jayderyu's Recent Forum Activity

  • could be just me, butt he game crashes whenever Spriter is initialized more than once

  • Use different animation frames. Another way of thinking with C2 is the Entity and Image style.

    Entities are what are controlled and exist in the game world. Sprites are used to pin onto entities. This allows you to put any sprite onto an entity.

    There is load image by URL, but it's not one to regulary use. Especially avoid that way for your request.

  • Joannak

    That's fine. English is my first and I'm not all that good and writing the language at all

  • Ok.. So you are more on making open ended game-playing platform for having user group created campaigns than stand alone multi player hack/slash Game? Sounds interesting.

    I'm not sure if I failed to communicate or we are saying the same thing but with a different set of defined meaning of words

    Joannak

    The game is designed around open ended gameplay rather than a defined structured stories. The design goal is more the feel board games where player groups build there own stories, but on a meta gaming level rather than a crafted one. So more like "Betrayal at House on the Hill " where the experience develops as they explore rather than Diablo3.

    However your proposition of user created levels and stories are a good idea. This will be examined for viability in regards to developement time and execution. Although it's far easier to be prepared for such development if the structure is in the first place. Either way this won't make into the demo for showing off

    As for Hack/Slash game play of that games like Diablo present. Well I like to consider that the dungeon is the enemy rather than the monsters. The dungeon just has facets of challenge in more hazards rather than just clicking on monsters to kill. The focus is on players are facing the trials of the "dungeon" for the player experience of a well oiled machine. rather than just the straight loot rewards of monster drops. The rewards for defeating the dungeon are taken as whole.

  • Naji

    Yes, if you lost at making a good game then you learned there are elements in your game that are bad. Get feed back over what they don't like.

    If your game is slow and near unplayable then you lost at performance. Go through your code and find out what was causing the impact. You win by learning to be better.

  • kaiko

    Hi, I know I emailed your hotmail account a few days ago. I don't know if you found anyone, but posting here noticing for others that the position is filled would be fantastic

    If not then I'm still interested in hearing more details. Especially the details noted in my email

  • You are amazing. The most simple and direct game design just amazes me.

  • Yes I'm making an app builder with C2 its self. Putting the app builder out for the community is the plan. The hard part with using C2 for building through C2 is that NodeWebKit doesn't seem to have access to the %Environmental Variables%. This lack of natural access is really hitting the progress hard. Every command including the most basic command calls need specific directory strings to the file. So this might end up as a Windows only tool to start.

    XDX is free and is a cloud service right now. I think and I'm not sure. Is that local building of the app would cost.

    I would agree about GameMaker these days. Having spent an ear out on GMS they have added some serious peformance improvements directly relating to newer compiles, direct hardware memory access. On another note personally C2 greatest weakness is the Browsers requirement that Canvas need to use requestAnimationFrame(). However I feel the the down costs are far outweighed by the other offerings of C2.

  • There are game designers that get budgets for AA games ans still make games that people think suck. I actually disagree with a loto f DUOIT's opinion on the difference between Pro and Hobbyist. Though my favorite and I feel has some truth to it.

    "Hobbyist is someone that copy pastes code in an attempt to make a product.

    Pro is someone that makes the game that other people want to copy paste."

    I may actually use this in a sig

    I wish it were true though. I've met programmers who programming by copy/paste based programming.... and they get 3k+ a month

    I think Kyatric nails the difference between Hobyist and Pro. Pros get paid, pros try to address the weak points of their games. Hobyists are more like fans and tent to but heads with good opinions.

    But heck that's just my personal take on the difference

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  • This looks like it would be great for really simple stuff. However I think the main issue is that Cordova doesn't have WebGL, AcceleratedCanvas, WebAudio and other more intensive features. I also suspect Cordova doesn't do JS compiling.

    However, Cordova actually looks perfect for a simpler webapp that is more about the DOM than canvas./

  • teacherpeter

    Thanks for the feedback. I appreciate it. Some of stretch goals and large donations are good ideas. Not so sure on the shirts though

    Instead of only showing a video; we feel that experience the core mechanics are the only way to convey how they will work. At some point a video is desired.

    I agree finding a good team is mandatory, finding a team that has the time and drive is also important.

    Joannak

    As for Roll20.net over the internet play. There is plans to develop the tabletop board game in tandem with the games core design. Modifying the important bits as neseccary. We don't want players wait and watching other players until there turn. Thought he idea of letting players design there own derelict is an idea.

    Stories are not a focus of this game. The core derelict diving is about the team collaberation experience(solo if prefered) in a more Diablo like style. There really wasn't a who lot. Our focus in regards to "stories" are short set of linked "dives" with a narrative briefing between "dungeons". These "story" scenarios are in fact meant to be high end challenges that offer rare dice.

    So there as Shadow Run(2end is on my game shelf, and have Return on Steam) was leveraging its rich history of RPG games behind. So if they don't deliver the game will get dinged by having dissapointment. our focus is a wrapper purpose why people do Derelict Dives, but focus on a more engaging game play. Well that's the intent anyways. Only people determine what's engaging. Descent 2ed is a great inspiration for the style mechanical play we are aiming at.

    more than that we want to convey a more randomized board game feel similar to munchkin quest. Random rooms, random events, random loot. Except active play.

    appreciate the feed back. I hope I clarified some of the goals for idea two some more.

  • Jhon, that's a nice game. I like it. Built off of the basic Ghost tutorial?

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jayderyu

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