BurningWood's Forum Posts

  • Catching up with Construct2 posts--

    I think about the old Stanford story on how he had made money during the gold rush. He made his money selling the equipment to the miners. Yes, some miners became rich, but Stanford made more millions than many of his miners. The same phenomena happened in web-comics with the Half-pixel crew and Penny Arcade. Interestingly it was the boom of decent graphics on computer screens with faster internet that prompted that ten year boom. However, the cross over between comics and video games help pave the way for PAX to act like a Stanford, creating a platform for indies to compete with larger developers on multiple devices.

    Looking at Timberman a huge success on the Android Market than a it's success on Steam, there is a visible cross market fro PC and Mobile.

    http://www.businessinsider.com/the-insi ... iew-2014-7

    However, considering Indie Game the Movie, focusing on the quality of the product matters the most as you want people just to play your games. This could lead to a publisher wanting to publish a game or work with you. Thus, another similarity to web-comics; this idea of gaining many likes or follower via the art you make. This kind of leads to the question of how much or what kind of marketing one has to do for mobile games?

    https://www.youtube.com/playlist?list=P ... 4K_QEzR4dv

    I contend, the indie games have become the next webcomics and people of all ages will continue to make games even if we have smart watches with projector screens instead of real screens. I believe this because of how the web comics creators and market has evolved.

  • jojoe Wow. Too bad I never really got #Blender to work for me, but I have #Daz3d and #MangaStudio, so this confirms a 2D Sprite sheet idea I had; however, I find it easy to draw than mess with rigs. I just tried a manual conversion below--

    Here's the list from Ludam Dare

    http://ludumdare.com/compo/tools/

    "Ase Sprite" had been my favorite so far. Tell me what you think <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • I just finished "Game Corp DX" and realized no one has really made a GameDev sim the way it should be. Here are my notes, and I hope it starts a conversation--

    http://store.steampowered.com/app/399670/

    LOL, stopped me wanting to go on Heists and shoot people in GTAV and back on thinking about game development. Ironically, there goes 6 hours I could have been doing developing a game. In short, it's a great game but it lacks the conflicts of development as seen in serious shows like Codemonkeys.

    This game reflects a “current trend” or a “historical prospective” of indie devs becoming AAA, and a happy story at that. In 6 hours or I think 7 years in game time, I won every award, had more than $900,000,000, and went from making crappy games to games of various scales and deadlines. The real life strategies of looking at markets, hiring and training new talent, and schedule a variety of games to pay monthly expenses helped me consider a real life business plan.

    However, I had no shareholders to deal with, no taxes or laws to cope with. "Zynga" being an example, it would be interesting to have to deal with outside pressure to make the company public, this causing tension between myself and the people I've employed who do not want me to sell out. The people themselves, should like to work with others and not like others for different reasons. It would have been nice to deal with "sexism" and "race" where play testers would give me tough moral dilemmas such as "bigger boobs" and "can we have less black and gay people in the game". The cause and effect would be, if I go with AAA standards, I would make more money, but would get more flack from certain groups. Also, what about distribution, is it online, or will have to deal with stores like Target or Walmart? Rating systems could also be in place and getting banned from countries which could effect press and sales over all like Rockstar?

    Imagine, EA is going to try and buy you out and you have to stop them from being a boss-- get it, a "boss battle".

    Gameplay Notes to Dev--

    Please add a back "button" in menus, and sadly the loss of skills due to specialization doesn't seem to make sense.

    Also, it would be nice to have some conflicts as mentioned before (*Cough, expansion pack).

  • There will be no official 3D support is what Ashley said in an interview, but I've seen a 3rd party 3D webopenGL plugin, so I suppose it's possible. Also, if I recall correctly Unity didn't start off as Unity3d in the beginning.

  • I haven't try this myself, but what about making a hi-rez Sprite font version of the font?

    Subscribe to Construct videos now
  • Kyatric Thanks for putting this altogether. I should recheck this post more often :/

    I think all my answers to arrays are here. Wow--

    I hope I can add to the dialogue segment soon.

  • Kyatric

    Thanks for the videos, I'm having to watch them multiple times as I want to understand C2 logic.

    Re: "<dialog id='2' type='question'>

    <question id='1' portrait='JimMerlin' mood='question' pos='left'>Have you noticed what is going on ?</question>

    <answer id='1'>Yes</answer>

    <nextdialog id='1'>3</nextdialog>

    <answer id='2'>No</answer>

    <nextdialog id='2'>4</nextdialog>"

    For my trees, I need three choices, so would the xml code look like this?

    <dialog id='2' type='question'>

    <question id='1' portrait='JimMerlin' mood='question' pos='left'>Have you noticed what is going on ?</question>

    <answer id='1'>A</answer>

    <nextdialog id='1'>3</nextdialog>

    <answer id='2'>B</answer>

    <nextdialog id='2'>5</nextdialog>

    <answer id='3'>C</answer>

    <nextdialog id='3'>%</nextdialog>

    And, will I have to edit or modify my wrong answer group?

    Currently this group spawns enemies if the player answers a wrong answer.

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  • Hey are you on opengameart.org ?

  • nimos100 Here you go. Going to sleep on this before I try and fix it.

    https://drive.google.com/folderview?id= ... sp=sharing

  • nimos100 I added it in the orginal post.

  • Here's the basic concept sketched out--

    So, I've gotten two branches of the tree to work by deactivating and activating groups. When Dialog0 is deactivated, then Dialog01 is active. This works .

    However, dialog2 won't load-- Also, the animation that play on Dialog0 doesn't play on Dialog01.

    Not sure what I'm missing. Any thoughts?

  • LittleStain

    9252015 Fixed the Volume Control had to set system active then set master volume to global variable volume.

    rojohound

    I like having options, but where would I put the formula? Do I use a function to set it up or and array?

    -log10(100/x)*33.2

    (with 33.2 is 10*log2(10))

    x is percent between (0,100]

  • I am trying to connect a global variable to the master volume. What am I missing?

  • TonyW I get it, but would this method work for a Zelda type gird? I suppose it could with sprites grided. Any thoughts on how to create a Zelda like game?