OddConfection's Recent Forum Activity

  • jmberaldo

    My experience with DLC on Steam is from a different engine.

    Easiest way is to include the additional content within the base game, and enable it after checking DLC has been purchased.

    It might be hackable, but less so than an easily copyable new file, and I'm not sure there really is a non-hackable option.

    Obscurity is a bigger danger to a games success than hacking/piracy anyway, so I wouldn't worry about it too much.

  • Also, interestingly, when instances are spread on the layout, the number of collision checks is lower, than when all instances are in one spot. I'm guessing the engine is skipping unnecessary checks for objects that are too far away from each other.

    That would be Collision Cells

    https://www.scirra.com/blog/ashley/6/co ... on-in-r155

  • Hey Odd. Thanks for your time and concerns. I'm on the way (right now) to making a gameplay only video. It's really a problem don't show much of the game. About the Locations problems I'll make a good review of all texts with someone fluent. English It's not my mother language and was no budge (since I droped my job to make games only XD I'm crazy I know) But I'll try to do my best. Working alone is hard, but with feedbacks like your is a little more easy. ^^ Thank you so much one more time.

    You're welcome.

    Working alone can be tough, especially with no budget.

    If you do manage to put together some money, you can find a lot of talented people on Fiverr.com to do things translation and game trailers for not a lot of money.

    Good luck with your game.

  • Steam - The Intern Early Access:

    http://store.steampowered.com/app/77150 ... _O_Estgio/

    The game itself looks good, and I like the art style, but the video takes way too long to show you anything about the game.

    In my opinion, it would be much better to start the video from the 39sec mark where you see the Guardian. If I had just watched the video up to that point I'd have no idea what the game is about, and a lot of people decide in the first 5 seconds if they'll keep watching or buy the game.

    Also, the description could do with a bit of work - both sentence structure and formatting. The first two sentences don't really make sense and look like a bad google translation.

    Sorry if this comes off as harsh, it's not intended that way, I've just been looking into the marketing side of things for my own upcoming game and these are the sort of things I've been thinking about.

  • cityguy401

    You can use small Sprites with Bullet and Timer to get something like this.

    Here is a quick example: https://www.dropbox.com/s/d8fmzoz2xehmc ... .capx?dl=1

    Basically, just spawn multiple sprites with different angles at a point and start a timer, then when the timer is done set the angle towards the position of the UI element.

    I've added a fade effect and a change of speed in the example, but you might want to play around with different effects to make it look good.

  • Ah ok thanks for explaining, I was just confused because on this list I don't see a "Steam4C2 v1.7.1C" or a January update around the time he said there was an update.

    They said it was submitted to the store, but I'm guessing maybe Scirra still need to approve it before it appears.

    BTW I was playing Angvik again recently and decided to check out the stats and saw you've had a big upsurge in players since July. Was that due to marketing? Anything you'd recommend?

    Also, I see you have it as Angvik 1 in your signature, are you planning sequel?

    Sorry for going off-topic.

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  • ex32

    Your 1280x300px image could be being decompressed to 2048x2048 which takes up 16MB in memory, if you got the biggest dimension down to 1024, then it might only take up 4MB which is a huge saving

    https://www.scirra.com/blog/112/remembe ... our-memory

    Another way would be to use a TileMap

    Take a look at the example here from R0J0hound: simple-scorched-earth-span-class-posthilit-worms-span-game_p1146985?#p1146985

    Or you could use Tiled Background to fill in large areas and use smaller sprites for curves and slopes

  • Do you change random values after every cycle?

    There's no need for that. Sine automatically does random if you set the Period Random, Period Offset Random and Magnitude Random values in it's properties.

    Here's an example with bubbles

    https://www.dropbox.com/s/gsmlf9by6so2b ... .capx?dl=1

  • dop2000

    I've done similar movement for a background butterfly sprite in my game using the 2 Sine behaviours, one vertical and one horizontal, with random period and magnitude.

    That might give you something close to what you want.

  • Taser

    lamar had some interesting ideas about using monetized YouTube videos and Amazon Associate ads in browser games

  • All of the Tutorials out there are for putting Construct 2 games onto Steam using Greenlight. Now it's Steam Direct.

    https://partner.steamgames.com/steamdirect

    Even though Steam doesn't have Greenlight anymore, do we just upload an EXE like before? Or do we have to include the full files? Because they're pretty sizeable.

    There is no difference to how you upload the games on Steam, the difference between Greenlight and Direct is about games being approved.

    You need to include all files required for your game to run, not just the nw.exe, but there are ways to wrap it into a single exe - see this post from TheRealDannyyy

    And you say sizeable, but remember there are games that take multiple gigabytes already on Steam, so size doesn't matter unless you've got really bad internet and are worried about upload speeds.

    Sign up to Steamworks and start reading through the documentation, it should help clear up a few things. You'll need to do this before going through Steam Direct anyway.

  • RaptorWingGames

    These are some of the performance related things I think about when developing games...

    With your art keep in mind the power of 2 (32, 64, 128, 256, 512, 1024, 2048), as images are decompressed and often processed as power of 2 images, and if not already at power of 2 will use the next size up.

    E.g. A 513x513 image will process as a 1024x1024 which uses 4 times as much as graphics RAM as 512x512

    Anything below 256 is generally fine as they don't take up much memory, but above that you'll want to think carefully about sizes.

    It's not as much of an issue with PCs and dedicated graphics cards, but is important on mobile.

    https://www.scirra.com/blog/112/remembe ... our-memory

    Use triggered events, functions and Timer behaviour instead of checking/setting things every tick. E.g. On Touched/Tap Object, instead of Is Touching Object

    Frequently updated text, e.g. score/counter/timer, should use the SpriteFont object instead of the Text object, as the Text object lags a bit if updated every tick.

    Turn off collisions for objects that don't need it e.g. background and GUI objects

    Don't have a platformer object offscreen falling into eternity - I forgot to delete one once and got bad performance as it kept changing render cells every tick

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OddConfection

Member since 26 Jun, 2012

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