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    Well my two cents:

    Get your game on an app store.

    Problem: Massive competition depending on the app store. Apple app store for example is very saturated. Your game must be in above average level at min, and you MUST spread the word about how cool is your game on the four winds.

    Freemium Games : Free to play game, but you can purchase in-game improvements for your character for example.

    Problem: You have to plan things extensively and come up with a good business model. Like what things would be paid and what things would be free. How far free players can go in the game compared to paying players etc.

    But the most important thing is : Your game must be good. How good ? The players must not only be thrilled by your game on first look and first play but be compelled to come back to it again and again. So it doesn't matter, you could as well make a site for your game and put a big Buy Now! button if it's good enough.

  • Users feedback and suggestions are not only very important but crucial. Ashley can't divinate all possible needs of everyone so that he can sort them out later.

  • Well i may be misunderstanding it but i mean it like this :

    Original size is 96x96

    http://dl.dropbox.com/u/2472278/Images/rescale.png

    http://dl.dropbox.com/u/2472278/Images/enlarge.png

  • Great! But do you mean scale it or resize it ? Because resizing it it shouldn't get blurry at all. It may seem confusing since saying it like this one could confound one with the other :) Thinking about it now scaling it wouldn't make any sense since it would make sprites very blurry

  • Yeah i think so. The problem would be to adapt Tiled BG to work with it. Depending on how Ash implemented it it would be more or less difficult. If one day WebGL renderer were to be default, since WebGL doesn't like npot textures the best option would be to pack all game images into pot textures. Infact i've seen an engine that uses WebGL that packs every image you import into a single big pot texture. Of course there should be a limit to this.

  • chrisbrobs It gives me an unknown plugin id . Did you use a custom plugin ?

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  • It's basically a texture enlarge instead of rescale. It would be done internally in the engine. If you have a npot texture with size 37x37 next pot size would be 64x64 . So in enlarge this difference of 37 to 64 would be transparent. So the original texture is made pot but maintaining its aspect. I've implemented it once in OpenGL . Don't know how it would work in WebGL.

  • Another solution other than stretching the texture is creating a new texture with the next pow2 size and plotting the old texture bitmap into it. Then reuploading to video memory. Technically it doesn't works exactly like this but you get my meaning. Any way video memory usage will increase.

    Info : http://www.khronos.org/webgl/wiki/WebGL_and_OpenGL_Differences

  • I'm also interested in a solution for this. How to make the dragging so it appears that the object is bound to the mouse by a rubber band ? That's how it works by the way in all physics examples i've seen. If you simply apply a force towards mouse it doesn't works since the object flies towards the mouse point than passes it than flies towards it again than passes it and so on. I'm sure there's an easier way to do this. The above example unfortunately doesn't work as expected.

  • Well in some situations text may be rendered bellow something like text fade effects, star wars text effect etc. But it depends of how you're doing it.

  • Oh, ok i realised how the plugin works. That's ok for now. The problem is that the font image must be pre prepared ?

  • Well yes i had a look at it. But the problem is: How do i import a ttf font ? Is it possible ?

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RayKst

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