, you can be sure that he will do it somewhere on those socials.

    *

    We are basically working full-time on C3 and it's been our focus for over a year now. It is certainly not going to be cancelled or anything like that. We are just not ready to share any information yet for a few reasons:

    - C2 is still a great product and actively maintained, and we think it's best for users to keep focusing on C2 instead of sitting around waiting for C3 (especially since we still don't know when it will be ready)

    - we don't want to say something and then end up delaying, modifying or ultimately removing any particular feature we talked about - right now everything is still subject to change

    - public information about the state of C3 could affect our competitive edge, especially since we're doing some pretty interesting stuff

    - we don't want to ruin the surprise!

    Rest assured we are working daily to get C3 ready as soon as possible, and we will share more information when we're ready.

  • Don't modify the Wait action, TheRealDannyyy, because it doesn't make an incremental transformation over time.

    Alright I get it now, sorry for the mass of questions I just want to make sure that everything I do is correct.

    Thanks to you guys!

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  • This depends on how your movement bases events work. If you're using Custom Movement, Physics or the Bullet behaviour then you probably don't need to change any of your events. However, if you are setting speed changes over a number of ticks then you will need to consider how many of those ticks will happen in a second (ie use dt) so that the player experiences the same effect on different monitors.

    Everything official, no 3rd party behaviors.

    I guess I only have to modify my "Wait For X seconds" actions with dt, if yes how would that look like?

  • TheRealDannyyy All behaviours and scirra made tools works just fine (with maybe an exception of the wait x seconds action). It's just how I did my dt based movement that was off. How Colludium mentioned my formula was made to move an object a given distance per tick if the framerate was at peak. It didn't care wether it was 60 or 144 fps. I tweaked it though I still haven't made up my mind if every x seconds feels off or not. Haven't had the chance to make enough tests.

    Sorry this whole dt thing is very confusing to me. (Yes, I read the well written tutorial but it didn't help me that much. I wanted to state that, just in case.)

    So far I've only considered compensation of lower framerates by using the "Minimum Framerate" action, does this mean that I now also have to worry about higher framerates essentially, running the game faster than normal and breaking my games mechanics?

  • Colludium Tinimations

    Sorry, my following question might sound stupid:

    Is it required to make these changes to each one of my movement based events, to get my games to work fine on high HZ monitors?

    I honestly thought that things like these would be handled by the engine itself and not by the user, if that's the case.

  • I found this online.

    https://github.com/andrew/node-xbox-controller

    Ashley would that make vibration possible at least for nw.js ?

    I had some interesting gameplay ideas with gamepad rumble for my current project.

    EpicPixel has a found a good resource I guess?

    Any JS experts that could implement this?

  • My suggestion would be a simple addition to the gamepad plugin: Vibration

    Actions:

    • Vibrate Controller (Params: Vibrate Both / Left / Right; Intensity; Time of Vibration, Type: Default, Fade Out, Fade In)
    • Force Stop Vibration

    Conditions:

    • Is Vibrating?
    • >On Vibration Start
    • >On Vibration End

    Expressions:

    • Current State Of Vibration (0-1, returns the current time that the vibration is in. [0=start|1=finished])

    It would be nice if you could include this into the actual gamepad plugin and rename it to e.g. "Gamepad +".

    I'm fine if it only works with NW.js export, since desktop games are mostly played with a gamepad only.

    I'm totally willing to pay money for this, so if you or any other JS Dev wants to earn a couple of bucks,

    now would be the perfect time for that! (Suggested Price: 5-10€)

    I think this topic should remain open. From time-to-time we can receive updates on how the development is going, etc..

    Surething, I never said or wanted this topic to be closed at any time.

    I just find it annoying when people start beating a dead horse by suggesting the same things over and over again.

    It's ok to discuss about stuff like new eventing system ideas or possible competitors and so on.

    I just don't like it when already confirmed/denied things get posted, mostly totally out of context.

    If someone wants to re-post the same things just do it, I won't stop anyone from doing it.

    It's just my opinion about things like these.

    ---------------------

    ... But a 2.5D or isometric view would be nice

    Wouldn't that technically still require some sort of 2.5D/3D object + environment?

    I mean you can currently do "fake" 2.5D games by using modified 2D sprites, I think I saw some developers doing that on the forums.

    I've never really touched isometric art or game development though, so I don't really know how it could be implemented into the engine.

    Come on people - please keep it civil.

    Once a thread starts to be too personal, than it will be locked.

    Please be polite when posting.

    Well I generally don't call specific people out when making assumptions, like the one I did before with certain people being lazy or something like that.

    Anyway, I apologize if someone got "triggered" by the statement and felt like it was an attack on him/her.

    Maybe you were just too lazy to read my earlier reply to this topic. I said something about C3 having 3D is like a new challenge & I am kind of worried about the big change...

    That was for the people asking the stuff before you, I thought I made it clear enough by separating each part.

    I did edit my old post and made it clear enough now I hope.

    This thread is pretty much done anyway, we got a response about C3's development and that was everything we asked for.

    At this point it's just people occasionally asking for 3D or Native Export support.