TheWyrm's Forum Posts

  • LOL! Thanks for pointing that out! Kids put something on the end of it or you could end up like this STI ridden bot!

  • Often when in the middle of developing new features you can get some unexpected results that make you LOL. Here I am in the middle of developing the sentry robot which requires the player to stealthily bypass by moving out of their vision. If not the sentry unloads his weapon at the player’s…ehhh…face? This was not the weapon I had in mind!

    What you are seeing are square test bullets being fired at the player from the orgin of the gun every tick. This looks like a line steaming at the player. However, the origin of the gun has some how latched on to the sentry’s…ehhh….waste disposal unit? I think this is what a pissing match looks like!

    Should I keep it as a feature?

    ~The Wyrm

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  • It really depends on the details, but what I would say is you will have to really think about the NPC design otherwise you'll have to have many animations for each clothing type. What I would recommend is making your clothing white with grey details and using the WebGL plugin AdjustHSL to change the colour.

    Also you should correct the spelling of families and animation in your title.

  • ArcadEd

    alvarop

    Ashley

    Great work. I enjoyed the last episode very much.

    I agree with not going 3D as it is so much more complex from a code and asset creation point of view. As I see it you choose the best engine for the job and for me that's creating 2D games quickly once to work on multiple platforms for a reasonable cost. If I wanted 3D then I would use Unity, but I wouldn't use Unity for 2D as its like using a sledgehammer to nail a picture to the wall.

    It's interesting to hear about thoughts regarding C3. The only thing I would say though is make sure you time it well. As soon as iOS8+ is the largest platform things will become a lot simpler in terms of publishing to mobile devices, and therefore HTML5 will be a much more plausible route for many other developers. So make sure you have all the major things in place that they need when they come knocking. i.e. Ads, IAP, Facebook(Post, Leaderboards, Achievements, invites) Twitter(post), GameCenter(Leaderboards,Achievements), Google Play Game Services(Leaderboards,Achievements), Analytics, Push Notifications... basically the same features as the big mobile games. The game creation part of C2 has been really well done in my opinion, so once you have that other fluff you can put dev in neutral.

    Perhaps for 200 you could host a C2 Christmas party?

  • ex32 Thanks. No video yet. I just need to complete a sentry robot before I can put together the first handful of levels. Then I can record the gameplay. I'll keep you posted.

  • PROJECT: PARADOX

    STICKY FINGER FLICKING TIME TRAVEL ADVENTURE THROUGH A LABYRINTH FILLED WITH PSYCHOTIC ROBOTS, FLESH HUNGRY ZOMBIES & BRUTAL TRAPS!

    STORY: Set in a post apocalyptic, abandoned military research base, Paradox is teeming with psychotic robots, flesh hungry zombies and littered with brutal traps. Awakening as a forgotten experiment, designed for a mysterious purpose, you have sticky, wiggling tentacles, bat-like wings, pointy horns and a solitary eye. Smashing your way out of your stasis chamber you must begin the task of escaping this labyrinth-like-facility, stealthily pouncing through the shadows avoiding attacks from the monsters that dwell within or go on full on attack and take them out before they take out you. This is no simple maze, the facility is linked by portals bridging space and time. Through the course of your journey you may find your greatest obstacle is yourself! Escape the base, survive its inhabitants and discover your past, as well as the fate of the human race.

    Paradox is unique finger flicking gaming experience that will be available initially on iOS, Android, Windows Phone.

    STATUS: Pre-alpha. At present it is primarily being developed for mobile, but later will target other platforms like PC and Wii U based on success. It is still in the early stage of development but hoping for a release in early 2015. Alpha testing is expected in January 2015. Any feedback would be most appreciated.

    MEDIA:

    DEV LOG

    DEV LOG 10: Completed zombie animations in spriter. All 60 levels are done, but they are being refined to make sure the work for the non-linear style of the game.

    DEV LOG 9: Completed zombie artwork. Added characters section.

    DEV LOG 8: 45/60 levels complete and promo art added.

    DEV LOG 7: Paradox has now been added to indiedb. ->http://www.indiedb.com/games/paradox-by-the-wyrm-game-studio.

    DEV LOG 6: Google play Alpha testers wanted!! See here for more information -> https://www.scirra.com/forum/paradox-is-looking-for-android-google-play-testers_t121837.

    DEV LOG 5: 30/60 levels complete.

    DEV LOG 4: Status update: 10/60 levels complete.

    DEV LOG 3: Added gameplay video.

    DEV LOG 2: Added animated gof.

    DEV LOG 1: Added pre-alpha screenshots.

    BLOG:http://www.thewyrm.com/blog

  • cranberrygame Ah awesome thanks.

  • TiAm Yes, I believe it is possible to avoid ping ponging. My games are generally optimized to not need any graphics settings, but the loss of performance is caused by WebGL effects i.e. ripple effect on bubble sprites. Which is fine on modern mobile devices, but struggles on older ones.

  • Have you tried rebuilding your apps with the latest version of Cordova and testing?

  • [quote:35xrptqb]BTW it's actually best to use just under a power-of-two size for Sprites - since spritesheeting on export assembles everything on to a power-of-two texture with 1px border padding around it, then the ideal size is two pixels less than a power of two size (e.g. 30x30, 62x62, 126x126...). In fact I would just ignore the size and let spritesheeting do its thing.

    Ashley Thanks for the tip.

  • Ok, sounds good. I'll do an initial performance test when the game first loads which will decide the graphics settings, as well as provide graphics options.

  • Thanks for advise Ashley and tim. I tried doing some dynamic performance stuff last project by the following

    Every tick.

    If FPS is lower than X turn off feature.

    If FPS is higher than Y turn on feature.

    However, this can cause performance ping ponging. So I also tried

    Every tick.

    If FPS is lower than X turn off feature.

    However, any slow down of course turned the feature off. So then I pushed the FPS to an array every tick and took an average FPS over X records, BUT during that period any bad performance can be seen. So I guess I could still use this method but display an overlay to hide bad performance.

  • I had this problem after creating some 1x1 sprites in the C2 editor. Resizing them to 2x2 seems to have fixed it.

  • Hi guys,

    Is there a way to detect which version of iOS or Android your game is running on? What I want to do is dynamically disable elements of my game to increase performance on older OS versions.

    Cheers,

    TheWyrm