mercy's Recent Forum Activity

  • The staged level loader could be the solution. Until then i want one build out till feb. 29.

    Began thinking in tiny 10-20MB size requirements. Every situation has a solution. It should be tiny game giving a different, fresh experience. Seeing the speed of WebGL my mind lurched forward in time dreaming about Construct 1 effects. But maybe something can be invented even with few particles and combining tiny 3D objects. Will check out possible routes after 29th.

  • 100-300MB is a convenient indie game size, i think. Eschalons Book II. was around that, if i remember correctly. Good sprite animations, 8-12 frames each for 8 direction-movement isometric and longer static object animations, talking NPC faces like in Fallout 1 or 2 could take up space. Now these are a lot of work and time and energy.

    Construct 2 wasn't designed to PC hard disk, but for mobile devices and web.

    Maybe i should re-wire my mind to mobile phone and web file-size strategy and make something in tiny size. It's just i want to create something good looking and serious. Couldn't digest this situation so far.

    I was following the old mentality: fully downloadable game and installer to "C:\games\". Is it out of question for Construct 2?

  • Aha! 20MB for mobile. Good to know. I guess i have to build a playable game first, then see. Optimizing space via graphics and music compression is what i'm used to.

    The reason i asked, because it would give assurance and i could develop with a calm determination that 100MB size is supported for PC. Mobile later.

    Or, as always, small episodes for mobile first, gather enough money then maybe i go picking mushrooms in the forest and forget gaming if the earnings are enough to retire. ;)

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  • Sorry the Graphics Driver Updater couldn't detect graphics card.

    Try NVIDIA graphics driver update.. But i also have windows management instrumentation and namespace stopped. :) And other services too.

    WinXP 32-bit SP3, Nvidia GTX280.

  • I'm gathering resources and building pipeline for an action-RPG.

    Can I reasonably plan 100MB game size? Can it be supported somehow? I know file-access functions are missing from javascript. What can I do, if i want to make a 50-100MB game and also hope for accessing sound packs, graphics packs in the size of 10-20MB?

  • Very nice effects!

    Do you know, where can I find code like this?

    I would like to port it over to Construct 2. I want to code some flaming, glowing magic circles and teleport effects and doesn't want them eat up space as sprite-animations.

  • I wrote a Pacman game for a medical conference in ~1998 in Turbo Pascal, complete with graphics and sound effects and they liked it, especially the doctors children and I was paid. They gave as feedback the navigation being too hard, so i had to write a player-navigation-enhancer code that not only bounced off PacMan from walls 1-2 pixels but also made easier the sliding along walls. So the respected doctors didn't stuck into walls or weren't bogged down in intersections.

    Checked out the Pathfinder behavior example. It is a good behavior can be used to make great games.

    I may be wrong, but in your case kittiewan it seems, it isn't really suited for realtime quick checks for multiple entities. Hence: the game you presented pauses or locks for 1-2 seconds regularly.

    You would be much more on track giving away Pacman X,Y coordinates to the enemy, so monsters always move in the player's direction. Put an invisible red rectangle as special trigger to each intersection. Put four yellow-rectangles in the four corners of the map.

    Then:

    If monster is colliding with red-rectangle (in a road-intersection)

    change monster direction by re-targeting it to Random(Yellow_rectangle_coordinate[1-4])

    So if a monster was moving toward PacMan fleeing south, at the intersection it can change Random direction to North-East. Until the next intersection, where it again decides where to go.

    Give monsters sight:

    if Pacman is close = Monster_target_ = PacMan X,Y

  • Beautiful!

    Music is very good. Nice graphics. Especially the flying magi, the clouds and the mouse-spirit.

  • It would be extremely slow!!

    Even when we were making two AAA-titles, an FPS and a TPS for X360 and PC we used geometry primitives (box and capsule mostly) and polygon collision!

    Because custom collision(splines or curves and accurate 3D-shape collision) would have required too much CPU resources.

