digitalsoapbox's Recent Forum Activity

  • FGLmatt Thanks for all of the info. Your responsiveness and openness are both appreciated.

  • Try adding a variable to the Spriter object that uses 0 for no collision and 1 for collision. Then have the child objects of the Sprite object check that variable. This should solve your problem, though I think you're doing something else wrong, otherwise you wouldn't have to do that (I don't in a similar situation). It's hard to be sure without seeing the code, though.

  • FGLmatt, thanks for the additional information.

    Other than the $200 to integrate the API, what benefits do you see with your platform, as opposed to competing platforms? Buongiorno, TreSensa, etc.

  • There's a few.

    • We actively manage the ads to provide the best eCPM as possible (currently around $9).
    • Your game will be cross-promoted with other games on our platform (hundreds of games across a growing number of distribution channels).
    • We have relationships with the companies we distribute to - for instance, we work closely with Amazon to get featured indie sections on the front page of the Amazon app store. Even if your game doesn't get featured, it will be cross-promoted with games that are.
    • Your game will be easily licensable from our GameShop because a buyer will be able to simply upload their branding, choose which features of the API they want active, buy, and download the game to their specs. You don't have to do anything. And we just send you the money.
    • We're paying you in advance (up to $200) to implement our API.

    FGL takes 30% off the net revenue of your game in our platform.

    • Can you go into a bit more detail on how the licensing/branding works with TGL's partners? Examples of who they are, and what, if any, part of the licensing progress the developer is part of: eg if we don't want our games licensed, or licensed by specific types of companies.
    • When you say download, are you referring to source or just a version of the game that can be served on X platform?
    • What are common licensing terms/payouts for such an arrangement?
  • Unfortunately you can't use the features of our SDK without submitting the integrated game through us. If you tried to publish your game with our SDK in it, all the placeholder stuff would remain placeholders. We have to process each game on our end.

    What benefit is there to submitting through FGL, as opposed to directly to portals? When submitting through FGL, what is the potential revenue split on advertising and other purchases related to FGL SDK integration?

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  • Look into Blend Modes: https://www.scirra.com/manual/146/effects

  • Or just download Tiled (mapeditor.org), which lets you layer and export tile-based images as PNGs.

    Nintendo takes awhile to respond. As in, a few months. The quality of the game is not relevant, you'll get some kind of response either way - there are actual human beings who read the submission emails.

    That being said, if you're using any copyrighted materials in your game, they won't allow you to publish it on their platform, free or not. Doing so would open Nintendo up to the same potential lawsuits the creators of ANY game using someone else's intellectual property without permission could be faced with. Even if you're not worried about protecting yourself, you can bet on them being worried about protecting themselves from any legal action. Your personal feelings don't really enter into the equation, and if you think they should, you may be too young to qualify for their Developer Program.

  • That's actually not how it works. Think of it like this: you have a piece of real world paper, and a stamp. It doesn't matter what angle the stamp is at when it touches the paper - the gpu calculates it in real time when drawing the pixels, and needs to make no modification to the stamp itself to do so, and it incurs almost no performance hit in the process, because gpu makers have optimized the operation like crazy.

    Actually, it depends less on the GPU makers/drivers (outside of stability) than the technology being used - in this case, HTML5/JS through C2. C2 isn't a 3D engine. Yeah, some things are similar in terms of what goes on GPU-wise, but different things work different ways. Either way, wasting cycles rotating an object to save a few kb in a bitmap isn't worth it in this day and age, where even our slowest smartphones are faster and have more memory than the hardware available at the time when rotating sprites to save a few bytes was even a relevant discussion.

    If it worked the way you suggested, practically no 3d game would be possible because every single texture on every polygon of every model is being distorted in an uncountable number of permutations based on perspective, angle and animation. It would use a ridiculous amount of memory to do so and would be completely pointless as very little of the saved work could be used ever again. Even if instead of saving an extra copy of the texture it just overwrote the original, the quality of the texture would degrade as it got blurrier and blurrier from being filtered over and over again.

    3D uses UV mapping on a per-vertex or per-triangle basis in general, for starters, so it's not even close to comparable. In fact, it's a bit like comparing apples not to oranges, but to, say...a polar bear. I'd be happy to PM you a few links on the subject if you're interested in learning how different it is. I think a couple books I wrote on the subject that were published by actual book publishers might still be in print. They're kind of old, but the theory is the same.

    Also, doesn't C2 use quads for drawing in canvas2D? In which case, it's WAAAY different than 3D.

    *EDIT: It does: https://www.scirra.com/blog/58/html5-2d ... e-analysis

    Maybe you were thinking of projection mapping? That's sorta-kinda stamp-like.

    Also, when not using webgl, canvas2d is used which is still hardware accelerated, just not as efficiently. Even software rendering such as chrome uses still doesn't need to use more image data in memory to rotate a sprite because it emulates the real time process hardware acceleration uses.

    As I think I said somewhere in a previous post, that depends on what kind of rotation we're talking about. And considering the inefficiencies inherent with the 2D canvas, the tradeoff isn't worth it because, again, the savings are minimal memory-wise (and really, who cares about 8MB when even a phone capable of running C2-based stuff from 2 years ago has significantly more memory) and could potentially have a negative impact on the actual, real-world performance of games we make by worrying about other things like sprite rotation in a sprite sheet (aside from the whole power of 2 thing someone else mentioned). If you're THAT WORRIED about performance, maybe look into learning to use the tools that are available, right this second, in a more efficient way. A couple megs on a sprite sheet isn't going to hurt anything. If it is, you're doing something wrong.

    I would wager a majority of performance issues are the result of user error. Every time I've wanted to blame C2 for a framerate drop, it's because I've actually been the one doing things wrong. All it takes is a trip to the manual, or these forums, and a few keywords. People are here to help find solutions, and are almost always pretty friendly about it, but it'd be great if we could steer clear of blaming C2 for not having a feature that isn't completely necessary and may in fact be hurtful to its performance.

  • I paste all tiles with no interactivity (7000+ sprites) into just a few Paster objects, vastly reducing my object count - 6000+ sprites get reduced to 7 Paster objects. On the level in posts above, I end up with, max, 687 sprites, most of which are invisible and are used for collision purposes only (standing on platforms, ladders, etc.).

    Doing it this way lets me use a ton of layers in the Tiled (mapeditor.org) file without having to worry about how many sprites I'm potentially bogging C2 down with, as well as reduce the amount of layers I'm using in C2 for parallax, since in the end the "shadows" on each platform end up as part of the same Paster object as the platforms they're "shadowing." It also means I get to keep the amount of actual art pretty low, because what looks like tile variations is really just multiple layered images that get slapped on top of each other in a single Paster object.

  • czar It's your design. Every sprite sheet must be power of two.

    You should adapt a form as background image in one frame, then use sprite font like YES, NO you could save a lot of memory.

    Or, even better, use a 9-Patch for the button itself with a sprite font on top, which eliminates the need to create differently-sized buttons entirely.

  • Spriter is irrelevant here, it's not related to Construct 2. However Spriter can handle million of animations, but it's not related to sprite sheet.

    Except for the fact that the images attached to a Spriter animation are, themselves, added to a sprite sheet upon export?

    I was also addressing a misunderstanding of Spriter's features made by the OP, so...yes, it's entirely relevant.

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digitalsoapbox

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