Ragtime's Recent Forum Activity

  • Before producing graphics and musics/sounds, you should think about how to optimize and re-use assets, in order to make your game as small AND beautiful as possible.

    You'll have to be smart :) (depending on what you want to display)

  • I've put my table into the example file and it worked... It must come from something specific to my project <img src="smileys/smiley13.gif" border="0" align="middle" /> Maybe physics, as you said......?

    What should I do? This plugin was supposed to be so useful for my project...

  • I use physics but not the enable/disable collisions actions (not yet).

    Here is the error message:

    <img src="http://dl.dropbox.com/u/39121175/screenshots/CSVproblem03.png" border="0" />

  • Amazing plugin, I can't wait to use it properly in my project.

    Actually, I think I did exactly what is done in your basic example...

    <img src="http://dl.dropbox.com/u/39121175/screenshots/CSVproblem01.png" border="0" />

    ... but it doesn't work (the game doesn't start anymore, I don't understand why).

    <img src="http://dl.dropbox.com/u/39121175/screenshots/CSVproblem02.png" border="0" />

    I must have done something wrong but I don't get what... That's too bad, because your plugin could be really useful for my project.

    Rag' <img src="smileys/smiley18.gif" border="0" align="middle" />

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  • Instead of collisions, you could check the coordinates of the sprites.

  • idea is everything. not beautiful graphics, nor gameplay experience (well, maybe a little) but the idea!

    Graphical polish is very, very important. It makes you go from an amateur status to a "professional quality" status. And gameplay, for a video game, well... how to explain... <img src="smileys/smiley9.gif" border="0" align="middle" />

    Everyone can have good ideas, but what really makes the different is how these ideas are translated (consistently and accurately) into a game. You can start from a good idea and end with something not enjoyable for the player.

    On mobile, 90% of the successful games are simple but very well polished (graphically and in term of gameplay).

  • Hi!

    I think about adding menus in my games. There will be two kind of menus:

    • full screen menus.
    • pop-up in-game (for example the pause menu... the game scene will still be viewable behind).

    How should I proceed? Everything put into the game scene, and I move/hide/Show according to the events? Or a very new layout including all the concerned assets.

    Your opinion? Any examples? <img src="smileys/smiley9.gif" border="0" align="middle" />

    Thanks in advance!

    Rag'

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  • Being just a games developer is not a reality in my opinion, not unless your Rovio making something like 120 million on a project, they can afford to make only games for the rest of there lives.

    Fortunately, you don't have to be Rovio to "survive" as a game developer! <img src="smileys/smiley3.gif" border="0" align="middle" />

    There is a wide range of profits, between 0 and 120 millions...

  • I work as a game designer in a video game company. One month ago, I tried C2 and showed the possibilities to two workmates and friends. They're both graphical artists/animators but they have been pretty seduced, so we've decided to give a try to this interesting software, just to see what could happen...

    Our objective is to make a professional quality game (something simple but well-polished and fun), but once done, I still don't know what we will do with that game. Currently, this is a challenge, for fun and eventually "more".

    Actually, I know what it takes to make a good game as a game designer but not as a developer and my technical skills might be not good enough for the very last steps.

    Everything linked to the gameplay doesn't worry me much, but when it will get more "technical", like social and monetization features (everything that can make earn money), I don't know... It will depend on what will be available in the next C2 releases.

    In 2 months, I'll be able to let you know about our game and whether we continue with C2 or not.

  • I've updated the project in the first message, but you can access it from there:

    dl.dropbox.com/u/39121175/index.html

    Now are displayed FPS, renderer, number of objects and number of physical objects. The last count is "home made" so I could have missed some of them but I don't think so.

    I've "cleaned" the project and on my work computer, it's perfectly fluid but it has always been. At home, it's a little bit slower but it remains totally acceptable.

    I'll retry on the computers on which the results were somestimes terrific and let you know about the hardware etc...!

    Thanks for you answer anyway!

  • So... According to you, what should I do? On some computers it's as fast and fluid as it should be. On others, it's just... slow, really slow, like if the time itself was slowing down. I don't see any consistency in all that.

    Seriously, I find C2 definitely amaaaazing as a software (seriously, for a game designer it is an incredible opportunity to concretize my ideas and C2 is much more friendly-user and deep than what I've experienced before), but the exported result is sometimes disappointing... I work with two talented friends (Haematite, if you like the current visual, you'll be totally seduced by the final graphics, FX and animations <img src="smileys/smiley30.gif" border="0" align="middle" />) and I don't want to let them down with a laggy game...

    I don't even know if the problem comes from me, C2, HTML5 or the different browsers... I'm a bit desperate, I must admit.

    But thanks for your answers anyway.

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Ragtime

Member since 28 Dec, 2011

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