Elliott's Recent Forum Activity

  • Well don't I feel a fool

    The best I could come up with after thinking about this earlier was built in Mode 7 support, but those ideas are great!

  • +1 for the object expressions

  • Ensure all object references that exist in your old file also exist in your new one.

  • I went ahead and rewrote your CV, your current one is actually very good at communicating a lot of information quickly which is crucial for a CV - but I've tweaked it to hit the conventional requirements of a business CV.

    https://drive.google.com/file/d/0B_A8Zf ... sp=sharing

    Some general tips:

    You shouldn't put your date of birth on a CV.

    Photos are a point of debate among recruiters - to play it safe I removed it.

    Relevant experience always comes before education.

    And this where the tough love comes in...

    The unspoken rule for CV writing is that you're allowed to fluff your qualifications up slightly - for example my CV states that I can speak German at a business level, this isn't a lie as I have a CEFRL qualification; but if I was thrown into a room full of Germans I might be a bit intimidated. You normaly fluff qualifications that are unlikely to ever be necessary.

    The problem with your current CV is that several times you list things that would be an absolute turn-off for a professional, and might even insult them. For example you state you have 3 years experience in web-design. but you're using a Weebly hosted website that runs on a template! Web-design is a very young industry (20 years) and 3 years of experience is quite substantial. The same applies to game design; the person reading your letter may be a university graduate who's just worked his way to his first promotion, he'd likely have 2 years of professional experience, and would not take kindly to the comparison.

    A CV probably isn't your best bet, I'd take something similar to the document I attached, flesh it out, maybe add some photos of your games, and add a covering letter (No longer than a page, signed by hand) explaining that you'd be interested in any volunteer work experience or advice that your chosen company can give you, and physically post it to them.

    None of this is meant to be discouraging, I think I speak for most people when I say that we wish we were as passionate and determined at 14 years old; I hope this advice is helpful.

    Also, we share the same birthday!

  • It honestly blows my mind that Spriter is $25... In my country that's less than a pizza.

    ... I have no idea why I just measured the value of something in pizza.

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  • With iOS8 supporting webGL, PhoneGap'd web projects will have performance comparable to native.

    https://www.scirra.com/blog/146/webgl-a ... 8-and-more

  • It's a great idea, but I wouldn't advise it's use in any job outside a creative industry (i.e. I have two CVs, the standard 16px serif font, black and white, two pages and 1.5 spaced one for general use, and a more elaborate graphics based one for design work).

    The one issue you might want to look at is using a copyrighted character in a commercial application!

  • Modularity, it's a massive feature but honestly it's really hard to think of stuff C2 can't do... It's less of a "What's next?" and more "What's left?"

    In an ideal world, maybe a visual interface for arrays.

    EDIT//

    TiAm - it'd be great if we could select an object and have a "see all events associated with" option.

  • These people might be of interest, they're in Beirut: http://gamecooks.net/

    I doubt they'll give a 14 year old a job, but just talking to them could be interesting. Reading up on it, it seems there's a growing market for games in Arabic, so that's definitely worth looking into.

    Also when I was a teenager Newgrounds was swarming with teens wanting make games.

  • I feel that perhaps I came across a bit harsher than I intended, so I'll try and clear this up.

    On your website your job offers page states the following:

    Marketing Manager - Worked (or Volunteered) as a marketing manager before.

    Now I feel there may be a self-inflation of terms going on here, for example a marketing manager will either have a degree in marketing, an MBA, or about 6 years of experience; this would make him vastly over qualified to be working for free, in fact the only the marketers I know that come even close to working for free in fact simply work for no profit, which is different.

    There's more problems with the idea of a marketing manager that is trying to market a project that has no budget, but discussing it would be long and ultimately pointless; you don't need a marketing manager - you need someone that can click the submit button on a Facebook post.

    Money is a universal symbol of value, by giving it to someone you are acknowledging that they posses something of worth, be it experience, means or convenience. Asking a man to work for free is to ask him to (literally) devalue himself - and when value is removed from the equation, the remaining key motivators are obligation and passion. Obligation is built on time and value, as your studio is young and not offering payment, it's a weak path to consider, so the best bet is passion.

    Passion is one of the strongest motivators for anything (and whilst I may sound a bit naive, I think the most successful), but to find those who will work for passion alone, and not money nor obligation limits your demographic considerably, the easiest target being young developers. Youth brings inexperience, which is important because experience creates both value and the expectation of the recognition of value (experienced people are unlikely to work for free) and financial security (very few young people have to worry about paying bills, so money is less of a priority), but most importantly passion.

    The problem with passion is that it's laser focused. Young, passionate developers don't want make a game, they want to make their game; the game they lay awake a night thinking of and their days dreaming about. Convincing them to jump on your ship will be difficult...

    ...Unless you offer them something of value. If money's out of the window, target the passion, help them with their game if they help with yours; from there you get obligation. And that's how you get someone to work for you.

    tl;dr: Drop the titles and pomp, don't portray yourself as a business; if you have to be anything be a think tank, seek out developers your own age.

  • Unfortunately the only way to attract serious submissions is to treat the position seriously - put a salary or hourly rate with the post.

  • Would it be possible to have iframe tags for tutorials?

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Elliott

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