roberto's Recent Forum Activity

  • you need to give players a reason to leave the "safe" corner... for example, show some treasure on top of one of the platforms

  • So honestly I don't think C2 needs a guide book, its simplicity and the open nature of the tutorials from Scirra means its not as difficult to pick up, even for a novice.

    I am always open to any sort of criticism and bad reviews, especially if supported by constructive feedback, but I wish people wouldn't dismiss someone's work without really knowing what that work is actually about...

    A lot of effort was actually put in making this not only a book about step by step tutorials but also about illustrating what works and what doesn't in designing a game and where to start in the design process. That's what the "from the ground up" means in the title and this was actually the reason why the book was published by CRC Press: they liked the idea of having both aspects covered to add value to the overall book while other publishers I talked to were only interested in the tutorial side of things and thought that anything else would be useless. I disagreed with that and actually rejected a much better contract since I really didn't want to write a tutorial only kind of book, exactly to avoid comments like those by Silverforce (with which I tend to agree, actually).

    Now, there are excellent online tutorials here and on other websites to learn making games in C2 that you should definitely study but, if you prefer to read from a printed page and also learn how to "think" about game design to start crafting your own game ideas following a reliable methodology, in C2 as well as any other engine you may learn in future, I trust you will find something worth your time there.

    Cheers!

  • Of course! Promotion never hurts!

    Still, getting a good exposure and increase downloads is really very tough these days and just making a forum post announcing your game may not have any meaningful impact.

  • The free version is meant for learning, not for publishing/monetizing. Besides, with 100 events only, there's only so much that you can do...

  • I agree with SgtConti: going multiplatform across such different devices is not always a good idea. A good PC game may be totally unsuitable to be played on mobile and vice-versa since each platform has its own strengths and weaknesses.

  • kbtbc : thanks BTW, going back to your game, I think it'd work well with a virtual dual stick, one for moving around and one for shooting in any direction (check out Minigore on ios or android for an example).

    Keep it up!

  • Nice concept! I'd try to simplify the controls, though, especially if you plan to release it to mobile.

  • The iOS version of Turky's Date is finally out! https://itunes.apple.com/us/app/turkys-date-sliding-puzzle/id897453075

    It's a complete rework of my previous game "Turky on the Run" but with original graphics and fine tuned gameplay.

    Any feedback is always welcome. Please download and enjoy!

  • Joined!

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  • So far I've been perfectly fine with CocoonJS and MoPub for the ads.

    cheers!

  • Very nice tracks! Site bookmarked

  • Actually, many do: Epic (UDK), Crytek (CryEngine), Valve (Source), id (Quake), Sony (PhyreEngine)...

    On the other hand, others prefer to keep their tools secret and, considering they invested millions of dollars for developing them, I see this as an understandable choice as well. After all, this is a very competitive industry.

    cheers!

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roberto

Member since 17 Feb, 2010

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