Thndr's Recent Forum Activity

  • The best part about C2 is the event system shows you what you can and cannot do via limited conditions/actions.

    Because of this, people who do not know code can just look at a list of what they can do and get a better idea of what they need to do. It doesn't need memorization before use, but gives memorization through use.

    It's an alternative to memorization. Like all educational things, people learn differently. Some people learn by reading, some people learn by listening, some people learn by getting hands on. C2 brings hands on coding to an accessible point in which can provide a groundwork for more advanced lessons without focused teaching of memorization of code and methods.

    Many programmers start out by either making small demo programs based on book lessons, or taking an existing program and modifying it. C2 gives them that off the bat by having the plugin system with gameplay features they can modify/use without actually coding those features.

    While C2 may not be perfect at everything, it provides a nice solution for beginners and people who don't have the time or patience to get dirty into code, while being able to do advanced tasks and eventually teach many of the fundamental basics needed to learn actual code easier.

    It does what I need it to do, although Mobile support is lacking due to the lack of proper HTML5 wrappers and some ease of use features could be added (which they're on the todo list). But I have no intent of doing a mobile game as if GHG can do Game Dev Tycoon in Node-Webkit, so can I.

    That and the market is oversaturated and IMO you're better off throwing it on an HTML5 portal with ads or selling a node-webkit export (perhaps both? lol)

    GMS does what it does, but I would not say it's better. C2 is lacking in things, but excels in others. Same with GMS. C2 is far behind in terms of overall developmental completion, but still can stand somewhat beside GMS in the lineup. I'd say that's a pretty good job.

  • Yeah, a repository would be super nice when trying to look for plugins, as well seeing if they've updated.

    Would be a step towards potential Steam Workshop integration as well.

  • I did a little test, and using the tilemap just for collisions seems to reduce collion checks by like 90% compared to using lots of sprites, weird!

    Either it's amazingly efficient for collisions or the debug thing needs to be updated?If you look at the blog post it kinda reduces it to areas of collision VS individual tile collisions

    I assume this might cause you to see it check less.

    Blog post also says something about potential new collision detection, but it's not in atm.

    Are you using 2 tilemap objects on 1 layer? If so might be better off moving it to a layer above it, or have a spot where they each do not overlap the other.

  • I seem to recall green heart games, people who made game dev tycoon, appearing on this forum a while ago and mentioning something about trying to integrate steam into a plugin or some such for node webkit. Haven't heard anything about their efforts since, tho.

    Gah I was typing up a detailed post about that while you posted lol.

    ----

    Previous Steamworks post

    Seems like one of the guys who made Game Dev Tycoon posted on our forums last time this came around, before they were on the Steam Store.

    To follow up, I posted a thread on their forum to see if I could get a response: GHG Forum post

    Hopefully they'll respond here or there.

  • jayderyu

    Verge article about SteamBox

    he Steam Controller has a gyroscope, it turns out, one which Valve plans to enable in a software update to add motion control.

    Sounds like the Steam controller will have motion sensing now.

  • Double Jump is a good mechanic for providing advanced platforming.

    Increased gap/height distances may require more skill, makes the basic platforming easier as well.

    It all depends on what kind of platformer you want to make, and what kind of gameplay design you want. A lot of games don't have double jump because it makes their platforming too easy. Other games use doublejump as a crutch, and other other games makes platforming too hard because with doublejump, jumping puzzles will have more death/failure areas to provide difficulty.

    In the end it shouldn't hurt too much if you keep in mind what kind of difficulty/design you want. If it takes away from the game quality you can easily remove the double jump.

  • I'd check out stack exchange for more answers on how much you should charge someone you're making a game for.

    Unlike art, coding commissions are more costly the better quality of a game you put out.

    You could make a basic game, basic tiles, and setup 5 worlds within 2 days and charge $50-100 or something depending on how much time it'll take up. Or you could charge more and do more work. You could charge and hourly rate as well if needed.

    I assume since you have no experience in doing this you're just starting out, so I would say try not to rip them off but try to do good work. Once you get used to doing it you'll have more confidence in what you can do VS how much you feel comfortable charging for.

    Just remember don't over-estimate yourself at the start because you'll only screw both you and your customer.

  • IMO the most important things are: Animation support, Custom Collision per tile(on the tileset), and events/runtime commands/editing.

    Other than that it's all graphical (rotation) and convenience and low priority as tools like TILED and Pyxel Edit have more focused features. (Not to say rotation and stuff wouldn't be useful, just low priority due to lack of use(rotated tiles provide less creative freedom))

    I personally use Pyxel Edit as it's focused more on making tiles/art rather than being a pure tilemap program (you still make tilemaps, but not as many superfluous features as TILED).

    I doubt there will be total TMX support, as TMX files have more than just tiles in them. In time with the tilemap plugin more feature complete, someone can code a level-editor in C2 to use for more accessibility as limiting someone to making levels in C2 is counter productive. This way Scirra doesn't have to re-invent the wheel because even if they did, it would be closed off in the jungle of features that is the entirety of C2.

    Basic necessary feature support for editing is the most efficient thing they can do.

    Even if it had advanced edit-time features I'd use my more reliable and focused programs anyway as they would have less bugs and run better. (which is why the image editor doesn't need to be fancy)

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  • There aren't any such features right now, but we'll be improving it over the next few releases and will try to cover this.

    Awesome, IMO that was the only thing really missing for me.

    Great implementation so far though and a longtime coming :P

    Perhaps you could release a blog post next stable comparing the performance of the tilemap object to tons of Sprites as tiles and combination Sprite+9patches&tiledbg. Hopefully getting a little technical into it as well, comparing draw calls and other rendering information.

  • I was looking at the new tilemap feature and unsure if it's just undocumented or not included. I was wondering if there was a way to save/load data into the tilemap to change the tilemap during runtime.

    Currently as far as I can see the map for the tiles is only editable during edit-time.

    I am unsure how exactly the tilemap plugin works (perhaps more info on that compared to regular sprites?), but I only can assume it uses an array to tell the software what tile goes where. I think we should be able to load/save it in JSON format like the other array-originated plugins.

    If it is possible, I would not expect the runtime-loading to be fast enough to play through, as the intention is more of creating map JSONs outside of C2's edit-time that can be loaded upon stage select.

  • You have control over it by using the no-save behavior to make that object not get saved. You can add this to any object to get complete control. Persist only allows an instance to have it's values persist on the layout even if you change layout and come back (a little like making it global instead of local)

    Personally I would use global dictionaries rather than container dictionaries to make it easier on myself, and no need to keep track of multiple instances of dictionaries.

  • Well HTML5 is a good move for interactive entertainment as the current standard flash is bulky, although it is a good "All in One" program that allows native (flash vector) animation along with scripting. It also allows small downloads of single files that can be used offline as well (SWF files VS Node-Webkit mandatory min 30MB), however that's the PC market and I assume someone could make a "Node-Webkit Player" like there's a flash player (Since you don't download the player every SWF file) Some web-centric sites might even like that limitation to prevent piracy.

    Spriter would probably be a needed plugin with the articulation and animations you can program with it.

    Although I am unsure how much help this community could do as it's the official forums and adult content is kinda touchy. I suggest -if you haven't already- having people from adult communities try out C2 to see if they could use the software adequately to their vision.

    I don't know if gaming/HTML5 would be like other medias with adult content being at the forefront of change in media methods. (Blue Ray and HD content are good examples of the Adult Industry leading media change) However the more of the web that uses HTML5 the better.

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Thndr

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