Valerien's Recent Forum Activity

  • Happy birthday Ashley! Jase00 : a birthday meetup with a cog cake

  • Dash Rumble v 0.2 is now up!

    Click to play - v 0.2

    I wrote a devlog about the game design. It also covers AI design principles.

    You can find it there: Dash Rumble - Devlog #1: designing the game and the AI. I hope that you will find it insightful!

    See you soon for a new update!

    Nathan.

  • Excal : There is a profitable market of html5 browser games actually. Although small, it is growing and should slowly replace the flash one. It is not a market where you can create anything you'd like though. Anyway, I made a decent part of my income this year with html5 games, without investing much time and effort.

    However, quite clearly: wrapped games tend to perform poorly. When you compare it to the crazy performances of Unity or some framework like cocos, the difference is astonishing! Not only that, but with a tool like unity in particular, you do get a lot of flexibility as far as your possibilities are concerned.

  • lilvee1989 : Construct does have better performances overall as far as the html5 export is concerned. Now in terms of the features they both offer, they are relatively close to one another. You can program complex game systems with both, with relative ease. Construct 2 is geared a bit more towards beginners in game creation than Game maker too. If you have little experience in development, I'd recommend giving C2 a try.

  • Publishers don't mind games made with construct 2, but you do have to respect a certain set of guidelines. The developer has to offer a game that runs smoothly, that is above a certain quality threshold (close to licensed flash games nowadays), and that offers a good user experience over many devices. Basically as a dev, you just have to provide the publisher with a solid finished product, served on a plate, and they won't even check whether it has been made with c2 or not.

    We've successfully sold quite a few exclusive and non-exclusive licenses for c2 games with my teammate.

  • TheWyrm and : the only thing to keep in mind is that you might get visual artifacts on neighbor sprites. There is now an option (I believe it's still rated "experimental") to fix the spacing of tilemap components at runtime. But with regular, hand placed sprites, you might get visuals seams in some places. I invite you to test it out before building up some gameplay based on that (it depends on the way you decide to make your art).

    Good luck!

    Nathan

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  • Ashley and Aurel, I absolutely second that. 2d shaders are really easy to build and use with C2. I'd say that features like shaders and multiplayer are simply less accessible for beginners in game creation (on whom your marketing strategy seems to be focused) than, as Aurel outlined, more experienced users. Shaders are mainly of interest for artists, and there aren't many artists roaming the forums at the moment.

  • The last time there has been a poll, users have massively voted for a multiplayer system that I haven't seen used that much (I'd also expect a lot of users not to be able to use this feature, as networking isn't super user friendly).

    Anyway, i'm all about democracy. But I'm not too certain that users here are all about picking features that would benefit everyone, as much as I appreciate the community.

  • Kyatric : ah true, I forgot about that one (never used it really, I thought you had to set it up per-image). It does use png quantization as well (well, pretty much every tool uses that compression for png). I'll edit the tutorial today then.

    EDIT : I modified the tutorial, added a section at the top that shows how to open and use the image compression dialog in C2. I hope this can still help a few users. Thanks again Kyatric for the pointer. I have gone through a fair amount of pages in the manual, but C2 is a complex piece of software, thus you always stumble upon features on the fly.

  • Hi everyone,

    I just released a new tutorial called Drastically reduce your game's download size with image compression (edited according to Kyatric's pointer).

    I hope you'll like it!

  • Thanks Softloulou, and DUTOIT ! I coded the prototype yesterday. I have some time ahead of me at the moment, so I'll be focusing on this game (and tutorials revolving around it) for the moment.

  • Dash Rumble

    Click to play - v 0.2

    Devlogs

    1- Devlog #1: designing the game and the AI

    Pitch

    Dash Rumble is a platform/arcade action game in which you dash to death! Push your enemy outside of the arena’s boundaries to win.

    The project

    Dash Rumble is about building up a battle system mildly inspired by wrestling: the player’s main way to beat his opponent is to push him, rather than to damage him. It originally started out as a combat system in the vein of the old school Tales Of (that is to say, confrontations on a line), and evolved to become this very game project: a fast-paced fighting game based on well-known platform mechanisms.

    You can already try the first prototype by clicking the play button above!

    This thread will serve as a development log for the game. I will also be sharing tutorials and tips based on my experience with this project.

    How to play

      • Arrow keys to move • Space to dash

    Upcoming elements

    I'll be working on modifying the core game rules and the art next.

    Getting in touch

    If you like what I do, you can follow me on facebook and twitter !

    Thank you for your time. Nathan out !

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Valerien

Member since 15 Nov, 2010

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