tulamide's Recent Forum Activity

  • Any game with enjoyable grinding is purposely built around the grinding aspect. See the Diablo series, or better yet Path Of Exile, Minecraft, Don't Starve, Swords & Potions 2, the Anno series, etc.

    In all other games it always feels arty, like being superimposed on something already working fine without.

    So, if you are able to make the grinding an essential part of the game, it will be accepted.

  • The new year is 16 minutes old here!

    Happy new year!

    I don't know who said it, and not even if I quote it correctly. But I like it so much:

    "Life sucks. But its resolution is f*cking awesome!"

  • Merry Christmas! Eat well, but not that much, as you might end up like these poor reindeers...

    [tube]http://www.youtube.com/watch?v=Qota928VTXw[/tube]

    Who's first in giving us a x-mas gift? <img src="smileys/smiley36.gif" border="0" align="middle" />

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  • TwinTails I didn't. I created the URL and image before the problem arose. Since then I simply don't touch my signature at all, praying it will keep working^^

  • Also, it looks like 2 researchers have come up with a new scaling algorithm called Depixelizing Pixel Art ... Looks awesome, but is not public <img src="smileys/smiley24.gif" border="0" align="middle">

    Info

    Multi Comparison 1

    Multi Comparison 2That's not really a scaling algorithm but a vectoriser, converting the source to splines. And that's also why it can't be done with a pixel shader (that's what C2's effects are).

  • Tom Ashley

    Still broken. Can we get just any feedback on this? Currently this website is a construction site and I wonder why the issues are not addressed?

  • I'd never do any payments based on bitcoins. Paypal is ok.

    Don't think too small. If you offer a complete engine, you should calculate the manpower used to do it. Also, don't forget, one could make a whole series of games based on such an engine. So be careful with your calculation and don't make it too cheap.

  • still looking for 8bits musicians, i started working now on the development so its going to accelerate a lot during the christmas :D

    here ist my current project:

    http://www.scirra.com/forum/new-game-project-big-fat-jo_topic78453.htmlMeanwhile, until you found one to work with you on the whole project, I made a little 2 minute song, loopable, 24bit wave file, so that you have something to start with:

    HauntedCastle.wav

    ? tULAMIDE, 2013

    All rights reserved

    Licensed to imothep85

    Others are allowed to download, share and listen, but you are not allowed to use the song in a game (since I made this especially for imothep85).

  • Generally, I hate letting the player character die. It's just bad game design. There are so many alternatives. For example, imagine a jumping puzzle that's just too hard for you. The character falls, but instead of dying, he lands on another path that is much simpler. Or he lands on a path that leads him back to the start, but on the way you find a one-time rocket suit that let's you manage that one spot where you failed before. There's so much that can be done.

    The fear of a 'game over' isn't motivating, it's frustrating. But, in the example above with that rocket suit, I would lose XP or a heart or whatever reward, for not being able to do the jump. And that would motivate to play again.

  • -just everything- Hey HalfSquid as half a human you might be able to read this, because I'm unfortunately unable to speak squiddish (although I intensively studied it in Bikini Bottom). I'm just not resilient enough.

    This is one of the best presentations of oneself (and of half squids) I had the pleasure to read on Scirra. And thanks to your website I now know where the party runs! Best of luck, or as squids say: "Blob bloe bubber bav!" (Oh man, how I hope I didn't insult your mother instead...)

  • There are no numbers to tell you, but a few facts:

    1) The total number of objects on a layout isn't important. The total number of objects on screen is. So, if most of the objects gather around one spot on the layout you will reach a limit much quicker than if they are spreaded around the layout.

    2) The window size counts. Imagine Full HD against VGA. Not only does the graphic card have to render 6.75x the pixel count of VGA, the viewable area is also larger and therefore more objects are visible at once (see point 1)

    3) The editor has a hard time handling the selection of many objects/instances. Avoid it as much as possible.

    4) The editor will have a hard time handling a huge project. This is why it may be better to use C2 instead. However, the runtime is rock solid, so if you can manage to work with a sensible editor that leaves you waiting 30 minutes when opening a huge project, crashes a lot and has its hiccups, then you get a stable and fast game when compiled (better: if compiled <img src="smileys/smiley2.gif" border="0" align="middle" /> )

  • Doc Ai

    Yes, the link was dead, since it pointed to a thread here on Scirra. But it is 3 years old, and the Classic Forum is now a subforum. I updated the link. <img src="smileys/smiley1.gif" border="0" align="middle" />

    Have fun exploring the event sheets, I'm sure it will help you a lot! <img src="smileys/smiley14.gif" border="0" align="middle" />

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tulamide

Member since 11 Sep, 2009

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