PixelRebirth's Recent Forum Activity

  • This game has always looked crazy cool and I'm glad you got funded!

    I'm a little torn here now seeing this moving away from it's inital 8-bit style. Honestly I feel it looked more authentic before. Some parts of the backgrounds seem like regular drawings of some sort now and don't mix well with the pixel sprites. But I might be overly sensitive to these kind of things.

    What also concerns me is that the game was described as "The Ultimate 8-bit Experience" on Kickstarter, which it certainly cannot be anymore. Yet it got funded on account of this. Some backers might feel mislead.

    Still I wish you great success with this title of course! The new boss video looks great and I will surely be playing the full game.

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  • Aren't these two different things though? When you submitted through the form here at Scirra.com, you were pretty much guaranteed a payment for your game. As long as they accepted the game of course.

    I think the general tizen challenge with 6000$ in prizes is a separate thing here.

    I also submitted one game and the last message I received from appbackr was saying that they would pay me when they confirmed the validation of the game on the tizen seller store. The game has been approved for a while now without any further word from appbackr. And my contact there doesn't seem to reply anymore. Weird.

  • - the integer scale and pixel rounding are just to make sure under all circumstances seams don't appear, and those are pretty good settings for pixel games anyway.

    I have to be so bold to disagree. I found the experience in my low resolution retro project so jarringly bad with pixel rounding activated, that in conclusion it simply cannot be used. And I've seen posts from other users who also find it unusable for their pixel endeavors.

    This means I'm back to simply using sprites with numerous frames representing the different tiles. Surely nowhere near as handy as a proper tilemap would be. And I'm still not sure if it may cause performance issues for bigger levels.

    I would have to fire up Construct Classic again to really check, but am I wrong to remember there not being such tiling issues? Obviously that one runs on DirectX, so what does that do in this case and why can't HTML5? Unless I'm terribly mistaken here.

  • it works now, on node webkit and chrome as well but not in firefox, thanks to you all for your help and kindness

    i've got 2 controllers one is wireless (connected using play and chard kit) the othez one is the classic wire 360 controller this one is working fine.

    claude

    I do use a wireless 360 controller and it works fine. You said you connected it through the play and charge kit. This will charge your controller, but you need to have the wireless windows adapter for it to actually work as a controller. The play & charge kit doesn't provide actual controller functionality on windows.

    And if I'm not mistaken Firefox doesn't even support gamepads yet.

  • Ooh.. Looks really interesting.

    BTW the help link pixelrebirth.net/plugins don't work.

    Forbidden

    You don't have permission to access /plugins/ on this server.

    Thanks for mentioning! The link should work now.

  • Arrays are your friend indeed. They will make your life easier in almost any kind of game project (surely not exclusively sandbox games :).

    Also generally useful in terrain generation are noise functions. Coincidentally I just released a noise plugin (perlin and simplex), maybe you should have a look: noisejs plugin

  • noisejs 1.1

    This is a simple adaptation of the noisejs lib created by Joseph Gentle based on code by Stefan Gustavson.

    With this plugin you can easily use 2d and 3d perlin or simplex noise in Construct 2. Set the seed with an action and retrieve values from -1 to 1 through expressions.

    Update 1.1 (11.03.2014)

    • Added action to randomize seed
    • Added property to set default seed
    • Added expression to get seed
    • Fixed problems with the minifier and other minor stuff

    Download the plugin.

    Download a simple example.

    Should be useful for procedural generation and whatever you can think of.

  • you mentioned that the games have to run on both desktop and mobile devices, but how do they decide if a game can run on mobile devices? There a lot of mobile devices with different hardware specs. Some devices will run a game smoothly and others will lag and might not even run the game at all.

    Usually publishers have a QA department and will validate the game before finally paying the developer. They will likely test your game on the latest (or close) generation iPhone, iPad and Google Nexus.

    Of course there is no way you as a single developer can verify your game will work without any issues on every available device. Even a bigger company would struggle to achieve this 100% I imagine.

    Also I believe you can ignore performance problems with outdated devices. Noone will expect your HTML5 game to run great on some older Android Gingerbread smart device.

    Remember to support different aspect ratios and resolutions with your game. It's one of the most crucial things for mobile development. In many cases this can be achieved with the proper fullscreen option in Construct, if your game is properly designed at the same time.

    Still you obviously should have access to at least one Android or iOS device, ideally running the latest available version. Test your game there and you should be good.

    I use a Google Nexus 7 (1st generation) for my mobile testing. Had a few concerns from the QA before, but it's mostly stuff you can easily adjust. I admit it can get tricky (in my case) if the problem is solely iOS related, since I do not have access to such a device.

  • dhondon

    Nice idea! Thank you.

    PixelRebirth

    I didn't get you. Does not layout properties allow us to select at most one event sheet at a time?

    Sorry about that then! From your original post I got the idea you weren't aware that you could indeed specify the event sheet for each layout, when in fact you were asking about having multiple sheets. Ignore what I wrote. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Congratulations first of all PixelPalette on having made money with your games! It's definitely a fullfilling experience when that finally starts to happen!<img src="smileys/smiley4.gif" border="0" align="middle" />

    What slightly confused me is that you mention those being non-exclusive deals, yet when viewing the contract there is the line "SPIL's right to distribute and transmit the Game shall be exclusive".

    Just for the information of anyone who wants to start monetizing his games, the following line is taken from Clay.io:

    "Try not to under-price your game. Typically HTML5 games (that work on mobile devices) go for $500-$1,000 per non-exclusive license."

    And my admittedly still fairly limited experience pretty much agrees with that statement. So I surely hope PixelPalette didn't sign an exclusive agreement here, since that should have definitely made him more money.

  • Just wanted to additionally mention: you do not necessarily need to have an extra event sheet for every layout. If you just wanted to use the same core event sheet in say every level layout, you can simply select that event sheet in the layout properties.

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PixelRebirth

Member since 26 Mar, 2008

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