boybokeh's Recent Forum Activity

  • Is something like this what you're after?

    This is so great. Can't wait to start experimenting with shaders and effects more fully.

  • Seriously, people, I would love for someone to come back in a year's time and tell us what a big deal these 'restrictive' licences have been in practice, but I don't see that happening.

    If you bolt out tens of games a year, make over $100k p.a., and are even close to worrying about the Awesomium licence, Construct probably shouldn't be your tool of choice, for a whole number of reasons.

    I know everyone has dreams about shipping the next Cave Story/Canabalt/Braid/whatever, but this is a total non-issue.

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  • If you made more than $100K, you're probably not going to be too stressed by shelling out for that licence.

  • Getting a lot of insight here, keep the posts comin', folks!

  • I don't have an adequate comment about this release, other than this:

    <img src="http://media.tumblr.com/tumblr_m8yty1i5nj1rnudxp.gif" border="0" />

  • Welcome, welcome, thrifty shoppers <img src="smileys/smiley32.gif" border="0" align="middle" />

  • GenkiGenga - Yeah, I'm an old-school RPGMaker user, from the Don Miguel translations for 95 and 2000. It was never something I imagined releasing a game in, but it was a lot of fun to mess around with. TGB is one of the rare things I haven't looked into even a little bit. I agree that with Construct the community aspect is important, too; I think it goes a long way to keeping me engaged.

    PixelMonkey - I know that feeling. There are things that I want to build from the ground up but can't due to lack of skill and there are games that I think wouldn't benefit from me reinventing the wheel. I'm trying to address the former by learning and widening my skillset, and for the latter... well, that's where Construct comes in :)

    Rory - Haha, showing the RPGMaker love, too. And Klik & Play... that takes me way back!

  • I think I will try and give this one a go.

  • This is kind of like the "Where did you hear about Scirra?" thread, but I'm interested in seeing the software people have already discarded, which occasionally came up in that thread, and also why that particular solution wasn't right for you. (I've omitted things like Unity and UDK, which I wouldn't really use for the same kinds of projects)

    In the past year or so I've tried Stencyl (formerly StencylWorks), Gamesalad, GameMaker and, of course, Construct to varying degrees to try and figure out which would be best for me going forward. These were my observations.

    Gamesalad, I'll be honest, I didn't get very far with at all. I was on the Windows beta, but lost interest fairly quickly. I thought it would offer me some kind of magical solution for publishing to iOS without leaving Windows, Marmalade SDK style.

    GameMaker is an interesting, relatively mature product and I've seen some nice things done with it, but I didn't want to learn a proprietary scripting language when there are other, more useful languages I'd like to learn. Overall, I also thought the editor felt clunky. I also had some performance concerns due to things told to me by wiser, more experienced GM users.

    I actually still have Stencyl installed. I like the interface a lot, and I also like the way they're trying to implement their resource and community infrastructure within the application. In terms of ease of use and general accessibility, I think it's the closest thing I've found to Construct.

    I think their UI for snapping code blocks is probably a great, visual way to teach programming principles to people who have never even nested an HTML tag before. That said, I don't like the emphasis on tile usage in game construction and C2's workflow is definitely more streamlined (note: not a euphemism for 'simplistic').

    There are a few abstract reasons and many more tangible reasons behind my decision to go with C2. The core for me is that I think as the HTML5 platform matures, performance improves and support grows, Scirra customers are going to come out winners. That's why I got on board early.

    How about you guys and girls?

  • The Cave of Truth reveal was excellent, although the whole game has a bit of an Adult Swim tone to it (that's a compliment).

    As a non-gampeplay related aside, I like your style for the trees. They look a little Monkey Island-esque and suggest to me another whole visual style locked away that you can maybe bust out for another game.

    Nice work, dude.

  • Every indie developer should bookmark Lost Garden. Dan Cook is a nuclear insight generator. I've lost count of all the different places I've seen his prototyping graphics appear, too.

  • This is cool -- pretty similar to the effect in Gradius. Wasn't able to get it to drop frames before filling the container area, I'm guessing because the physics calculation is less complex than in Ize's example. It gives me an idea for simulating a stream of water without revealing the individual droplets.

    Something to experiment with when it's not past 4 in the morning, I guess. <img src="smileys/smiley36.gif" border="0" align="middle" />

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boybokeh

Member since 30 Sep, 2011

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