  • We worked for three game development companies in Hungary. The economic crash shut them down.

    My colleague made and is making a game using Blender Game Engine. He says his fans donated approx. 1 month of his former salary as professional game developer.

    He was a veteran, I was a newbie in 2007. That's why, seeing him and our senior graphics artist, who is working for Crytek now, but we three worked together in 2007-2008, seeing these two professionals how incredibly fast they work (routine, practice, heaps of experience, with giant bag of learned workflow-speed-up tricks) that's why I am making comments here and thinking with a hammer how the heck I can make money with Construct 2.

    First goal is $5000, then nearing that limit the life & financial situation will enable some serious strategic repositioning on the market.

    I had the opportunity in 2010-2011 to observe very closely a Turkish contractor how he works and why he always seemed to have a lot of energy, fire inside to go on and work like crazy. What was his motivation?

    Well:

    1. He knew to a certain extent, that what he was doing is bringing him profit for sure (monthly multiple million net earnings were guaranteed)

    2. He had workers who were able to do an efficient job making a lot of money for him.

    3. He had the financial support of his wealthy family (foreign machinery trade)

    4. His ambitions and energy, surprising inner fire that he displayed almost every day came I think from the sense of power over his employees and the knowing that every day earnings from sales were put on the office table.

    Opposing his situation diametrically is the status of the poor, indie game developer, who must work to pay rent, does not have much energy and inner fire at the end of the day, has no surety in most cases that he will have a job in the coming months, there is nothing guaranteed in the indie developers life, he can build his hopes on sand, no financial support in most cases. There can be no assurance because the would-be indie game developer is not making money from the planned or not finished or recently started game.

    Accomplishment, sense of absolutely no doubt is missing. If these would be present along with heaps of professional experience, there would be earnings and high salary present. Until somebody is not able to get at least three or four good paying jobs, because of changing world-economic or changed company work environment "circumstances" in a row, he is not good enough, not competent enough to realize his goals, which in this case is making a totally independent game. Until the would-be indie cannot accomplish this, he is impotent and frequently viewed as a clown/fool/idiot by average or above-average working people.

    I think

    My colleague's mentioned game is:

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    Official website design was made by a web-designer, all other work, including all graphics, programming or rather Blender GameEngine scripting was done by him:

    Official Game Site

  • Dear Ashley,

    Would you please give a coder's assessment about if all the conditions windows and parameters windows font sizes for example

    Parameters for System, then

    The HELP text under window title bar,

    the parameter input field for First value

    Comparison

    Second Value

    could be enlarged? So we could see better what we type in?

    A section in preferences would be a godsend:

    Add Event & Add Action window font: Tahoma size: 14pt

    Parameters Window & input field font Tahoma size: 14pt

    Thank You!

  • Episodic content:

    A new map - Island of the Orcs - has been added to the game world. Everybody, who has purchased the "Island of the Orcs" expansion and got the Crystal Skull ingame item, will be able to go there by traveling to Savage Mountain Pass. Before the Gate of Doom there will now stand Yorgomir the Ogre asking for the Crystal Skull. Give the item to him and he will open the great iron doors for you. You will then have access to "Island of the Orcs "..

    I wonder if such small expansions for Construct 2 are feasible or they would be too complicated? These small expansions would be completed as development progresses and with time gradually could be put on the store shelves for players to see.

    The idea behind episodes is they are relatively small downloadable addons for sale, MAP-parts (DLC-packages) and could be downloaded one by one upon purchase, strictly connected to players personal account.

    If neccessary for the added functionality, always a new "main game" version could be released or URL sent to players so they can access purchased DLC-s. Players would decide, which part of the world interests them more, so they might purchase only 2-3 sections of the map. The full map has lets say currently 10 purchaseable areas. If a player purchases the "Full-Map-Access Pack" for $20 they receive all special objects that allow passage to anywhere in the world.

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mercy

Member since 31 Jul, 2011

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