skelooth's Recent Forum Activity

  • Creative problem solving with C2....

    Can you just make your bounding boxes bigger? Especially in the case of a bullet, you could extend the "tail" of the hitbox 5-10 pixels. Sometimes a collision might look a little wonky, but it's better than missing.

  • I would gladly bring my "please adujst your graphic settings!" at 30 fps for the slow systems. That would be perfectly normal : )

    But triggering it and losing some collisions as soon as 45FPS is quite a surprise.

    It only happens on fast objects like gun bullets or spaceships with boost, but it can break the game very quickly.

    (ex: if a trigger is skipped on the track because the ship is coming too fast.)

    Being fast paced is the whole point of a racing game, so I really can't slow some of the game elements.

    !

    This is a logic problem in all game engines. A very simple solution is to store a "sprite last position" element so you can check for collision along the vector instead of just the point. I'm not sure how this would be implemented in C2 though.

    I think box2d (or one of the common physics engines) will handle the advanced collision for you, and I believe it works along similar lines by incorporating the last known position.

  • Oh yes, user feedback is kind of terrifying. When software works without a hitch you never hear *any* user feedback, but if anyone sees anything they dislike even the slightest bit the floodgates of negative feedback open! I am a web developer and know this cycle well. Complaining people are the most vocal, it's pretty rare to get positive feedback from users unless you scratch their itch just right.

    I'm impressed you did an IGN takeover, I imagine that is not cheap?

    I'm still a long ways from releasing, but I know I need to keep this stuff in mind. If I could in the very least make my money back, I would call it a success. Really I just love programming, but as I get older time gets more valuable.

  • Thank you so much! I didn't realize C2 games were compatible, that's great news!

    How far in the process were you before you started publishing press releases, trailers, etc?

    Edit: What are things you've done in the past that had a negative reaction?

  • More,

    How did you price your game? I believe games of similar caliber of what I have planned go from 5 to 10 dollars, but as the developer I will not make a good judge of the game's value. I've sunk quite a bit of money into it so far though. How do you determine your games value in a way that optimizes for sales/market reach?

    How much did you drop in advertising? Is $1k in online advertising overkill, or not enough?

  • After a lifetime of hobby game programming (and programming in general) I am hell bent on charging money for the game I'm working on. I have made a career of programming for other people none of my personal side projects have seen any success so far.

    I'm very good with SEO, SEM, and web development, I am not good at: knowing what people want, or how to extract money from people.

    Currently my plan is to release a "light" version, a "full" version, and to release on android, DRM free desktop, and win8 store.

    So I ask of you, looking back to the first time you turned a profit off a game, what mistakes did you make, what advice would you give? If you have a fantastic link, please post that as well!

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  • Tylermon > I don't care about SEO, my games are wrapped in Webview for Android and iOS. But thanks.

    Noncentz705 > ???

    Hyphens are the standard for naming files on the web. You can access javascript items using array syntax myobject['my-field']

  • I indeed would like to see a way to organise 3rd party plugins, like they will not be just WIP and completed addons, but somethign more precise

    Like which exporter is targeted (html5, phonegap, node webkit, every exporter, etc...), what kind of feature it is (movement behavior, organisation behavior, non global plugin (like an object you place in the layout), global plugin (sort of like an API plugin for exemple).

    Just my 2 cents

    I'm putting this on my TODO list for when game dev starts to feel like a grind again. The plugins forum is sort of a mess.

  • Neat game!

    I got through lvl1 easy once I figured out how it worked. Died on lvl2 though.

    As others said, it just needs some polish. Its a little "busy" looking/feeling, and the graphics could use a gloss over, but other than that, not bad!

  • So here we are, Sunday evening, and pushed up. A lot of my time gets sucked into graphics. Even though I bought a whole set it still requires a lot of customization. I think it's coming out okay. It started to feel like a grind, so I switched objectives to some smaller tasks that I knew I could accomplish quickly.

    I bought the audio resources from the Scirra asset store. I'm being careful to make sure I retain all of the commercial rights I need to actually sell this game. So far between construct2, audio, and the indie graphics bundle I've invested $440 and am not using any open source or questionable source files.

    Here's the changes in the update

    • Really shoddy splash screen
    • Music and Sfx toggle buttons
    • Music and Sfx
    • Thrust sound is dynamic to player speed
    • Moon commlink dialog changed to make sense
    • Incremental weapons system update,
    • - Each bay will be blue (active), green (locked on), or red (no power)
    • - Turrets now attatch reticule to their target

    -----

    New Android APK

    http://surolace.com/play/surolace.apk [30MB]

    New Web Build

    http://surolace.com/play

    -----

    feedback always welcome. The next update / push will probably be web related as I start fleshing out a home for surolace on the web, including some sort of wiki that can double as a design document.

    On my corei5 gtx265, in chrome, I get 120fps in fullscreen (120hz monitor) and 40-60 in windowed.

    On my samsung s4 phone using the apk I get 60fps, in chrome I get 30-40fps, in the system browser I get 10-20 jumpy fps

  • That's what plugins are for. A better solution might be a plugin request subforum for those of us who code. I'd much rather Ashley spend time on the core elements of the engine instead of third party integration.

    Ashley are you opposed to me throwing together a drupal site to help with searching/ranking user plugins?

  • To play devil's advocate, app stores provide default analytics, and most webpages already have analytics. I agree though, some analytics plugins could be useful since you could set them and forget them in the GUI

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skelooth

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