foolmoron's Recent Forum Activity

  • ebrar

    When I heard about this game jam I was in my final year of college and had a bunch of stuff due (3 year-long class projects, undergraduate thesis) and also the stress of graduation all coming in the month of April... but I just said "**** it" and decided to make a game for this competition anyways and I'm extremely glad I did. Pressure makes you learn things pretty fast!

  • Dave

    I'm glad you guys were able to figure it out eventually. I think the issue is that you have to be kind of quick if you want to get the earthquakes to collide and create a fault. I do think it's a cool concept though and I might remake/improve it later.

  • Congratulations to the winners... I definitely agree with the rankings. Human Invasion was my favorite game, but the top 2 winners definitely had the production values.

    And yeah Dave I definitely had issues with instructions for my game... the mechanics weren't as intuitive as I thought.

  • My game:

    newgrounds.com/portal/view/616600

    It doesn't run at all on mobile though... I think there's too many sprites at once :/ It's not optimized at all.

    It's the first game I've ever officially released so I'm pretty happy about that.

  • Would it work to set the different resolution versions of my sprites as different frames, and then when I want to swap between the resolutions I just swap between frames? Or would there still be a performance hit for just having the high res versions loaded in the other frame?

    I'll do some tests and see if it works.

  • I have found that my game gets pretty good performance boosts on weaker computers by halving or quartering the resolution of my sprites.

    So is there a good way to have a sort of high/low quality toggle for the player to swap between different versions of different sprites like that?

  • I figured that was the case, thanks!

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  • How do you figure out the runtime index of each of your object types, for use with runtime.types_by_index in the javascript?

    Couldn't find anything about this in the manual or forums. Is there something in the editor that determines this?

  • I don't know that most people will be playing the games on mobile devices. Newgrounds is a flash website, which means people play it on a real computer (or maybe old Android that had flash). I don't think that just because these games are HTML5, they will suddenly use the site in a different way.

    Anyways, the design philosophy for my game is single-touch, so that it can be played with a mouse as well as a touch screen. Beyond that, any typical flash game ideologies should help - quick, responsive gameplay, pick-up-and-play, replayability, aesthetically pleasing.

  • A+ ideas R0j0, I'll definitely write custom scripts if that can reduce the number of events.

    And yeah, I was thinking about getting a license since this seems like a really good engine, but I don't know how much I would use it beyond this one test game (I'm more of an engine-from-scratch kinda guy).

    Besides, if I get top 8 in the Newgrounds contest I'll get a license anyways.

  • So I have a design for a game for the Newgrounds game jam, and I am really worried about this 100 events limit. Especially if globals and subevents count.

    Are there any general tricks to keeping the event count low (even at the expense of readability or maintainbility or whatever) that I should be using when I try to implement the game?

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foolmoron

Member since 18 Mar, 2013

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