Tobye's Recent Forum Activity

  • lucid - I still have the issue where my nodewebkit exports don't show the animations. I know they are there, as I have things spawning on their location, but they are not visible. And as someone else here exported the exact same capx and it works fine.

    So, any ideas what could be going wrong? Is there some setting somewhere that might be causing this? It's been like this the last 3 betas and nothing I have tried seems to work.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Kyatric yeah that's all very valid :) As a Ludum Dare competitor it falls way short. It's also a case for the failings of democracy - I'm on the record of being staunchly against the whole design of the thing :P But, not everyone can get what they want. This is another tip I would give people: assign your lead designer ahead of time. Get someone to make all the final calls, otherwise you get dragged in too many directions. (Although I do like the idea of perma-death, it just needs to be vastly better in its layout design)

    But that said, the primary goal was to see what we could do with a group of people in a short space of time, and it looks good! And for the scope of LD it can be hard to fit everyone in, but I want to try to expose the potential for bigger projects. LD was just a good chance to bring some people together. And the main thing gained is how much we all learnt in this process. Like now I understand better all the considerations to get smooth multiplayer that I can factor in from the start.

    And thanks for the keyboard advice, it never crossed my mind actually. And also controller should work on it too.

  • Thanks Games ! I have only just been able to see it myself now.

    zatyka and anyone else who is interested, here's what went on:

    First of all the SVN worked great, until it started lagging in a peculiar way. It meant the updates were becoming available to other members, although they would not update, say, the image files unless you waited mystery amount of time. So essentially they were updating only portions at a time which thoroughly destroys everything. So, either don't use one or try out a different program or have some kind of synch happening where each member only commits at their allotted time. It was very sad to see this, as I was a big advocate for it. It worked fine on small commits and tests, but the way it crumbled once real production began cost us many, many hours.

    Then there was the point of my PC frying with a good chunk of time remaining. Not only did I then miss out on this time, but several hours of my work was lost. I then had to skype call Lennaert from my phone to walk him through some of the final 'must be done' changes, which then also sapped his time. This was really bad as, not to speak down to the other guys, but Lennaert was one of the 3 major contributors. This meant that only really the artist got to put in a good effort (it really shows 'ey?), as he dodged SVN and this final issue.

    Then there were a few hiccups with Spriter, as the artist only just started using it for the competition. But they were soon figured out and it's easy to say that it's a totally amazing tool.

    Lastly, even with the SVN gone, merging work became quite simple. As long as everyone was working on a different part, things were structured so we could easily just port them across. The only downside of course, is it takes a while to get up-to-date copies out to everyone so they can all see the whole thing moving.

    So what did I learn from all this? You want more people. You always want more people. We could not have got the art the way it is, functioning game, and multiplayer in there as one person. Sure the last 2 need a lot of work, but they are there even after all the hassles. And since then, Lennaert has got multiplayer working with the appearance of no lag across several games, Lorne has learnt Spriter and I learnt how to deal with some serious problems and do some funky new mechanics I never had to try before (like climbing ledges which gave me a lot of grief and still needs some tweaks, but it works). So this was very worthwhile and I encourage everyone to try getting out there and forming some bigger teams!

  • zatyka it was a mix of extremely well and tremendously bad. For instance I haven't updated here because my motherboard fried about 8 hours before submission. There

    were many other technical issues, particularly massive bugs with svn. But! We still managed to get something out. The team work side though went very well even after ditching svn.

    You can search 'one way out' in LD to see what we did get done, but I will give you more details when I have a pc again ^^

  • Thanks SecondDimension :) So far the SVN is working a treat! There were some hiccups to suss out before we started LD, but haven't had a single issue since we started.

  • Too slowly! :P Now we rest. Strange how we have 4 time zones who all go to sleep at the same time.

  • Hey guys,

    Ludum Dare has just begun, and we have a team of 6 Scirra users. Most of us have never spoken to each other before now and it's our first time using SVN, so who knows how it will end up!

    The main reason I tried for this is because of a real lack of collaboration between C2 users, and I think we are really missing some big potential here. So I grabbed together some willing participants and we are off to chart out a good collaborative workflow for C2. Maybe even make an interesting game while we're at it.

    If you're interested in following the progress, you can follow my twitter: or follow the Trenchrat twitter: twitter.com/trenchratstudio and/or tumblr: trenchrats.tumblr.com (the studio our artist runs - it will be updated regularly).

    Here's hoping we all learn something and we can bring our experiences back to the Scirra community! I would really love to see more mid-sized teams getting together on C2.

  • Games - Yeah sure :) You can follow my twitter: I will try to keep it active throughout and post here once in a while.

    We have the team assembled on skype now sorting out our workflow - pretty exciting to have this many people at once!

  • E Bear - Cool! And you don't need one, I can submit it for the team. But if you want feel free! The more of us active on there the better.

    lennaert and Mr E Bear, I haven't gotten a request from either of you on skype yet - I wonder what the problem is? Can you guys try giving me yours instead? Or try dmelt123 (Drew Melton from here).

  • E Bear - I messaged it to you the other day ;) It's in your inbox. You should also add me to skype!

  • lennaert - cool :) You should add me to skype too: tobyej

    There's a few little things we are sorting out that you should be a part of.

  • zatyka - wow, you seem to really know what you're doing! I feel an extra bit of pressure now.

    lennaert E Bear - did you guys try out the SVN yet? The rest of us and getting into gear now.

Tobye's avatar

Tobye

Member since 27 Jul, 2012

None one is following Tobye yet!

Connect with Tobye

Trophy Case

  • 12-Year Club
  • x2
    Coach One of your tutorials has over 1,000 readers
  • Email Verified

Progress

14/44
How to earn trophies