lwgames's Recent Forum Activity

  • So I finally had time to sit down and figure out what was causing my flurry problem.

    The way I logged parameter events was I would add a new key in my dictionary and add a value from a variable, current level, the number of times the user restarted the level or something similar.

    As it turns out flurry wouldn't display events with parameters that only have numbers as their value, so I had to add a text string for the events to be registered and displayed correctly.

    Good job KFC, i had the same problem.

  • it seems it doesnt work on Nodewebkit exports:(

    on web it reports everything but on exports i see no stats

  • You might want to report the issue to FRAPS. Node-webkit is based on Chrome which has a fairly unique architecture, like having a separate process for GPU commands, so they might need to update FRAPS to take that kind of thing in to account.

    Ashley, Fraps stopped working with the new version of Nodewebkit, the one i used now from 184 works with fraps, so it might be nodewebkit? or some new update from chrome...

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    > yeah i watched your game with pleasure, since i love space games, and i really love what you did there, lovely effect and gameplay. I dont like mobiles, it limits my design.

    >

    > the implementation was quite challenging ans many things i did in this Alpha. Persistent active map, complex inventory, squad orders, minimap, tact map, etc. It was quite fun and thank god for C2, otherwise it would take a lot more time to code this in Unity, since i am doing all of this alone, fulltime.

    >

    > yeah, at first i was using some nice particles for thrusters, but due to custom movement, it didnt work properly, i will develop something in time.

    >

    > Keep up the good work and thanks for the kind words. (voted on Greenlight, sorry i forgot to do this earlier:)

    >

    Definitely if one set out to design a cross-platform mobile game, it really limits what you can do creatively, not just in terms of graphics but in terms of actual features due to the small screen size and lack of mouse/keyboard. But importantly, a lot of complex features that require a lot of AI cycles would really hurt Android mobiles particularly. Luckily with iOS8 we can pretty much don't worry about these things and go full PC-quality on Apple devices!

    You have a good foundation so far with all the features required for a great space combat game. Now you just need to polish and more polish! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    For ship trails, I suggest a simple 50% opacity outer-glow square. I use 32 x 32 pixel (resized to 48w x 32h in-game). Add Fade behavior, set 1-2s fadeout. Then on your ship, check if they are moving, if so, spawn the trail (I find I only need it every 0.05s and not every tic, ie. 20 trail sprites per second spawned instead of 60).

    It looks like a proper space ship trail like in most 3d games:

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    Yeah that could combine with something i have in mind, ill let you know when i finish it.

    As for the game, things will get more complex then are now, but of course polish and polish, but i am still in Alpha 1. From Alpha 2, things will get quite interesting, dynamic full out war, ground combat, multiple fleets.

  • yeah i watched your game with pleasure, since i love space games, and i really love what you did there, lovely effect and gameplay. I dont like mobiles, it limits my design.

    the implementation was quite challenging ans many things i did in this Alpha. Persistent active map, complex inventory, squad orders, minimap, tact map, etc. It was quite fun and thank god for C2, otherwise it would take a lot more time to code this in Unity, since i am doing all of this alone, fulltime.

    yeah, at first i was using some nice particles for thrusters, but due to custom movement, it didnt work properly, i will develop something in time.

    Keep up the good work and thanks for the kind words. (voted on Greenlight, sorry i forgot to do this earlier:)

  • thread updated, check the first post for video, demo and more.

    GJ Ashely!

  • it worked in the past according to some Devs, now we need an update for node.js for Scirra to fix it.

  • Lol guys it's Star Nomad actually...

    I'm amazed that there are a few people work on the same sub-genre, I think so far in C2 this sub-genre has the most attempt by c2 community, in the complex mechanic category. To be honest, I tried create a space-based game months back but stopped doing it because I'm running out of idea to make it different, it felt bloody similar to star nomad.

    Anyway I have plans to restart in this sub-genre, probably as a long term side project, with MP awesomesauce maybe next year.

    I love this sub-genre, so I'll be watching you guys.

    its not actually, but its similar in some ways. Like its a space game, top down, and you can customize your ship, there ends the comparison. Nomad mechanics are very simple, basic, but it works for a mobile game. I like the particle effects / explosions. For one man game, it seems that it has a lot of content, but production value and mechanics are very simple, tho for mobile is pretty good.

    This sub genre is popular for devs like me, because it requires less graphic assets than usual, since you don't need many custom animations, so i guess that's why many choose a top down space game, action based or tactical. I could go with a turn based full, but this project is 50/50:)

  • Oh yeah, there is literally nothing done in my game but the dialog and initial graphics. The battle system will be every bit as complex as most space games (targeting rooms, starving ships of oxygen, trying to puncture shields, etc). Basically FTL with real time movement, or star force gemini top down. It will have it's own unique twists as well as I plan on making it very dialog heavy and RPGish.

    I saw space nomad, and it is also equally impressive from what I saw, I should probably pick up a copy. Thing is, I'd probably enjoy your game too I don't have the time resources to work on my stuff full time unfortunately, and I'm not an artist, so 90% of the art has been outsourced so far. If you've done all of this one your own, it's very impressive, especially such a short time!

    Thanks for the kinds words. 60% of the graphics is bought, the rest i did it, but i am working full time on this. As for your project i like the way it sounds, build it and they will come:)

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  • Looks great! Kills me it is so similar to the game I'm developing and is further along, but that's life I think most space games tend to draw on the same formulaes though. I'd love to test it. Does this draw inspiration from games like star force gemini and FTL?

    FTL is inspired by older games from Amiga, Star Force Gemini is inspired by Freelancer, my game is inspired from a lot of games i played during the years, like Freelancer, Space Rangers 2, Star Wolfs and so on. They are many similar games in development or released, but they are not the way i like it, and i am sure i will bring something new or unique with it, so i dont see a problem:)

    As for your project, i played it a little, similar to Space Nomad, another C2 project, but its mostly for mobile, could work on PC but you will be flamed by PC users, since they aim for more complexity and challenge in their games, but now it depends on what you do in time, maybe some interesting combat, you know better.

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