WackyToaster's Forum Posts

  • I think enemy is overlapping enemy doesn´t work. You can make a second family with the same objects and check for that instead. I actually use that same thing. I have basically blocksA and blocksB as families so I can check for stuff like if blocksA is overlapping blocksB since blocksA is overlapping blocksA doesn´t work.

  • Well it´s not required but I´m not gonna say no. Thank you very much. :D

    This shall fund my game that may or may not ever get released.

    paypal.me/WToaster

  • I think you may have to resort to a little scripting for this.

    wackytoaster.at/parachute/scrolleddown.c3p

  • You create a script file in construct. Like this

    .

  • EDIT: Just realized this was necrod

    Posted this just recently

    This disables all browser keycodes

    document.addEventListener('keydown', function(event) {
    	event.preventDefault();
    });

    This disables only F12

    document.addEventListener('keydown', function(event) {
     if(event.keyCode == 123) {
    		event.preventDefault();
     }
    });

    For the other keys you can look up their code here

    keycode.info

  • I´m humbled I count as experienced. I don´t have that much experience with contract stuff though but I do know some things.

    1. A game design document is usually standard. Keep in mind that these documents tend to change constantly during development, i.e. you thought of a inventory system that sounded good on paper and endet up being cumbersome and nobody liked it.

    2a. I know of "work contracts" (could be named different based on your location) that are usually specifically for a single project. That project can be anything including "a single part of a whole". I also think the payment is just up to what both parties agree, hourly or fixed amount usually. If it takes way longer than usual (happened to me when I once had such a contract) you can just renegotiate. In my case we just made a second work contract following the first one, same conditions that basically just added another month.

    2b. That varies a lot based on experience, if they are freelance or in an agency and actually also where they live. Sure, the cheap asian developer is kind of a stereotype but it´s also often true. Mostly I´ve seen ranges between 50-200$ per hour but there´s no upper limit. It´s also possible to agree on a revenue split from the finished game in turn for a cheaper (or no) hourly rate, but not everyone is up for it. If the game is a big success this can mean big money for the developer, but if it flops it flops, but it can work if the developer sees great potential in it.

    3. Generally you don´t have to. The assets are automatically copyrighted and ideas cannot be copyrighted. You want NDAs if you want secrecy. I´ve also heard of Non-compete clauses that might work for this case but I´m not sure.

    4. You should monitor the development of course. I´d say have a generous amount of milestones that you can check up on and if the developer just constantly sends them 3 days late and full of bugs it´s probably best to cut the contract. I think this is a very important part actually, make sure you defined cases where you can opt-out of the (full) contract. If you have 10 milestones and the third milestone you just notice it isn´t working out, cut your losses. You probably pay the 3 milestones worth of work to the dev and move on. Bugs later down the line I´d say depends on how much later. 3 days after the contract ended the dev might be like "yeah whatever I´ll fix it real quick" but a month or two later probably not.

    Otherwise FromChris has some good points about those freelance platforms. They usually have a bunch of things figured out it terms of disputes, payments and such.

  • 500 levels shouldn´t be an issue I think and a 32x32 tileset also should be perfectly fine.

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  • Correct.

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  • The only thing I´d see potentially cause issues is the first event. It spawns those green Sprite instances when you are moving at the rate of your current fps. So for a 60hz monitor this will spawn 60 instances for every second you move. Or a 144hz will spawn 144 instances per second. This will add up quickly the longer you move. The other event that spawns the Sprite4 will also do that, so obviously even more sprites per second. But those at least time out at some point so there is an upper limit on how many can exist at once.

    You should either limit the amount of Sprites you spawn (like using every 0.1 seconds) or periodically paste all sprites onto a canvas and delete them. After doing that though you cannot change them anymore other than painting over them I guess. I do the canvas thing in this example wackytoaster.at/parachute/stucksnowcanvas.c3p with the snowflakes.

    And you can also check the debugger to see what eats up performance.

  • You will probably be fine and yes you absolutely can make android games.

  • "big" is an obscure term. What does big mean? 1000 levels? 5000 different assets? Only 10 levels but the layouts are gargantuan? What does big mean for your project?

    I´m not sure if there is some technical limitation in terms of size. If your project is so big that you get concerned about if Construct can even handle it, maybe your project is too big period, at least for a solo-developer. I´ve seen very few cases of solo-devs making big games and not going insane :)

  • Doesn´t seem like it, couldn´t find anything. It seems to pick one as origin and then increase going clockwise but there is no way to tell the origin. When you make a new sprite that origin appears to be topleft.

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