Valerien's Forum Posts

  • So basically, 200$ is a really low payment to give up most of your game's rights to a publisher. I highly recommend avoiding that, as it drags the market down for everyone.

    A good, yet small html5 game can be sold for approximately 3000$ to 5000$ under exclusive terms on average. The html5 market is only on mobile browsers right now, so you have to build lightweight, simple to pick up, optimized games.

    This great article on photonstorm will give you some still valid details on the market's current state : http://www.photonstorm.com/html5/the-reality-of-html5-game-development-and-making-money-from-it

    I'll sum the market's state up by saying that it's hard to get started making money. You'll have to make good products and really stand out. You should go check Spil games's portals to see a bit the level of quality required to get deals.

  • Are you using the platform behavior to move your character? I've made a commented capx that shows a basic ceilWalk behavior:

    https://www.scirra.com/tutorials/1026/ceiling-walk

    Please tell me if you have any more questions!

    Cheers,

    Nathan

  • You simply need to access the Time and dt values. I'm going to describe this in a general coding fashion here. You basically want to check on each frame if you're hitting a beat or not:

    At the start of the gameplay session, you store

    beatsPerMinute = retrieveBpmFromSong(currentSong);
    beatsPerSecond = beatsPerMinute/60;
    startTIme = Time;
    currentTime = startTime;
    secondsPerBeat = 1/beatsPerSecond;
    lastBeatTime = 0;[/code:1n69c5ya]
    
    On every frame, you want to get your current time, and check if it's approximately a multiple of your bpm. I you have hit a bit in the past secondsPerBeat though, you don't want the game to take it in account again in the next frame:
    
    [code:1n69c5ya]currentTime += dt;
    if(currentTime - lastBeatTime < secondsPerBeat)
    {
    if( 0.8 * secondsPerBeat < curentTime % beatsPerSecond < 1.2 * secondsPerBeat)
    {
    lastBeatTime = currentTime; // you trigger some visual thing, store values, whatever. At least, you know that this frame's timing is a beat. You can check the player's precision against it.
    }
    }[/code:1n69c5ya]
    
    It's a bit late, I'll try to make something like that directly on construct later!
    Cheers,
    Nathan
  • Hey ,

    We mainly have issues due to the project scaling up. Although we'd like to have the ability to support multiple game viewport resolutions and mipmapping, there is no real big function that construct 2 is lacking per say. It has just gotten very tedious and slow to iterate on the game overall. We need for example to tweak and reimport a lot of content often.

    This plus the fact that the project needs a reboot, we decided to switch back to unity, which we is more flexible. We decided to make a snappier platform game with procedural content !

    Anyway we'll keep working with construct 2, we have some more games to be released later in the year (right now they're under contract with publishers).

    Cheers,

    Nathan

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  • Hey guys,

    Quite a bit of work has been done this week, though we decided to stop the project and to reboot it on unity : the current construct pipeline lacks a bit of flexibility for us to have things unfold properly.

    Cheers,

    Nathan

  • Thanks a lot guys.

    : sure, this is a nice idea and I'm taking note of this. It will just fall into the backlog for now, as we have to work on a lot of structural elements still (like making 40 more levels !).

  • Hey everyone,

    Thank you for the feedback guys !

    This week, well... I started like a rocket, working intensively for a couple days, only to hit a wall on Friday and finish it in a snarly mood. The main thing that was done here was the reviewed animated skins, with a fair amount of brand new animations !

    This is also an occasion to show you the core mechanic of the game : the mask. The player can use this one in order to hide himself from the most stupid guards. This game's levels and enigmas revolve quite a bit around that sort of things.

    The load of tasks to accomplish felt truly heavy, so this week I'll take care of previous week's backlog.

  • Sunday update - 03/16/2014

    This week has been busy doing all sorts of crap. Let's not waste too much time, here come some pictures :

    • Reviewed character skins
    • Level select menu

    This week, I'll be :

    1- finishing the structure of world 2 levels

    2- adding a fair dozen of anim

    3- adding the princess and piggy earl, two key characters

    4- finishing the first batch of tutorial/settings related assets (xbox, keyboard and touch buttons/action assets)

    5- And even more !

    See you soon !

    Nathan

  • You should use an external data system to store your databases (like json arrays or xml files). You can import a file into the file folder of your project.

    Boa sorte com seu projecto !

    Nathan

  • Thanks hmental

    I'm making a short update today, as I'd like to establish a weekly update cycle on Sundays. This week, extended our initial planning to know what's needed in order to introduce the project to potential publishing partners. I'm also digging the possibilities offered by spriter, starting with animated UI and unlockable skins. I'm finally, as always, working on all kinds of assets and docs. I'll cover a bit more on that on Sunday .

    Here's a glimpse of world 2, which contains 2 sub-environments - Underground mines/tunnels and some depots :

    Cheers,

    Nathan

  • Pitch

    Rabbit's Adventures (temporary name) is a platform/infiltration game built for tablets and desktop. It tells the story of a young rabbit whose daily life consists of relentlessly saving a princess, without ever getting a well-deserved kiss. Someday though, he discovers that the world he lives in was set-up, bound by carefully painted cardboard walls…

    Current state of development

    03/03 to 03/09 : This week, we implemented fluid realtime animations with the spriter plugin. I'm working on the UI and tutorial assets as well, as those are missing in order to release a quick demo of the game. Next up are the 12 levels of the game's second environment, and roughing out the level's ending animations.

    More about the game

    The game is developped and optimized for iphone5+, tablets and PC/mac/linux using Construct 2.

    The development started during summer 2013. It was paused in order for us to focus on smaller projects, but also waiting for a couple of updates (tilemaps and spriter primarily). It started back mid February 2014.

    The game was created by the Resonant Craft team. We develop html5 games for mobile and desktop platforms. 3 persons are participating to the project :

    • Florian Dematraz (Nemega) : developpement
    • Jonathan Lefèvre (Kazemushi) : sound design
    • Nathan Lovato (Valerien) : art, music and level design

    Last words

    Please don't hesitate to ask me anything about the development !

    Thank you for reading,

    Nathan

  • Spriter is officially supported, it's also accessible and cheaper, mainly. Spine, on the other hand, has a more streamlined, classical animation workflow with a setup pose. Spriter is very efficient for quick jobs, simple characters I'd say. You can change your rig for every animation, it's pretty flexible. Spine is solid, and it's easier to organize complex character animation with it.

    Both lack a real graph editor though at this point !

  • Hey Ashley, wouldn't it take you less time to share your script/a capx example than dealing with the same users requests ? I've seen it come back on the forums and twitter a couple of times now.

    I can attest that publishers have requirements that are set in stone, even if most of the user base isn't using ios6.

    Kind regards,

    Nathan

  • A professionnal artist who charges per hour will give you a cost estimate/invoice before starting on the job anyway and pretty much stick to it. However as dhondon stated, signing a small agreement/contract with the artist is very important, and every detail of the way the contract should unfold have to be precisely exposed.

  • Hey there Ashley. I wanted to ask if the collision cells work with tilemap collisions too ? According to our tests at Resonant Craft, it looks like cell collisions only happen with sprites and tiled sprites (as with tilemap, the amount of collision increases ~"proportionnaly" to the size of the level).

    Kind regards,

    Nathan.