tunepunk's Forum Posts

  • I tried to limit the room to 4 people but doesn't seem to work. Maybe I'm doing something wrong. Where should i use the action "Set room max players".

    On join room room condition? or On joinRandomRoom no match found?

  • There's always another option to use sprites, and efter export change the png files to svg's, but it's a dodgy workaround and I'm not sure it works very well. I only tried a little. It's doable but i had some strange things showing up.

  • For the last couple of mont's I've been working on a isometric Mobile multiplayer game, using Photon Cloud for multiplayer. Functionality wise and game mechanics are almost ready.

    Game features:

    * 2-4 players - Action-filled Multiplayer Gameplay.

    * Complete Multiplayer missions against random or matched players to earn points to your Highscore.

    * Compete with friends in Private rooms, to see who's the best sharpshooter.

    Game Mechanics

    * Limited Arrows - Be sure to pick them up if you see any. Make sure you don't run out.

    * Fletching - Stones, twigs & feathers spawn on random locations around the map. Collect at least one of each to create an arrow.

    * Hide behind scenery for surprise attacks.

    * 4 classes each with their own special abilities will be released after Launch.

    Planned updates:

    * Milestone 1 - Basic Movement and Arrowshooting - DONE.

    * Milestone 2 - Basic Multiplayer functionality using Photon Cloud - DONE.

    * Milestone 3 - Tweak all Multiplayer & Touch controls - DONE

    * Milestone 4 - Z-ordering, Arrowlogic & Pickups - DONE

    * Milestone 5 - Build basic map, with props and goodies - DONE

    * Milestone 5b Rebuild map and replace characters and props using Q3D

    * Milestone 6 - Missions & Highscore system & Graphics Polish

    * Milestone 7 - Menu's and UI.

    * Milestone 8 - Final bugfixes, tweaks and wrapping for Android, iOS & Windows 10

    Want to join the playtest group? Go to:

    https://www.facebook.com/groups/arrowheads.playtest/

  • If you dont draw that well you can always try 3D software to create your graphics. Blender might be good? Im using 3D as well an exporting to images and image sequences.

    3D software can be a little tricky to learn, but check some tutorials and you should learn fairly quickly.

  • It's still in development and I'm pretty much halfway done I would guess. I will post Devlog and let people try it shortly.

    It's a Multiplayer game designed for phone/tablet. So far functionality wise I'm basically done. Now i have a month or so planned creating all the graphics. I'll send you a PM with a link to the game. Don't wanna share it publicly just yet.

  • 0plus1 correct. Memory isn't the only concern however, pixels being drawn per second is another issue, as well as number of draw calls.

    Interesting. What's the best way to limit/optimise draw calls, and pixels drawn per second?

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  • Nice work! feels polished and smooth. Only thing i would wish for would be a little bit more interesting background and units on the battlefield.

  • Probably some... I read one post from one guy saying he was earning around €2000 (i think) euro per month or so from his games.

  • There's a lot of hard work to be done Here's a list of things to do:

    *Contact reviewers - make them notice it. If they like it, there's a chance they will write about it.

    *Contact youtubers - have them try your game, if you're lucky they might make a video about it.

    *Go to events and other gatherings, promote your game.

    *Make a lot of promo/press material. Post it or send it to relevant places.

    *Contact local magazine in your area. Send them a press release, maybe your local newspaper want to talk about a small new studio in town.

    *Make gameplay videos.

    And like A0Nasser said. If you're games are not unique enough they might never get noticed. There's an endless amount of clones so push the things that makes your game unique.

  • That should be possible. The fake 3D effekt on this game is done with parallax layers and the shadow from the character, so this should be doable in C2.

  • If you have any 3D software you can pre-render characters and other things as images / image sequences that you can use in the game.

    The character for my game was made in maya and rendered as a image sequence.

  • Depends how you design your game. Phones are less powerful than computers of course, so if you keep this in mind and optimise your game you can still create games for mobile. Depending on how you structure code/events efficiently you can save a lot of CPU usage.

    The tests in the videos arn't actually fair either. It only demonstrates the performance of physics. Another thing to keep in mind is development time. I personally don't grasp coding at all and is very off-putting to me, but the event system in Construct 2, is really intuitive and flexible so I like it a lot.

  • Great, now i got even more ideas of games i wanna make. I only wish days hade more hours, or I had enough money so i could hire staff to help me finish them... .. *sigh*

  • Pick by overlapping point? System condition?

  • Nice creative artwork. Will keep my eye on this one.