AsinineGames's Recent Forum Activity

  • We put together a quick Christmas themed game called Run Run Santa, now available on Google Play and Amazon App Store!

    You can check out the trailer here:

    http://youtu.be/Rf2NX8VF0Js

  • We had Slendercam initially rejected because of this screen shot:<img src="http://www.asininegames.com/screenshots/SlendyReject.jpg" border="0" />

    Apparently you have to have straps on your dresses.

  • The ball is in ludei's court for CocoonJS to work with Spriter, they need to add XML parsing I believe. I posted in the forum there to remind them it is needed. That's the only thing holding us back from using Spriter, it looks great.

  • With r127 I get an error in cocoonjs as well:

    JavaScript Exception (Line 1734 File: 'c2runtime.js') ReferenceError:Can't find variable: createCocoonJSRuntime

    Note: In r126 I was getting missing sprite errors with cocoonJS, so I updated to r127 to see if that would help and got the c2runtime.JS issue

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  • I believe there are some inconsistent audio issues with Cocoojs and Android:

    http://www.scirra.com/forum/cocoonjs-problem-with-music-sound-loading-android_topic60981.html

  • Here is a sample contract I found through IGDA that is a decent starting point if you are doing it yourself. You need to remove the watermark in Word but the red text/highlights will show you what to replace.

    https://www.dropbox.com/sh/0nqb2v9ae0704fd/1atiWrW9Zp/Sample_Contract.doc

  • Before you proceed, decide terms and draft a contract.

    As for artists payment, it really depends on your financial situation, the artists experience, etc. With the artist I am currently working with, we agreed to a percentage of revenue with a small advance up front I will pay him on release.

    With this model I will be paying him as long as the game is bringing in money, so if you have the resources you may be better off paying a flat fee for the project or an hourly rate like thehen is. Although 70/hr is way too high IMHO (most game industry artists make $30-50/hr which is around 60-100k a year), but paying up front or an hourly rate will take care of artists payment up front meaning you won't be sharing revenue.

    If you are low budget, look for recent grads or people trying to get into games and offer a percentage. But in your current situation, if you already said 50/50 profit split then you should not have to pay anything up front, or if you do end up doing that, deduct if from the revenue share after release.

    Whatever you do, GET IT IN WRITING!!

  • If you are like me and fill up your free Dropbox quickly, there is a new cloud storage provider called Copy that gives a lot more storage for free. I'm up to 22GB for free already. They are just getting going so they are giving out GB like crazy. If you use this link you will get an extra 5GB in addition to the 5GB you get when you sign up:

    https://copy.com?r=0U8ffR

    If you do use this referral link, post your own referral link in the comments for the next person to use. That way everyone will get free GB and not just me <img src="smileys/smiley2.gif" border="0" align="middle">.

    Sorry if this seems spammy, it's a good opportunity to get extra storage for free and I wanted to share it as this is the type of thing evryone here uses.

  • Right but is there any way to find out which file?   The project is pretty large

  • I recently set up Subversion and now I am getting this Check Failure pop up when I launch the project file:

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Project file missing on disk

    Condition: FileExists(last_path.c_str())

    File: Projects\ProjectFile.cpp

    Line: 23

    Function: __cdecl ProjectFile::ProjectFile(class FileFolder &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &,const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &)

    Build: release 124 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 2)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

    Everything seems to work fine but it comes up every time I open this project. It does not happen with other projects so I don't think it is a bug, more like something I messed up somewhere.

    Anybody know where Projects\ProjectFile.cpp would be or how I would fix this?

  • I had the opportunity to demo my game at Pax East this past weekend and wanted to share some issues I encountered with C2.

    I had been testing on my iPad and iPhone, and purchased a Nexus 7 and Kindle Fire HD last minute to use to demo at Pax as well. When I put the build on the new devices, I was getting about 9 fps. The iPad and iPhone get 30+. So I was unable to use the new devies to demo on, leaving me with just one iPad.

    I ended up demoing on the one iPad and several PC's and Mac's using Xbox controllers. This of course led everyone to think it was an xbox game.

    Throughout the day, the iPad build got buggier and buggier. Things just stopped working, some layers would not always appear, health would not decrease and so on. I'm not sure what would cause the game to get buggier the longer it was being used. Another iPad issue was the on screen controls jittering. They would bounce out of position and back rapidly sometimes and could probably give someone a seizure. This did not happen all the time either.

    On the PC and Mac builds using Node Webkit, they each had different issues. I had to build several times before I got a Mac build that worked well enough to show. The first few builds had layers missing or objects not showing up correctly. The PC build worked for the most part but had a few small bugs different than the Mac and iPad builds.

    I have had the Pax Plague this week so I have not had a chance to investigate yet, but I wanted to share my experience of demoing a WIP build to a large number of people and the issues I encountered while tey were still fresh in my mind. I will investigate this week and see what could be the cause of these issues.

  • It would be helpful to be able to multi-select items to delete in the project bar, especially audio. When I want to swap out sounds I have to manually delete 3 versions of every file and it takes forever when there are multiple variations.

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AsinineGames

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