BluePhaze's Recent Forum Activity

  • gfigueroa I have two tutorials that I put together for learning how to do platform type stuff (wall jump, double jump) and they went over really well with the community. It is definitely worth taking the time to put some good tutorials together. I have a few more I want to do I just can't find the time currently with releasing our game on 5+ platforms in a short period of time. But yeah, it is worth it, go for it!

  • gfigueroa did you have to do anything to optimize for Windows Phone above and beyond what you did for Windows 8?

  • I ended up using all three of the Tizen related tutorials but got my app certified and accepted on the first try. Fingers are crossed that we do well in the competition! On a side note in my config.xml I used the all screen sizes feature that is in the C2 default config.xml for tizen, and the rest of the info in there was combined with the config file that the Tizen IDE creates. I basically used both of them to create a config that included all necessary tags from both and it worked like a charm...

  • I tried inkscape and GIMP and ended up going back to adobe, I use Illustrator for most of my game art as I prefer vector work and I really don't like pixel art at all. Vector work scales much better so I can re-use the same art much faster in different platform ports of my games.

    Inkscape and GIMP just didn't have all the options I wanted compared to Illustrator CC and Photoshop CC... but they also aren't free. Out of all the free options I tried, GIMP and InkScape were the best, GIMP is more raster art like photoshop, InkScape is more vector like Illustrator.

  • Alright, here is the Official Gameplay Trailer for Root's Cubedonian Run:

    [TUBE]http://www.youtube.com/watch?v=ZKQAYlsODlA[/TUBE]

  • I just exported as a web app and ran the index.html, then hit the "Allow Blocked Content" in the bottom of the IE windows when it popped up.

  • Let's see you can find my companies first game (made in C2) on Google Play (Root's Cubedonian Run), Amazon and Windows App store. It is also coming to Tizen, Nook and Windows Phone shortly...

  • Not to beat a dead thread... but I wanted to chip in here... I formed an LLC. The reasoning is that with an LLC you have some protection if you get sued. They can go after the company but not your personal assets. With a partnership or as an individual you have no protection at all. Your money and the companies money are the same. So if your app causes an issue that results in a court case, your own livelihood is at stake.

    With an LLC you can still file taxes as a partnership so you get to do your taxes the same way which makes it easier, but you do get a good deal of protection from the mean mean world out there.

    Also copyrights and trademarks can be lifesavers in the right situations. If your game suddenly becomes a hit, be prepared for others stealing your IP (Intelectual Property)... you need some protection. Just my 2 cents...

  • Hey all,

    I am a United States based developer and so far have been limiting my apps distribution in the app stores due to not being able to find much info on the various rules for import/export/taxes, etc... for selling apps to other countries.

    From what I have read it looks like Amazon, Google, etc... all convert it to US currency at the time of purchase so that it basically for me would count as a purchase from a US company. So now if that is correct, it should be fine for me to widen my distro to other markets and basically just select them all (other than the ones that require free apps or special certifications).

    Do any other developers (US based would be good to hear from as well) have any experience with any tax or import/export rules due to allowing google/apple/MS to offer your apps to other countries via the online marketplace? I just don't want to make a mis-step here.

    Thanks,

    James

  • russpuppy have you had any luck getting Amazon Gamecircle to work with C2 games?

  • thehen Ok great thanks! Turns out I am still getting some out of memory errors once the game has been played for awhile... I am currently going back through my game and turning off any unnecessary collision detection and disabling solid behavior on objects that the player cannot touch. Not sure if that will help... the c2runtim.js is currently about 9-10MB after the base64 encoding. Not sure how to limit the memory usage any more than it is. ANy thoughts on other ways to save on memory?

    All images are png8 now and base 64 encoded. According to C2 (though I don't know how accurate it is due to the png8 and base64) the app is currently estimated at: 20MB Download and 69MB of Memory...

    I did the base 64 encode due to the game having horrible framerates on certain areas on WP8. On iPhone and Android devices it seems to run great (WebGL and/or CocoonJS) but since WP8 does not do layout by layout loading, I am assuming this is my issue.

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  • Thanks thehen, after encoding if the original images are still in the images folder, do they still get loaded into memory with the game?

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BluePhaze

Member since 20 Dec, 2012

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