BluePhaze's Recent Forum Activity

  • Make sure the elements are on a layer above the one with the blur effect applied.

    *EDIT* had this post on my screen for awhile and didn't refresh to realize it was already answered.

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  • For my particular game, on all but one layout my collision checks dropped from an average of 60,000-90,000 to around 5,000. That is a huge difference. I only have one layout now that still gets over 40000 collision checks and I can't figure out why for the life of me. But overall it has made for a huge boost in performance.

  • Look at the sprite font object... then you can choose what you want it to look like, and use that instead...

  • Glad the tutorial worked for you! If you have any questions about wall jump, wall slide/grip let me know as well!

  • You need more than one if you want to save the previously generated dungeon. Each save game will basically save that particular randomly generated dungeon. That way you can go back to previous ones if would like.

  • Even though you scale the graphics down, don't you still have to deal with the full image in memory? That could get large for mobile devices with a lot of sprites.

  • That is why I started my company with my wife. She is the financial genius, and I am the developer. Our tasks are different but our goal is the same, make our company successful by creating good games and being good members of the community.

  • You need to do some research on the IAP options. You create in app purchases (IAP) in order to create freemium games. The game itself is free, then you can have three kinds of in app purchases:

    Managed: A one time purchase - for example to disable ads in the game, or buy a map pack or add-on

    non-Managed (Consumable): These are purchases that can happen over and over and are for items like potions, lives, etc... that the players will want to buy on a regular basis.

    Re-occurring (Monthly): These are automatically taken out each month and are usually used for subscription based games.

    The way they all work is you define a name and a price in the various app stores such as Google, iTunes, etc... Then in your game you track what happens when those items are purchased. The easiest way is to use global variable with the save system or web storage to track what items have been purchased or not. For example if I have a free app with ads, and I have an in app purchase item called RemoveAds then you put in the code (in my case I use CocoonJS) to Purchase the RemoveAds item when the user hits the button. I then set a variable called AdsRemoved to 1 and save it so that the next time the game starts I don't have to check with store (marketplace) to see if they purchased it as this can take awhile sometimes. In my code I also have a condition that checks to see if AdsRemoved = 1 and if so do not show the ads. You could also do it with consumables, each time the users purchases HealthPotion, I add 10 to their NumHealthPotions variable and save it.

    You are completely in control of what your in app purchases are. You just need to make sure you give the user exactly what they purchased and be very clear on your descriptions.

    The app stores that I use (Google, Apple, Nook, Kindle, etc...) all connect directly to my businesses bank and deposit the money there. The thing you need to know is that they usually have minimums. Basically you have to make over $100-200 depending on the marketplace before they will pay you for that month.

  • bertie Booster Or just plan from the start and add a HUD layer each time you create a new layout. I am now going with Creating a template layout with all needed layers and then duplicating it to make my other layouts.

  • No problem here so far (other than black screen if the device goes to sleep). But I don't use physics either, just platforms behaviors.

  • Another important aspect of forming a company is protection. If you are just a group of people using a name to publish with, then if you ever get sued by another company you are all getting sued for your personal assets/money/home, etc...

    Forming a company (depending on the type) gives you protection to protect yourself and your work. For example, we formed an LLC as it lets us do our taxes like normal (same as a partnership) but also protects our personal money if the company ever has issues or gets sued. With a basic partnership you get no protection whatsoever.

    So regardless of whether you are passionate about your games or your business, protect yourself. That is the same logic for getting trademarks and copyrights. If you create it, protect it. Or someone else can come a long and take it all.

    Losing everything is a quick way to kill your passion about it.

  • If I can find the time I may post a tutorial on this. After my double jump and wall jump tutorials I did a lot of work with wall cling/slide and have a decent method for it. The only things you need to do is to add conditions to check if the button(s) you want are down, etc...

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BluePhaze

Member since 20 Dec, 2012

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