Excal's Recent Forum Activity

  • Problems haven't been fixed in two years... You don't see an issue with this?

    Not sure if trolling or stupid...

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  • This is by far the best NG game jam entry I have seen yet.

  • Thanks guys. I am aware of course that programmers tend to be much kinder to other programmers. Even if you see a bad game, you're far more likely to appreciate what the guy is attempting to do and give encouragement. Whereas gamers are just being brutally honest. In this case, the problem was that they said the game was bugged. It seems that if you have a bug, you get a 1/5 rating and that wrecks your chances. I'm going to see if I can work out what bugs they're seeing and try again.

    This is more or less a QA thing. Raising standards and vowing to put additional work on hold until the current version is stable prevents masses of bugs from piling up later on.

    Before release, stress test extensively. This seems to be something you did not do, and it's evident to gamers who want a smooth experience. Remember, you are not making games to make the players go 'Oh wow, you have talent', you are making a game to give the gamers a fun experience. This is impossible without stress testing. I understand making games is a lot of work, but you cannot simply say you have put a lot of work into it and don't feel like testing, just release immediately. That may bode well with other programmers, but your target audience is not going to appreciate that. If you are wanting to make money with the game, you aren't making the game for yourself. You're making it for gamers, so that means you have to release it in a state that they will enjoy, not one that you personally feel satisfied with.

  • I'm not talking about design here, I'm talking about implementation. I understand that games with multiplayer in mind should be designed with online play from the get-go. If the plugin enables remote players on remote devices to join with me in-game, I don't see any reason to integrate the plugin in my game until I begin working on the multiplayer portion.

    Suppose I am working on a single-player game, and intend to add a multiplayer portion later. The design document already sets up the game design to have a logical transition from the single-player experience to the multiplayer experience. Would you still suggest integrating photon cloud as I'm creating the single-player version? Is there any reason why I couldn't add the plugin when I start creating the multiplayer version?

    Also, how does your plugin differ from the Photon Cloud service? I see others in this thread trying to set up their own servers or get a server with a webhost in order to 'serve' multiplayer. The Photon Cloud service provides this as part of its plans, doesn't it?

  • I guess I should be more specific in the last part.

    Why exactly should it be created as multiplayer from the beginning? If I want multiplayer to be vastly different than single player (i.e. balanced), is it necessary to add the plugin from the very start of the project? I'm just confused on what the plugin does.

  • Velojet, how stable is this plugin?

    Seeing as there isn't strong support for multiplayer games in C2 (not talking MMOs but more like FPS matches), would this plugin + Photon Cloud be suitable for production quality multiplayer?

    Along the same lines, if making a game for multiplayer, is it possible to create it in singleplayer first and then add the plugin and port to multiplayer, or is there a better order that's recommended?

  • int(random(0,101))

    if less than 25 -> Sprite 1

    if greater than 25 but less than or equal to 43 -> Sprite 2

    etc.

  • Have a global TotalScore variable.

    At the end of a level, add the level score to the TotalScore variable and then at the start of the next level, set the level score to 0.

  • The .capx link appears to be broken.

    Can you provide a tl;dr or state what specific problem you're having with?

  • Are you updating the path after each wall is created?

    I have asteroids moving around every millisecond in my space shooter, and so I have to update the path quite often.

  • Can you do example in my demo?

    I will not do it for you.

    Here is the formula for exponential growth. You don't have to have exp/level in your game scale exactly exponentially, but the concept is the same.

    Upon leveling up, modify the variable that stores the amount of exp needed for the next level up.

    That should do it.

  • It's quite impressive!

    One issue: if I die quickly twice in a row, the fact that the platforms disappear and reappear means I die immediately the third time after respawn.

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Excal

Member since 9 Mar, 2013

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