MVG's Recent Forum Activity

  • The biggest challenge is a random level generation that works and doesn't get the player stuck somewhere (which would happen if it's just perlin, for instance).

    One way to overcome this is to allow the player to destroy the environment, so if they do get stuck, they can get out of the situation.

    Big guns which blow up the rock, or whatever your platforms are made of, or bombs, could help to this end. It will make implementation of the random terrain much less painful. So, if you include a mechanic like that, just make sure it works well with your theme.

  • Sounds cool,

    Sorry I don't have any more ideas beyond usual stuff (springs, teleporters, traps, etc.)

    Good luck!

  • The massive benefit of HTML5 is pretty much that you can achieve vast web distribution without installation or physical copies. Most people don't even use CDs anymore.

    You could, sure. Opening it would open in a web browser, and there's your game. All somebody would have to do to put it online would be to drop it in a web accessible directory somewhere, though.

    If you wanted to make it secure in any way, that would be much more difficult.

  • Just a note: There could be some trademark issues with the word "RISK", if you don't have permission to use it. Brand identity is a big thing.

    That was an issue with Lowly Blocks, not being able to use "Tetris" anywhere in the title.

    Better to change it sooner than later, so you don't have to start over with promotion (if you don't have permission that is. If you have permission, ignore me).

    Anyway, about the game:

    Risk is a long game. I remember it taking hours sometimes. How long do you imagine these games to take in real time? Do you have any ideas to speed up game play to a faster resolution to make it more casual friendly?

    This seems really cool. I miss playing Risk!

  • Funny article. Although it strikes me more of an outlining of tropes sometimes. Tropes aren't always bad, sometimes they serve a good use.

    Of course, definitely good tips for immersion!

  • Thanks for the direction,

    I found the link, although for some reason the game isn't starting. I see the theme you're after though!

    Maybe you could make small planets (that just partially fill the screen: think the little prince) that the alien can roll on? And the rolling itself affects the angular momentum of the whole planet. That would be pretty fun.

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  • Hi from China!

    I'm coming from the art side of things.

    Construct is pretty new to me, but I love HTML5 and it seems like a great promising tool for development as games are moving more to web.

    I look forward to playing some games. Anybody who needs advice on art, hit me up!

  • For learning, not much can compare with working with a team first.

    Even if the team project falls apart due to life issues, you'll have learned quite a bit in the process, and the impetus from other team members to fulfill your obligations will be stronger than the motivation you'd have to learn alone.

    Of course, your mileage may vary, but that's how a lot of people finally get that push to get over the beginner's hump. Then once you have the skill set, creating and executing your own vision will be much more achievable.

  • Can you not compute the pathfinding from an overhead perspective grid, and then convert it into isometric coordinates?

    It's a bit hacky, but that's what I'd try first.

    Edit: Let me know if you need help with isometric to square position translation math. Sometimes it's hard to visualize.

    Based on what I have read in the manual on pathfinding, this kind of thing wouldn't be an easy fix for them (arbitrary shaped grids), and it would still leave issues with other tile types, like hex.

    Aside from making an overhead view clone to do pathfinding on, all you can probably do is decrease cell size, which would hurt performance a lot.

  • Not only can you not sell a fan game, but you can't even make a fan game legally without the permission of the owners of the Intellectual Property. If you ask and receive explicit permission, then it's OK. Otherwise, it's illegal (then it just depends on whether the owners go after you for it, which usually depends on how visible the game is).

    The common misconception that it's OK to make fan games if you don't sell them or make money comes from the fact that, if you don't make money, it's very hard for the owner of the property to actually find you and sue you as an anonymous person on the internet.

    Ever heard the phrase "follow the money"? Well, they can. And it will lead to your doorstep.

    However, if you change something a little bit (No, this isn't Sonic the Hedgehog, it's Saber the Porcupine!) and just get inspiration from the style and spirit of the game, then not only can you make the game legally, you can sell it, or add advertisement, or whatever you want.

    When you violate copyright, your legal liability doesn't depend on whether you made money or not, but the fact that you published it at all (it's based on harm to the copyright holder). There could also be trademark issues, but that's another can of worms.

  • Physics games are fun, and they usually rely more on coding than art, so you're really smart to go that route as an indie. So kudos on that.

    What I would say, is try to give it a unique spin as far as style goes, and have some unique game play elements that compliment that.

    For example, if your rolling object is a round, fat cat, maybe you have mice running around, and you have to synchronize the cat's mouth position during the roll so when it rolls past the mice, the mouth lines up with the mouse so the cat can gobble up the mouse.

    That same mechanic might not make any sense if you used a different theme, but then there might be something else interesting you could come up with.

    So, I'd have to ask: Can you tell us more about your theme?

  • [attachment=0:p4mn27wi][/attachment:p4mn27wi]

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    We're a small studio, with over ten years of experience. We do a lot of work with indies.

    We can do anything from pixel art to next-gen 3d, but we're particularly specialized in mobile art assets, which are great for Construct games, so pretty much whatever you could possibly need.

    We also work with a lot of kickstarter projects, so if you have a mind to do crowdsourcing, we can definitely help with that! Give us a shout, and we'll help guarantee your budget, and give you some advice.

    biz at mightyvertex.com

    Please don't hesitate to ask if you have any questions. Even if you're unsure, we're glad to give a quote.

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MVG

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