teacherpeter's Recent Forum Activity

  • That tutorial is good, but it doesn't answer his question. I do not know the resolutions all off the top of my head, but one way to find out would be to go over to the google and ask it about each of those platforms' resolution one by one.

  • BASIC for me.

  • Sure, sure, sure, I know that. And I know there are plenty of psychopaths out there saying "dagnabbit", but I'm just saying some villain archetypes that SHOULD swear often don't.

  • I think it's a stylistic choice. For example, House of the Dead: Overkill used way too many expletives, but it's because they were imitating a certain cinematic style with it. At some points, the swearing and violence and disturbing nature of that game was "overkill" for lack of a better word, but then, that was the whole point. As a result, I loved the game, and so did many reviewers.

    Other times I feel swear words are forced. Still other times I feel like their exclusion is unrealistic at best. Nothing kills immersion like playing a video game with an evil, gritty villain who never once utters a curse word. Even when heroes are injured or love interests are killed and they just shout "Darn!!!!", it just isn't realistic. People would swear, so characters should too whenever it makes sense to do so.

    I would agree that swearing should be avoided unless the game calls for it though.

  • Here's an idea: Game Maker, Construct 2, Stencyl, MMF2, Unity, and Game Develop can all coexist happily. Neither of them need to worry that the others' existence threatens their own. This is for a few reasons:

    1. Many indie developers use/own more than one engine (I own licenses for MMF2, GM, Stencyl, and C2 myself)

    2. Competition between game engines gives rise to niches (e.g. C2 is THE HTML5 game engine. Nothing else compares. Meanwhile, Stencyl is for flash developers and app developers who need native exports, and GameMaker is for control-freaks who need power and don't mind learning a new scripting language, Unity is for 3D indie developers that need powerful tools)

    3. When an engine DOES fail or fall into obscurity, like I'd argue GameSalad might be doing right now, other game engines learn from their mistakes and adapt, leaving slightly fewer good choices on the market, but making all the existing choices that much more viable.

    I saw an article here about how Game Maker should consider C2 as competition, and I agree. I also think, though, that C2's rise doesn't hint at Game Maker's fall. If anything it speaks to a growing community of indie developers using a variety of tools, all of which serve a purpose. I'm not going to specifically advertise my favorite game engines or go into why I like them, but I'll say that C2 is at the top of my list.

  • I'd be willing to bet that as soon as there's an HTML5 API, there'll be skilled programmers integrating it into C2. It's just such a no-brainer, and probably not that difficult for the right people.

  • SayShhh Do you realize that you come off as very rude and entitled here?

    Are you joking? You want to sell your games (and expect to make over $5000 doing so). One game creation engine helped you along the way, and you paid a measly 50-100 bucks for it. The software is that price, but the license to use the software to sell commercially successful games is higher.

    CryEngine takes 30% of your sales. Every sale. Ever. Unity requires an investment of like $5000 just to unlock all the features and export options. UDK isn't much kinder than CryEngine. Even Game Maker, a similar engine to C2, chargest a minimum of $99 per export. Their native export option costs $300. Stencyl won't sell you the rights to sell your own games. They RENT them to you on a year-to-year basis.

    This should be a thread thanking Scirra for being so generous with their licensing. Shameful.

  • I love C2 so far. I'm not using it to make the next big game, though. I'm using it to make short, simple, fun web games, so I'm more the demographic than, say, someone like the OP who wants C2 to be something other than it seems to be.

    Ashley has explained his reasoning on this issue to me before, and I bought it. I'd rather see new design-related features and minor tweaks to optimizaiton continuously pop up then see all of that go by the wayside while the very small team at Scirra (3 people?) try to tackle their own exporter, which would be inane because they'd basically be assuming that they could do a better job than Google and other companies who specialize in HTML5 exports.

    If native exports mean so much to you, there is Stencyl 3.0 now, which is a nice tool by itself, but harder to learn (not THAT hard though). Then there's GameMaker, of course, but you'll have to pay a lot for their "YoYo Compiler" in order to have access to high performance exports. Furthermore, neither of those engines have C2's advantages (super easy visual effects, etc... Stencyl doesn't even have a particle system yet).

    So, you do have options. It's possible that better exports will come in the future, and I'm sure they will! But it won't be Scirra themselves who bring them to us.

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  • Game Maker will officially support spine. I think Scirra was wise to throw in with spriter since its price is more inline with C2's own low cost.

  • You're right, of course, but I wasn't trying to make 3D game. Rather I was exploring the possibilities of JavaScript plugins and entertaining the notion of 3D objects behaving as 2D, which could add a nice effect to some projects.

  • https://play.google.com/store/apps/deta ... talkingtom

    If this is what you're talking about, and you have to even ask, you have a very very long road ahead of you before you're ready to make this game. C2 can do just about anything with plugins, but it's certainly not designed for a 3D talking pet game.

    C2 is based in 2D. There are ways to do some things with 3D, but at that point, you'd be better off using Unity.

    You could certainly make a compelling sprite-based 2D version of Talking Tom Cat if you had a good artist on your side and lots of experience.

  • If you don't want your box to fall, then don't use the custom movement plugin right now. Instead just program the movement entirely from the event sheet. As for the buggy collisions, I've noticed that in the past too. I'm not sure what the answer to that is right now but I'm sure someone else knows.

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teacherpeter

Member since 15 Jan, 2014

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