Niespor's Recent Forum Activity

  • > Some people 'pack' their ugly NodeWebKit exports with 3rd party encryptors such as Enigma.

    >

    Did they really need a 3rd party encryptors to encrypt their project. I mean I read this.

    "Minify script

    The exported Javascript code can be compressed with Google's Closure Compiler to reduce the download time. This is called minification. At the same time the code is obfuscated to make it extremely difficult to reverse-engineer your project. For this reason it is highly recommended to always minify your script on export. Minification requires Java to be installed. (Note that Java is a different technology to Javascript.)"

    Well I'm not really a programmer so I don't know if that really protect your assets from being stolen.

    Well with NW.js the problem is that everything is left to be taken. All assets are packed into a archive that anybody can open and do whatever they want. Plus the default executable file is just ugly. That's why I am a big fan of this:

    http://enigmaprotector.com/

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  • My most recent video/gif, currently working on new enemies and how visibility works in the game.

    weird but interesting

  • Working on multiple AI's. They'll cooperate to get ya:

    this looks bloody good!

  • your domain name smells fishy... to put it gently.

  • if the code is right - so is the game. Regardless what engine you use. But be aware that it's kind a pointless to publish your game if you do not implement Steamworks API (achievements and such). Some people 'pack' their ugly NodeWebKit exports with 3rd party encryptors such as Enigma.

  • Hello all,

    I have just released Sidecar Split for iOS and I was hoping that you guys would have a go (and maybe leave a nice review if you like it?). Simply tap to split and tap again to recombine, trying to avoid all the cars, police and even tanks!

    Here is the app store link: itunes.apple.com/ph/app/sidecar-split/id1242080473 iOS App Store

    Or just play it on the Scirra arcade: scirra.com/arcade/action-games/sidecar-split-21211 Scirra Arcade

    is there an android version? My kiddo would love your game

  • New level added to my game Ball Walker, number 18!!!

    Can you keep your balance walking across the seesaw catapult?

    https://play.google.com/store/apps/details?id=com.kenyonb.ballwalker Download now and try it out!

    this looks rad!

  • Hello.

    Well. I wanna that forum badge so here goes

    I'm Niespor.

    Niespor is a short version of Niesporczak.

    Niesporczak is a polish word for Tardigrade.

    Tardigrades are well known for being almost indestructible and capable of surviving in extreme environments.

    I survived such conditions through out my life and still came on alive.

    In Game Development from 2006.

    Been a CEO of my own studio, worked as freelancer and a team member.

    I have my name put in credits of at least 30 commercial games.

    Sadly, alone developed and published only but 5.

    Currently working full time as a Project Lead and Quality Control in a commercial studio.

    Still dreaming about eventually hitting the motherload and becoming 100% self-sufficient.

    So I develop games after work.

    Hello everyone =)

  • The only 'light' way of doing that is sadly loading external GFX file from Project Files. Of course, you need to setup the speed and loop/cycle via events. But it is doable. Just be sure the TiledBg gfx files aren't that big. Because the engine will be loading/unloading it on fly. On modern desktops even 1024^2 won't lag. But on mobiles I would try with something smaller, like 512^2 or even less.

    Yes, they all work even on mobiles without WebGL. Just make sure 'Enable WebGL' is always 'On' in your Project Properites.

    Sadly - this isn't true. It all depends on device's hardware and OS version. As a rule of thumb - you want to avoid Effects if you plan on publishing your game on mobiles.

  • if Object.X < ViewportLeft(Self.LayerName)-(object.width/2) => destroy

    This way the object will get destroyed only if its on the left "off-screen".

  • I would just go with a seamless fire animation made in 3rd party software and import it back into Construct. Its actually 'lighter' on the CPU. If you insist in doing this via Particles plugin - make them spawn with random X offset, set grown rate to something below 0 (like e.g -16) + Destroy when fade out. To get different 'flame' color - apply 'yellow to orange' gradient tiledbg on top of it. All above with Addictive blend.

  • on [enemy death] =>spawn object 'blood'? Can you be more specific?

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Niespor

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