Dreamcader's Recent Forum Activity

  • Have any of you started "late" with games developing or did you already have an interest from very little? I wonder if game developing is similar to sports. If you don't start from primary school and secondary school or even earlier, you're not going to be able to keep up with the rest.

  • For now I have added another very simple behavior and a feature to the platform behavior. You can check the repository

    What do I click on to test the new features you've implemented? When I access the repository, I am having trouble understand which file to select in order to give the new features a go.

  • Backward compatibility means a new use of the material not stated in the first original contract. In this case Xbox 360.

    Yeah, I was wondering about this. Would the developer and music creator/owner consider the backwards compatibility on the Xbox One as new use of the material, or would it be considered identical to before, just for the Xbox 360? The reason I ask is because, when you play a backwards compatible game, it looks as though the Xbox One is "emulating" the Xbox 360. To me, it looks as if you are logging onto Xbox 360 system, and people on your friend list "might" think that you are playing the game directly from the 360 rather than through the Xbox One. Because of this emulation, maybe the contracts and licences remain the same and do not have to be renewed or negotiated?

    For a backward compatibility access you create a new contract for new licenses that permit the use of the content in this new platform if this was not stated in the original contract.

    So if this is necessary, already high or higher than expected prices for new licences and permits may be considered too expensive for the developer? I imagine people complaining about games not being made backwards compatible, probably thinking it could be done by the press of a button. But then you have these possibly sky high licence costs that may not make it worth it. There is a chance and hope for that old games for the 360 may be bought by new users on the Xbox One, thus extending their online shelf life. However, perhaps most people already bought the game on the 360, meaning that the developer is then not gaining any money but rather have to spend extra on new licences and permits. For all I know, making a game backwards compatible may be done just cause its good customer service and not necessarily profitable, in fact the opposite.

  • Ah, excellent. This was slightly different than what I meant but actually very educational. Will get back to you with more questions later.

  • And for the record I have my degree in music business. I just wonder if it works the same for video games.

    Thanks for providing the link about "Video Games and the law"! I learnt a lot from reading it but always wondered about the following and since you also have a degree in music business, maybe you have the answer, so here goes:

    When a game is made backwards compatible or re-released (e.g Xbox 360 games on Xbox One) for a new console, do the game producers have to pay the licence fees for music and perhaps guest character tie-ins again, or is it already covered the first time around when it was first released? I imagine there might be a clause in the contract that states, if the game were to be re-released, these will be the terms in place. Is it covered the first time around or will they have to be renegotiated?

    I am trying to figure out if making a game backwards compatible is an extra financial cost or just pure benefits for the producer. Why does it take longer for some games to be made available as backwards compatible? Is it cause of licences? It's sad to see games like OutRun (Ferrari) and Mickey Mouse: Castle of Illusion disappearing due to expiring licencing issues.

  • Also, you can use a shortcut to show some sort of lame UI to present useful values that you want to change in realtime. Maybe the parameters of a effect. This way the artist can fine tune the parameters of the effect to achieve the desired result.

    You can set a shortcut to go to each level (LEVEL1, LEVEL2, whatever), or enabling immunity to check the behavior of the enemies without worrying of being killed, ...

    Tested again and saw the speed difference I understand the benefits now. Do you mean you can slow down the speed so that you could quicker see the opponents counter behaviour in conjunction with what you do?

    Was also cool to see the individual frame animations for both special moves. Looking forward to more.

  • What are T1, T2 and T3? Tekken 1, 2 and 3? lol

    I liked the fact that you could press right while holding down for the proper shoryuken motion.

    What does this do for your game again? Did not understand its function with debugging.

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  • If I can throw my two cents in I'd say don't make a Metroidvania - I'd like to see a one on one Street Fighter 2 style game, but inside of an environment that's exploreable. Similar to Bruce Lee, for the Commodore 64 (yes, I'm old):

    How old are you? My dad has this for the Commodore 64 as well! Anyhow, I'm excited to hear the game might play similarly. I am reading the Construct 2 tutorials and manuals out of interest and learning how games are built from it.

  • Cool topic!

    Favourite video game characters:

    Ryu Hayabusa from Ninja Gaiden

    Kyo Kusanagi from King of Fighters

  • Hi, I'm Maddy from the UK who joined the forum after reading the Construct 2 tutorial. I am a massive gamer who was amazed to learn how game construction works just by reading the guides on the site. Perhaps in a few years I will be ready to try this myself

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Dreamcader

Member since 5 Sep, 2016

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