Tylermon's Recent Forum Activity

  • This job has been filled. However, if you are an artist and want instead of a commission to form an ongoing partnership send me a pm or if you can't pm leave a reply.

    Otherwise I don't need an artist for the time being. Thanks and good luck out there!

  • If array.at(0)=2

    -> subevent

    array.at(1)=1 | array.at(1)=2

    edit:

    hundredfold

    You ninja. haha. Guess I read the posts too slow, you beat me to the answer xD

  • From a side scroller or platformer perspective this seems like a must have feature..... From a top down game, I can see issues where I wouldn't want things sliding along collisions.

    Perhaps there is a barrel in front of the player. Now instead of hitting it, they might slide all around it. Despite a barell being a solid object you want a player to stop at. Or if an environment has objects or props rotated, now these become sliding obstacle courses.

    Pushing objects at angles could now break and have players struggle to position themselves. The Boulder they were pushing is now a sliding wall and a nusance to the player.

    Only a few examples, but I'm sure people could think of others.

    Point being, it is a useful feature depending on the game. Aka specific uses.

    Personally if something like that got added, a few of my projects would break. I would have to change over to custom movement which isn't a big deal, but defeats the purpose of an object that is meant to have basic functionality for us to then add on to for our specific games.

    Also the 8 way movement is simpler in my net-code would hate to have it break haha.

    Add too much, and it becomes the platformer movement. Great for that one purpose. Limiting for much else.

  • The more specific the behaviors become the more limited in use they become.

    My personal issue with 8 direction is it rotates sprites. Might have to make a new thread about it now that I mention it haha.

  • I thought a big point of the "room" discussion was partly memory management....but if I recall Ashley didn't feel we need any memory management. Even suggested using multiple layouts among other things.

    My issue is multiple layouts means forget making any open world or dynamically created games.

    We simply need 2 system event/action to do two things:

    Unload any unused sprites/textures.

    Unload specific sprites/textures. It can delete all instances as well.

    On a similar note, if we can unload textures we should be able to pre-load them as well.

    Label it an advanced feature. Warn people it is not advised to be used unless necessary. Tell people misuse could break games. But it is honestly something we need.

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  • You can get a Touch ID. Touch(0) could be to drive and touch(1) could be to aim.

    Another idea is to have a sort of bounding box around the controls. If the touch is inside the box, use it to drive. If the touch is outside that box, use it to aim.

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  • My firm belief?

    Art is the limit.

    your game is only as good as it is graphically. The better your art, the more you will earn.

    No, you don't need amazing HD assets. Pixel art is perfectly acceptable. Whatever your style, whatever the level of detail.

    It needs to be consistent: from UI design down to characters, scenery and animations. Things need a style and need to all stay with it.

    Art also needs to be complete. That means a full UI. Backgrounds. Characters. Effects. Animations. Text fonts.

    Finally, it needs to be appealing. That green rectangle you have as your player might do some really cool things. But are people going to want to look at it for any length of time?

    There is a lot of art that needs to go into a game, no matter how simple. Even the most simple of pixel art needs decent looking animations.

    Either be talented. Or have the money to hire talent.

    That talent can be the HD or Pixel level graphics and anywhere in-between. But you can't cut corners here. If art feels out of place/inconsistent, lacking/empty or aesthetically unapealing then you have just lost customers and lost money.

    You cant judge a book by its cover, but you sure as $%^&* can judge a game in an app store that way. Have decent screen shots, real preferably, if faked, better be feasable or possible with real assets, and a nice cover page.

    In my experience, art will cost you $200-$1500 for the majority of game assets. Small game.

    Not even a ton of assets.

    We are talking 10 or less people.

    1-2 backgrounds.

    variety of items and other assets

    Cross the barrier of art, and earnings are infinite.

    --------------------------

    The money you make also has a ton to deal with the social aspect of your game.

    Twitter and facebook are very important tools.

    Let your players share their hi-scores and tell their friends.

    Also, ask them to rate your game. how you ask is VERY important.

    i suggest asking if they like the game.

    if they say YES. Proceed to ask them to rate the game.

    if they say NO. Do not ask them to rate the game. Probably make it so you never ask them again.

    ------------------

    Advertising VS paid App!

    Which earns more?

    Advertising earns more as a total earnings. (generally)

    However, per user. If a person buys the game. You generally earn more from that person than if free with advertisements.

    A free advertisement version. And a Pro no-ads version is usually a good idea.

    I suggest making that "Pro" version include additional content.

    ------------

    Finally.

    Create your advertising accounts well in advance before you even are ready to launch.

    It took me months to get approved and ready to go even though I had a complete working game.

    And there is little point putting your game in the stores without it earning money.

    -----------

    An afterthought here.

    When are you ready to publish?

    Some people will place ANYTHING in a store. They live by it. They have that first game prototype they ever made available for people to see and judge.

    I dont recommend being that person.

    I say wait. Allow yourself a solid product. You as a company have an image. That first launch does not need to be spectacular. But it should be a full product. Something you are proud of.

    An example of what NOT to do.

    https://play.google.com/store/apps/deta ... tton&hl=en

    Although, with android users I do see a tendency to download the worst apps simply for that "Internet Troll" aspect. Make the worst game ever to exist, it may very well become one of the best selling games of all times these days.

    Less so with IOS. But still a problem.

  • Im going to agree.

    I either suck with the drag and drop, or it simply does not work as intended most of the time.

    -----------

    I find myself trying to drag things as sub events, and they won't go where I want.

    Or Trying to move one event above another, and it wont let me put it there because it tries to become a sub event.

    simply moving the order of events around is a hassle

    Sometimes I want an to rearrange a group, but things will become unintended subevents. Or things refuse to be subevents. Some items simply refuse to cooperate!

    I shouldn't have to battle my events for 10+ minutes simply because I realized something works better under a different group. or should be added to a subevent.

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Tylermon

Member since 26 Nov, 2013

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