brainwavecreations's Forum Posts

  • How to check if a player is standing on a platform?

    I can not use the collider because sometimes the player touches the collider but does not really stand on the platform. So how to test it?

    The Platform Event "Platform is on floor", does not work? If not, it may have something to do with the collision box of your sprite or the solid floor/ground/platform. Make sure the bottom of your player sprite's collision box is perfectly flat. Also, make sure that the top of your platform sprite's collision box is perfectly flat.

    If that is all good to go, it must be something else. And, we might benefit from seeing a screenshot of that section of your Event Sheet, and anything that might conflict with the Platform Event mentioned above. So the community here, can further help.

  • > something like:

    >

    > Every tick set enemybullet.bullet.speed to self.bullet.speed+0.5

    This.

    Also try to use dt in the formula so the speed increase is consistent across all framerates

    Good reminder on using "dt". The first game I published to the Play Store, I had to go through everything, and figure out different ways of making things run off of "dt". Caught it before publishing, when I changed the refresh rate on my monitor, and my phone which runs at 120hz, rather than the 60hz my monitor was set to at the time. Setting my display all the way up to max(185hz), everything was moving extremely fast, and nearly impossible to play lol.

  • Not a problem. It's usually something simple when it comes to something like that. I've done it myself XD

  • Is the layer it is on locked?

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  • I have not used them personally. You'd have to contact them directly. Search the community here for "ratalaika", and you should be able to find some threads regarding devs who have worked with them in the past. Again, wish I could be more helpful.

    All the Best.

    EDIT: I think "A Pretty Odd Bunny" was ported by them. You could search that on the main community page as well. Just do Search All Post. Both of those suggestions should bring up some results on the forums here.

  • I would do:

    1) Check the reputation of the publisher.

    2) Check where the publisher company is established? It that in a legit country or do they are in a tax heaven or even worse in a country where they don't care about copyright laws? In that government don't punish people for stealing from others, you can spend millions of dollars in lawyers and nothing would change.

    3) Contact other developers that have used that publisher and ask about their experience.

    Other things important to keep in mind:

    - In general in life, if you were the one asking them for help it's less likely that they trick you compared to the ones reaching you out asking if you want to use their services.

    - Having shared the development of your game for years, if popular, that could give you a little advantage since if someone steals your project, fan would know about it and they will help you spreading the voice and helping in boycotting the game.

    All good points :).

    I especially like that last one. Regular YouTube(and other community platforms such as GameJolt) content uploads during development, and building a website along the way, not only builds a community around your game, but all act as evidence that it is your work.

    I wish you all the best in your endeavors, gametime777. Sit down with any publisher and just talk for a while(figuratively speaking. It will mostly be done via email, and/or instant messaging, etc. Get to know them as a company. See games/developers they have worked with. Talk to those developers, and get their point of view, and get an idea on how things went for them while working with the publisher.

    Overall, you will get many different opinions, and viewpoints here, or at any community. All you can really do is speak directly with publisher(s), and developers who work wit them. Gather as much information as you can, in order to make the best informed decision on whether or not to work with them or not.

  • > There is only one Publisher I have in mind for console ports for any of my projects. And, it's someone well known in this community. Who has worked with other folks in the community who have already vouched for them and shown off projects ported by them.

    Does that Publisher can Export a game without the Master Capx !?? Can they export the Code via the Java Sripts source code !?? Can I send them another type of Port without giving away my Master Capx !???

    How come games from the past 16 bit ERA are Exported to any consoled !!?? Its there another way to Export a Game without the Master Source Code !!!??? Its there any way !!???????????

    I really wish I could help out more with your questions. The Publisher I have found through this community is ratalaikagames.com/, you can search the forums here, and contact some developers that have worked with them. I have not worked with them yet, so I cannot comment much further unfortunately.

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  • I mean the porting services like that need the capx so they can tweak things to make it work on the given platform. Or maybe the conversion is automated? I seem to recall from what I’ve read is it’s mostly automated but they do some things manually to make it work better on a given port.

