Windwalker's Forum Posts

  • Nice idea, basic and smooth. I found myself playing much more then I usually play such games.

    Something about the color palette is a little bit unnatural but I can't pinpoint exactly what I complain about. But since it's up and running now, I could humbly advice just to try improved graphics... They are not bad, there is just something that doesn't fit...

  • I think you can monetize on pc too. For starters try to go steam greenlit, You will find many more alternatives as you begin reading the nets on how to sell your game. You could event go as far as having your own company with an ssl certificated website + paypal payment options and a server keeping your customer database, though that's a far end of the spectrum.

  • I understand the complaints, and I feel like I have no right to have claims as I don't have a c2 game on the market at the moment. But I have created three basic game engines, a shoot em-up, an rts and a turn based game. I have tested all three in mobile and the results were not that bad. They all perform 30+fps's. Though admittedly, they are not complete products.

    But the point I'm trying to make is, just tell me a good nice popular 2d game on the market, on any platform, that you can't make with c2 and run in an acceptable performance. From all the bird game clones to jetpack clones to infinite jumpers/runners to card games... I understand that sometimes what you have in mind hits a performance related barrier but making a game involves a lot of non-programming work and decisions, some of which can help with the performance issues. No matter what kind of art form you are using, you have limitations with your medium and shape your art accordingly. You can't play drums with guitar, if you try to, you just hit the wood and you may even be able to decorate your drumhits with guitar sound and make something acceptable... but it will take a lot of work.

    I think we can all agree on that c2 could be near-perfect if it had native exporting or some kind of non-third party solution for exports. Currently, you have to find other ways to make it work and this may involve design / target platform choices. But before jumping on another train, just be sure all of them have their own set of problems. This is the nature of the programming. There is just no easy way of doing it, even with c2.

    I am hopefull Scirra will find a way to satisfy, for the last six months that's all I have seen they have been doing.

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  • Has a nice feeling, hope you work on this towards a nice shootemright. I haven't played a good one since raptor and tyrian.

  • This is a very nice example, rojo, you hit another fine spot again. That simple yet elegant solutions...

  • It should work if you also give them "solid" behvaiour? I am not sure though, just try and tell us the result.

  • Ometheu is that a sperm finding it's way to egg cell?

  • I am not entirely sure but it may be related to the sprite itself, rather than an unknown (or less known) property of exporting it. I think it has to do with the edges of the object. The web object has a lot of transparent areas bordering a lot of non-transparent areas. While smoothing this, the alpha value of some of the sprites in the border areas is chaged to make them semi-transparent, which causes a noticable amount of change in the sprite. Whereas, on the other hand, if the sprite was a stone pillar, only the edges of the pillar is semi-transparentized (is there even such a word?) and the change is less noticable.

    I think the same goes for other areas of the sprite as well, like if there is a half-black half-yellow square, some of the pixels in the border of colors are dark yellow after export. But the change is not as noticable to eye as the transparent-non transparent borders.

    If you are not using any background objects with the net, try filling all the spaces of the net with your intended background color in an image editor, save it, put it into your project and export and check the results.

    Hope that helps.

  • Hello dthomasdigital;

    There are a couple of ways to do this and below is how I would have done it.

    Lets say you are showing the score in a textbox. Instead of directly manipulating the textbox objects text propoerty, first I advice to create a global variable named "ShowScore" and tie the timer function to it as you have already done with your current score display system.

    Then change textbox objects text property to ShowScore every tick

    Then do

    run once while true

    score >= scorelimit1

    starsprite visible

    you can add additional score limits too.

    But if by scrolling you mean you have a sprite that has all the possible scores displayed on it and you are scrolling the sprite slowly, you will have to find the distances and make some mathematical function to calculate which score it's showing based on how much it has moved from it's starting position. For that kind of thing, community would need a proejct file to be able to help I think.

    Hope this helps.

  • Here is the ugliest explanation sheet you can ever see:

    Hope that helps.

  • I think you can use sine behaviour here, for both the color of the sun and positioning of it. Check out sine behaviours parameters on the left side, there is a "value" property there.

  • In my humble opinion, caves can be very interesting. Here, a couple ideas on top of my head:

    *Crystal formations: see these:

    https://www.google.co.uk/search?q=cryst ... 20&bih=971

    *In-cave lakes, ponds, rivers and waterfalls

    *bats

    *stalagmites and stalagtites

    *echoing sounds, howling winds

    *luminescent mushrooms that glow in the dark

    *larger than normal insects

    *bones of dead animals, fossils

    *caveman paintings from a long past era

    *remains of a lost civilisation

    *cave bear!

    *snakes.

    *holes above that cast rays of light from sun

    *holes below that glow red because of a near-surface lava lake

    *exhuming gas from such holes

    *ice formations

    *in-cave plants (which have surprisingly vivid colors like violet, orange, azure etc.)

    Also, even basic rock formations and textures can be very interesting. here, check this out:

    http://listverse.com/2013/11/18/10-most ... d-revised/

    Hope that helps <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • lolpaca; regenerating a portion of the obstacle map was in Ashley 's to do list for a while, and with the collision performance update, pathfinding began to make use of collision cells. I am not sure if this translates to obstacle map regeneration (which was also the problem with my tile based rts game, untis couldn't regenerate obs map without a second of pause) but now it may work I think. Let me see... here...

    https://www.scirra.com/blog/ashley/6/co ... on-in-r155

    in this article Ashley mentions pathfinding cell generation being done the new way but I'm not sure if it works now. Have to dig my old project files to try...

  • Though it may sound unscientific as an answer, people get addicted to flappy bird because I'm an older person now. This answer is in fact quite the summary of a rather long series of rants, accusations, and zealous narrow-mindedness of myself, which are; despite being what ther are, all justified (in my universe (which is the one true ultimate universe (which makes this answer completely obsolote.)))

    A rather more elaborate and rational looking answer I would give (which would still be unacceptable by majority, though) is that it is not people who are addicted to such games, but populations. Today, a significant percentage of people have access to mobile devices - which can also be used as gaming devices - and thus most people play games. Those of us who remember that only a small percentage of population had access to computers (the major gaming device) and even a smaller percentage of these people used to play games are daunted by this small fact. Whereas in the past a small, intellectually developed and capable population could play games (and thus games were made according to that appetite) today intellectually undeveloped people (a large chunk of the bell curve) are tha majority of the players and thus games are made according to their appetite. BUT only OLD people like me think this way (and don't care about the seemingly humanitarian but ultimately futile flamin replies to such an explanation) think this way... So... there you go... I feel lighter...

    (There is still more inside, wanting to rant about quick time events, rapidly pressing x to climb ladders, extremely dumb games and games that are difficult just for the sake of being difficult instead of being challenging for marketing reasons but... this will have to do for now...)

  • This is really neat and tidy