    You can set the terms and say you won’t give them the capx but only an already done export for them to use to make the port. If they agree they’ll probably quote you higher I’d imagine.

    I mean with my limited understanding of how the porting works they already have a lot to do to go from a capx. To go from an export would require them to mostly go from scratch or at least mostly reverse engineer a capx out of the export first.

    Exactly. Without the source, they would have to basically screenshot the game every frame and capture the frame of each sprite. Along with the background(they wouldn't be able to get the whole thing, as other game objects would likely be in the way of the whole image. Then from there, they would have to create a game from scratch that plays exactly like the original.

    There is quite a bit they need to change even with the source, to make things work properly with the console operating systems, the different controllers, etc. Not to mention they are porting to a whole other programming language for PlayStation, and Switch. Pretty sure the Xbox One will run a HTML5 export directly.

  • > Another thing to consider - what if someone just "looks" at your finished game, and they make a new project and try to copy your game from scratch, WITHOUT your capx?

    >

    First of all >> I got more than 100 Capx since I started my Project PLUS my prototype its on YouTube.

    Secondly >> My Source Code Script will be Handle in photocopies and another copy inside a USB locked with Winrar password to a Lawyer for Copyrights, just in case someone try to copymy Master Source Code and disguise as new game changing my assets with new ones .. in other words if they try to change the Sprite of the real game and try to change a little bit the scripts,

    AND Third >> if we go by the law in Terms of source code then at that time Both Source Codes will be put to test to see if they are the same.

    I respect others Game Developers work so as I want to Game Developers Respect mine too.

    That's how I work.

    Thank you Jase00 for the opinion and the comment !!! You got a point too.

    Sounds like you are thinking smart, and taking all the necessary precautions.

  • > Depends on the situation. I skimmed through the thread, and it seems you are working with a publisher. Like others have said, if you signed a Contract, and NDA with them. You should be fine. You can take legal action of they steal your work, at that point.

    >

    Here's the problem !!!

    >>>What about if that group or company decide to close their company and so suddenly I don't know about them anymore and they disappear from the map, and what about after that my capx get steal or exposed!? Where do I go to claim the contract or NDA that we signed!????

    But, if you are looking to work with a publisher. I'm assuming you've already done your research and made sure that they are a legitimate publisher, and have done business successfully with other game developers & design studios?

    The only way to port a game to various gaming consoles, requires the source code of the project. If they are just publishing it on a website, then export it to html5, and you are good to go.

    There is only one Publisher I have in mind for console ports for any of my projects. And, it's someone well known in this community. Who has worked with other folks in the community who have already vouched for them and shown off projects ported by them.

  • Depends on the situation. I skimmed through the thread, and it seems you are working with a publisher. Like others have said, if you signed a Contract, and NDA with them. You should be fine. You can take legal action of they steal your work, at that point.

    If it's someone that just says, hey can I see your .capx, then a swift "nope". Unless you are teaching a class and share your source with students, or something along those lines.

    Context is everything.

    Like someone else mentioned. If you need help with a particular issue, you can always recreate the issue in a small demo source file, and share that for help.

  • I would highlight the "Every tick" line within the block, and delete it. Then just highlight the main block which will now only have the "Every 0.3 seconds" condition, and press "S" on the keyboard. This will add a new Sub-Event. Then set up the "Every tick" as the sub-condition. If that is your intention.

    Then just drag any events that belong under "Every tick" sub-condition down to the block to the right of it.

    Dragging and dropping Events/Actions should change the highlight line of where it will go, depending on the position it is dragged to. In this case, it's probably easier to just delete the line, create the sub-condition, and drag the events in. If you are having a tricky time getting it to drag to the correct position...

  • > Have you ever checked this guy out? FoozleCC

    I have not I will check him out and get back to you

    He has some great Construct 3 videos up on YouTube. This one dives into how he tackled a Third Person 3D Camera. Keep in mind, a lot of the stuff in his video will change a bit, if you are using the latest Beta version of Construct 3, which has made changes to the 3D Camera Object.

  • Have you ever checked this guy out? FoozleCC